A lot of input.
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private/sdl_gpu_test/5_input/app.cpp
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246
private/sdl_gpu_test/5_input/app.cpp
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@ -0,0 +1,246 @@
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#include "./app.hpp"
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#include "../util/mesh.hpp"
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#include <glm/mat4x4.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../sdlpp/keyboard.hpp"
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#include "../util/mesh.hpp"
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namespace sdl_gpu_test
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{
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namespace
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{
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inline constexpr float Y_POS_MIN = -10.f;
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inline constexpr float Y_POS_MAX = 10.f;
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inline constexpr Uint16 AXIS_DEADZONE = 5000;
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struct VertexShaderParameters
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{
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glm::mat4 worldToView;
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glm::mat4 viewToClip;
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};
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}
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void InputApp::init(const AppInitArgs& args)
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{
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Application::init(args);
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// create shaders
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const sdlpp::GPUShader vertexShader = loadShader("shaders/glsl/textured_3dtriangles_from_buffer.vert.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::VERTEX,
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.numUniformBuffers = 1
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});
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const sdlpp::GPUShader fragmentShader = loadShader("shaders/glsl/color_from_texture.frag.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT,
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.numSamplers = 1,
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.numUniformBuffers = 1
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});
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// create depth buffer
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mDepthBuffer.create(mDevice, {
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.format = sdlpp::GPUTextureFormat::D16_UNORM,
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.usage = sdlpp::GPUTextureUsageFlags{.depthStencilTarget = true},
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.width = 1280,
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.height = 720
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});
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// create graphics pipeline
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std::array colorTargetsDescs = {
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sdlpp::GPUColorTargetDescription{
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.format = mDevice.getSwapchainTextureFormat(mWindow),
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.blendState = {
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.enableBlend = true,
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.srcColorBlendfactor = sdlpp::GPUBlendFactor::SRC_ALPHA,
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.dstColorBlendfactor = sdlpp::GPUBlendFactor::ONE_MINUS_SRC_ALPHA,
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.colorBlendOp = sdlpp::GPUBlendOp::ADD,
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.srcAlphaBlendfactor = sdlpp::GPUBlendFactor::ONE,
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.dstAlphaBlendfactor = sdlpp::GPUBlendFactor::ZERO,
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.alphaBlendOp = sdlpp::GPUBlendOp::ADD
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}
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}
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};
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std::array vertexBindings = {
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sdlpp::GPUVertexBinding{
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.index = 0,
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.pitch = sizeof(Vertex)
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}
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};
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std::array vertexAttributes = {
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sdlpp::GPUVertexAttribute{
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.location = 0,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT3,
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.offset = offsetof(Vertex, pos)
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},
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sdlpp::GPUVertexAttribute{
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.location = 1,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT2,
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.offset = offsetof(Vertex, texcoord)
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}
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};
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mPipeline.create(mDevice, {
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.vertexShader = vertexShader,
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.fragmentShader = fragmentShader,
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.vertexInputState = {
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.vertexBindings = vertexBindings,
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.vertexAttributes = vertexAttributes
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},
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.rasterizerState = {
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.cullMode = sdlpp::GPUCullMode::BACK
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},
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.targetInfo = {
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.colorTargetDescriptions = colorTargetsDescs,
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.depthStencilFormat = sdlpp::GPUTextureFormat::D16_UNORM
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}
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});
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// load the mesh
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const Mesh mesh = loadMesh(mFileSystem.getPath("meshes/cube.obj"));
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mNumVertices = static_cast<Uint32>(mesh.vertices.size());
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// create vertex buffer
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mVertexBuffer.create(mDevice, {
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.usage = {.vertex = true},
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.size = static_cast<Uint32>(mesh.vertices.size() * sizeof(Vertex))
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});
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uploadVertexData(mVertexBuffer, std::span(mesh.vertices.begin(), mesh.vertices.end()));
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// create texture and sampler
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sdlpp::GPUTextureCreateArgs textureArgs = {
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.format = sdlpp::GPUTextureFormat::R8G8B8A8_UNORM_SRGB,
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.usage = {.sampler = true}
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};
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mTexture = loadTexture("bitmaps/cube.png", textureArgs);
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mSampler.create(mDevice, {});
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// open gamepad
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const std::vector<SDL_JoystickID> gamepads = sdlpp::getGamepads();
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if (!gamepads.empty())
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{
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mGamepad.open(gamepads[0]);
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}
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}
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void InputApp::update(const AppUpdateArgs& args)
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{
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Application::update(args);
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sdlpp::GPUCommandBuffer cmdBuffer = mDevice.acquireCommandBuffer();
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Uint32 swapchainWidth = 0, swapchainHeight = 0;
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const sdlpp::GPUTexture swapchainTexture = cmdBuffer.acquireSwapchainTexture(mWindow, swapchainWidth, swapchainHeight);
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if (swapchainWidth != mLastSwapchainWidth || swapchainHeight != mLastSwapchainHeight)
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{
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mDepthBuffer.destroy();
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mDepthBuffer.create(mDevice, {
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.format = sdlpp::GPUTextureFormat::D16_UNORM,
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.usage = sdlpp::GPUTextureUsageFlags{.depthStencilTarget = true},
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.width = swapchainWidth,
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.height = swapchainHeight
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});
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mLastSwapchainWidth = swapchainWidth;
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mLastSwapchainHeight = swapchainHeight;
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}
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const std::span<const SDL_bool> keystates = sdlpp::getKeyboardState();
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if (keystates[SDL_SCANCODE_LEFT])
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{
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mRotation -= 40.f * args.tickSeconds;
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}
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if (keystates[SDL_SCANCODE_RIGHT])
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{
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mRotation += 40.f * args.tickSeconds;
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}
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if (keystates[SDL_SCANCODE_UP])
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{
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mYPos -= 2.f * args.tickSeconds;
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}
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if (keystates[SDL_SCANCODE_DOWN])
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{
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mYPos += 2.f * args.tickSeconds;
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}
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if (mGamepad)
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{
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const Sint16 xAxis = mGamepad.getAxis(sdlpp::GamepadAxis::LEFTX);
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if (std::abs(xAxis) > AXIS_DEADZONE)
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{
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mRotation += 0.001f * args.tickSeconds * static_cast<float>(xAxis);
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}
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const Sint16 yAxis = mGamepad.getAxis(sdlpp::GamepadAxis::LEFTY);
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if (std::abs(yAxis) > AXIS_DEADZONE)
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{
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mYPos += 0.0002f * args.tickSeconds * yAxis;
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}
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}
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while (mRotation >= 360.f) { mRotation -= 360.f; }
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while (mRotation < 0.f) { mRotation += 360.f; }
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mYPos = std::clamp(mYPos, Y_POS_MIN, Y_POS_MAX);
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const VertexShaderParameters vertexShaderParameters = {
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.worldToView = glm::lookAt(glm::vec3(2.f, mYPos, 2.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f))
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* glm::rotate(glm::mat4(1.f), glm::radians(mRotation), glm::vec3(0.f, 1.f, 0.f)),
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.viewToClip = glm::perspectiveFov(
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/* fov = */ glm::radians(90.f),
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/* width = */ static_cast<float>(swapchainWidth),
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/* height = */ static_cast<float>(swapchainHeight),
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/* zNear = */ 0.1f,
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/* zFar = */ 100.f
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)
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};
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std::array colorTargets = {sdlpp::GPUColorTargetInfo{
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.texture = swapchainTexture,
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.clearColor = {.r = 0.f, .g = 0.f, .b = 0.f, .a = 1.f},
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.loadOp = sdlpp::GPULoadOp::CLEAR,
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}};
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sdlpp::GPURenderPass renderPass = cmdBuffer.beginRenderPass({
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.colorTargetInfos = colorTargets,
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.depthStencilTargetInfo = sdlpp::GPUDepthStencilTargetInfo{
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.texture = mDepthBuffer,
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.loadOp = sdlpp::GPULoadOp::CLEAR
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}
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});
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static const glm::vec4 WHITE(1.f, 1.f, 1.f, 1.f);
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cmdBuffer.pushFragmentUniformData(0, std::span(&WHITE, 1));
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cmdBuffer.pushVertexUniformData(0, std::span(&vertexShaderParameters, 1));
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renderPass.bindFragmentSampler({.texture = mTexture, .sampler = mSampler});
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renderPass.bindGraphicsPipeline(mPipeline);
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renderPass.bindVertexBuffer({.buffer = mVertexBuffer});
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renderPass.drawPrimitives({.numVertices = mNumVertices});
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renderPass.end();
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cmdBuffer.submit();
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}
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void InputApp::handleKeyboardEvent(const sdlpp::KeyboardEvent& event)
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{
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switch (event.key)
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{
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case SDLK_Q:
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if (!event.down)
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{
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mRunning = false;
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}
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break;
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default: break;
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}
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}
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void InputApp::handleMouseMotionEvent(const sdlpp::MouseMotionEvent& event)
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{
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if (event.state.left)
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{
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mRotation += 0.5f * event.xrel;
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mYPos = std::clamp(mYPos + 0.02f * event.yrel, Y_POS_MIN, Y_POS_MAX);
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}
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}
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}
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34
private/sdl_gpu_test/5_input/app.hpp
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34
private/sdl_gpu_test/5_input/app.hpp
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_5_INPUT_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_5_INPUT_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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#include "../sdlpp/gamepad.hpp"
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namespace sdl_gpu_test
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{
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class InputApp : public Application
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{
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private:
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sdlpp::GPUBuffer mVertexBuffer;
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sdlpp::GPUTexture mDepthBuffer;
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sdlpp::GPUGraphicsPipeline mPipeline;
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sdlpp::GPUTexture mTexture;
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sdlpp::GPUSampler mSampler;
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sdlpp::Gamepad mGamepad;
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Uint32 mNumVertices = 0;
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Uint32 mLastSwapchainWidth = 1280;
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Uint32 mLastSwapchainHeight = 720;
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float mRotation = 0.f;
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float mYPos = 1.5f;
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public:
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void init(const AppInitArgs& args) override;
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void update(const AppUpdateArgs& args) override;
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void handleKeyboardEvent(const sdlpp::KeyboardEvent& event) override;
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void handleMouseMotionEvent(const sdlpp::MouseMotionEvent& event) override;
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_5_INPUT_APP_HPP_INCLUDED)
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2_triangle_with_texcoords/app.cpp
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3_textured_quad/app.cpp
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4_textured_cube/app.cpp
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5_input/app.cpp
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""")
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shader_files = env.Glob("#assets/shaders/glsl/*.frag") \
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#include <mijin/util/variant.hpp>
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#include <mijin/virtual_filesystem/relative.hpp>
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#include <spdlog/spdlog.h>
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#include <mijin/util/winundef.hpp>
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#include "./util/bitmap.hpp"
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#include "./util/spdlog_wrapper.hpp"
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namespace sdl_gpu_test
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{
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@ -56,6 +55,7 @@ void Application::run(std::span<const char*> args)
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});
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const clock_t::time_point startTime = clock_t::now();
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clock_t::time_point lastFrameTime = startTime;
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while (mRunning)
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{
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std::optional<sdlpp::sdl_event_t> event;
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@ -63,14 +63,20 @@ void Application::run(std::span<const char*> args)
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{
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std::visit(mijin::Visitor{
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[&](const sdlpp::QuitEvent&) { mRunning = false; },
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[&](const sdlpp::KeyboardEvent& event) { handleKeyboardEvent(event); },
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[&](const sdlpp::MouseButtonEvent& event) { handleMouseButtonEvent(event); },
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[&](const sdlpp::MouseMotionEvent& event) { handleMouseMotionEvent(event); },
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[&](const sdlpp::GamepadButtonEvent& event) { handleGamepadButtonEvent(event); },
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[](const auto&) {} // default handler
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}, *event);
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}
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const clock_t::time_point frameTime = clock_t::now();
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update({
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.secondsSinceStart = std::chrono::duration_cast<std::chrono::duration<float>>(frameTime - startTime).count()
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.secondsSinceStart = std::chrono::duration_cast<std::chrono::duration<float>>(frameTime - startTime).count(),
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.tickSeconds = std::chrono::duration_cast<std::chrono::duration<float>>(frameTime - lastFrameTime).count()
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});
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lastFrameTime = frameTime;
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}
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cleanup({});
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}
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struct AppUpdateArgs
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{
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float secondsSinceStart = 0.f;
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float tickSeconds = 0.f;
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};
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class Application
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virtual void init(const AppInitArgs& args);
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virtual void cleanup(const AppCleanupArgs& args);
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virtual void update(const AppUpdateArgs& args);
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virtual void handleKeyboardEvent(const sdlpp::KeyboardEvent& /* event */) {}
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virtual void handleMouseButtonEvent(const sdlpp::MouseButtonEvent& /* event */) {}
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virtual void handleMouseMotionEvent(const sdlpp::MouseMotionEvent& /* event */) {}
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virtual void handleGamepadButtonEvent(const sdlpp::GamepadButtonEvent& /* event */) {}
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void run(std::span<const char*> args);
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#include "./2_triangle_with_texcoords/app.hpp"
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#include "./3_textured_quad/app.hpp"
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#include "./4_textured_cube/app.hpp"
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#include "./5_input/app.hpp"
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#include "./util/spdlog_wrapper.hpp"
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namespace
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@ -34,7 +35,8 @@ const std::array APPS = {
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makeAppHelper<sdl_gpu_test::GreenTriangleApp>("green_triangle"),
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makeAppHelper<sdl_gpu_test::TriangleWithTexcoordsApp>("triangle_with_texcoords"),
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makeAppHelper<sdl_gpu_test::TexturedQuadApp>("textured_quad"),
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makeAppHelper<sdl_gpu_test::TexturedCubeApp>("textured_cube")
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makeAppHelper<sdl_gpu_test::TexturedCubeApp>("textured_cube"),
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makeAppHelper<sdl_gpu_test::InputApp>("input")
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};
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}
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@ -45,7 +47,7 @@ int main(int argc, char* argv[])
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return APP_ERROR;
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}
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if (SDL_Init(0) != SDL_TRUE)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != SDL_TRUE)
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{
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spdlog::error("Error initializing SDL.");
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return APP_ERROR;
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protected:
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Base() noexcept = default;
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explicit Base(THandle* handle) noexcept : mHandle(handle) {}
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Base(const Base&) noexcept = default;
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Base(Base&& other) noexcept : mHandle(std::exchange(other.mHandle, nullptr)) {}
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Base& operator=(const Base&) noexcept = default;
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Base& operator=(Base&& other) noexcept
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{
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if (this != &other)
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@ -38,15 +40,22 @@ protected:
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return *this;
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}
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public:
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Base(const Base&) = delete;
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~Base() noexcept
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{
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static_cast<TConcrete&>(*this).destroy();
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}
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Base& operator=(const Base&) = delete;
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auto operator<=>(const Base& other) const noexcept = default;
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operator THandle*() const noexcept { return mHandle; }
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explicit operator bool() const noexcept
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{
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return mHandle != nullptr;
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}
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bool operator!() const noexcept
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{
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return mHandle == nullptr;
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}
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};
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template<typename THandle, typename TConcrete>
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@ -11,6 +11,26 @@
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namespace sdlpp
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{
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//
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// flags
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//
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struct MouseButtonFlags : mijin::BitFlags<MouseButtonFlags>
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{
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bool left : 1 = false;
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bool middle : 1 = false;
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bool right : 1 = false;
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bool x1 : 1 = false;
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bool x2 : 1 = false;
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static MouseButtonFlags from(SDL_MouseButtonFlags base) noexcept
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{
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return std::bit_cast<MouseButtonFlags>(static_cast<std::uint8_t>(base));
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}
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};
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//
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// structs
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//
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struct Event
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{
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Uint64 timestamp;
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@ -18,17 +38,77 @@ struct Event
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template<typename TBase>
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explicit Event(const TBase& base) noexcept : timestamp(base.timestamp) {}
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};
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struct KeyboardEvent : Event
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{
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SDL_WindowID windowID;
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SDL_KeyboardID which;
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SDL_Scancode scancode;
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SDL_Keycode key;
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SDL_Keymod mod;
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bool down;
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||||
bool repeat;
|
||||
|
||||
explicit KeyboardEvent(const SDL_KeyboardEvent& base) noexcept : Event(base), windowID(base.windowID),
|
||||
which(base.which), scancode(base.scancode), key(base.key), mod(base.mod), down(base.down), repeat(base.repeat)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct MouseButtonEvent : Event
|
||||
{
|
||||
SDL_WindowID windowID;
|
||||
SDL_MouseID which;
|
||||
Uint8 button;
|
||||
bool down;
|
||||
Uint8 clicks;
|
||||
float x;
|
||||
float y;
|
||||
|
||||
MouseButtonEvent(const SDL_MouseButtonEvent& base) noexcept : Event(base), windowID(base.windowID), which(base.which),
|
||||
button(base.button), down(base.down), clicks(base.clicks), x(base.x), y(base.y)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct MouseMotionEvent : Event
|
||||
{
|
||||
SDL_WindowID windowID;
|
||||
SDL_MouseID which;
|
||||
MouseButtonFlags state;
|
||||
float x;
|
||||
float y;
|
||||
float xrel;
|
||||
float yrel;
|
||||
|
||||
MouseMotionEvent(const SDL_MouseMotionEvent& base) noexcept : Event(base), windowID(base.windowID), which(base.which),
|
||||
state(MouseButtonFlags::from(base.state)), x(base.x), y(base.y), xrel(base.xrel), yrel(base.yrel)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct GamepadButtonEvent : Event
|
||||
{
|
||||
SDL_JoystickID which;
|
||||
Uint8 button;
|
||||
SDL_bool down;
|
||||
|
||||
GamepadButtonEvent(const SDL_GamepadButtonEvent& base) noexcept : Event(base), which(base.which), button(base.button),
|
||||
down(base.down)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct QuitEvent : Event
|
||||
{
|
||||
explicit QuitEvent(const SDL_QuitEvent& base) noexcept : Event(base) {}
|
||||
};
|
||||
struct WindowEvent : Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
using sdl_event_t = std::variant<
|
||||
WindowEvent,
|
||||
KeyboardEvent,
|
||||
MouseButtonEvent,
|
||||
MouseMotionEvent,
|
||||
GamepadButtonEvent,
|
||||
QuitEvent
|
||||
>;
|
||||
|
||||
@ -40,6 +120,17 @@ inline std::optional<sdl_event_t> pollEvent() noexcept
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
case SDL_EVENT_KEY_UP:
|
||||
return KeyboardEvent(event.key);
|
||||
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case SDL_EVENT_MOUSE_BUTTON_UP:
|
||||
return MouseButtonEvent(event.button);
|
||||
case SDL_EVENT_MOUSE_MOTION:
|
||||
return MouseMotionEvent(event.motion);
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
||||
return GamepadButtonEvent(event.gbutton);
|
||||
case SDL_EVENT_QUIT:
|
||||
return QuitEvent(event.quit);
|
||||
default:
|
||||
|
68
private/sdl_gpu_test/sdlpp/gamepad.hpp
Normal file
68
private/sdl_gpu_test/sdlpp/gamepad.hpp
Normal file
@ -0,0 +1,68 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_SDLPP_GAMEPAD_HPP_INCLUDED)
|
||||
#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_SDLPP_GAMEPAD_HPP_INCLUDED 1
|
||||
|
||||
#include "./common.hpp"
|
||||
|
||||
namespace sdlpp
|
||||
{
|
||||
enum class GamepadAxis
|
||||
{
|
||||
INVALID = SDL_GAMEPAD_AXIS_INVALID,
|
||||
LEFTX = SDL_GAMEPAD_AXIS_LEFTX,
|
||||
LEFTY = SDL_GAMEPAD_AXIS_LEFTY,
|
||||
RIGHTX = SDL_GAMEPAD_AXIS_RIGHTX,
|
||||
RIGHTY = SDL_GAMEPAD_AXIS_RIGHTY,
|
||||
LEFT_TRIGGER = SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
|
||||
RIGHT_TRIGGER = SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
|
||||
};
|
||||
|
||||
class Gamepad : public Base<SDL_Gamepad, Gamepad>
|
||||
{
|
||||
public:
|
||||
Gamepad() noexcept = default;
|
||||
Gamepad(Gamepad&&) noexcept = default;
|
||||
|
||||
Gamepad& operator=(Gamepad&&) = default;
|
||||
|
||||
void open(SDL_JoystickID instanceID)
|
||||
{
|
||||
MIJIN_ASSERT(mHandle == nullptr, "Gamepad already opened.");
|
||||
mHandle = SDL_OpenGamepad(instanceID);
|
||||
if (mHandle == nullptr)
|
||||
{
|
||||
throw SDLError();
|
||||
}
|
||||
}
|
||||
|
||||
void destroy() noexcept
|
||||
{
|
||||
if (mHandle != nullptr)
|
||||
{
|
||||
SDL_CloseGamepad(mHandle);
|
||||
mHandle = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]]
|
||||
Sint16 getAxis(GamepadAxis axis) const noexcept
|
||||
{
|
||||
return SDL_GetGamepadAxis(mHandle, static_cast<SDL_GamepadAxis>(axis));
|
||||
}
|
||||
};
|
||||
|
||||
[[nodiscard]]
|
||||
inline std::vector<SDL_JoystickID> getGamepads() noexcept
|
||||
{
|
||||
int count = 0;
|
||||
SDL_JoystickID* gamepads = SDL_GetGamepads(&count);
|
||||
std::vector<SDL_JoystickID> result;
|
||||
result.resize(count);
|
||||
std::copy_n(gamepads, count, result.begin());
|
||||
return result;
|
||||
}
|
||||
} // namespace sdlpp
|
||||
|
||||
#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_SDLPP_GAMEPAD_HPP_INCLUDED)
|
20
private/sdl_gpu_test/sdlpp/keyboard.hpp
Normal file
20
private/sdl_gpu_test/sdlpp/keyboard.hpp
Normal file
@ -0,0 +1,20 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_SDLPP_KEYBOARD_HPP_INCLUDED)
|
||||
#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_SDLPP_KEYBOARD_HPP_INCLUDED 1
|
||||
|
||||
#include "./common.hpp"
|
||||
|
||||
namespace sdlpp
|
||||
{
|
||||
[[nodiscard]]
|
||||
inline std::span<const SDL_bool> getKeyboardState() noexcept
|
||||
{
|
||||
int numkeys = 0;
|
||||
const SDL_bool* states = SDL_GetKeyboardState(&numkeys);
|
||||
return {states, static_cast<std::size_t>(numkeys)};
|
||||
}
|
||||
} // namespace sdlpp
|
||||
|
||||
#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_SDLPP_KEYBOARD_HPP_INCLUDED)
|
Loading…
x
Reference in New Issue
Block a user