feat: input class for abstracting SDL_Input functions
This commit is contained in:
@ -5,6 +5,8 @@ set(SOURCES
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src/IO/file_manager.cpp
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src/renderer/debug.cpp
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src/input/input.cpp
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src/scene/scene.cpp
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src/window/window.cpp
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29
engine/include/engine/input/input.h
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29
engine/include/engine/input/input.h
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@ -0,0 +1,29 @@
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#ifndef ENGINE_INPUT_H_
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#define ENGINE_INPUT_H_
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#include <SDL3/SDL.h>
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#include <glm/glm.hpp>
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#include "engine/time/timestep.h"
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#include "engine/export.h"
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namespace Core {
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class ENGINE_API Input {
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public:
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Input() = delete;
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private:
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friend class Engine;
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static void Update(Timestep dt);
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public:
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[[nodiscard]] static glm::vec2 GetRelativeMouse();
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[[nodiscard]] static bool IsKeyPressed(SDL_Scancode keyCode);
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private:
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static bool* s_keys_state;
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static int s_keys_state_size;
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};
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}
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#endif // ENGINE_INPUT_H_
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24
engine/src/input/input.cpp
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24
engine/src/input/input.cpp
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@ -0,0 +1,24 @@
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#include "engine/input/input.h"
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namespace Core {
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bool* Input::s_keys_state = nullptr;
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int Input::s_keys_state_size = 0;
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// Engine only function
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void Input::Update(Timestep dt) {
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s_keys_state = (bool*)SDL_GetKeyboardState(&s_keys_state_size);
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}
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glm::vec2 Input::GetRelativeMouse() {
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glm::vec2 mouse;
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SDL_GetRelativeMouseState(&mouse.x, &mouse.y);
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return mouse;
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}
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bool Input::IsKeyPressed(SDL_Scancode keyCode) {
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assert(keyCode < s_keys_state_size && "Key is out of bounds of the key input state");
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return s_keys_state[keyCode];
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}
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}
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@ -6,6 +6,7 @@
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#include "engine/renderer/wavefront.h"
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#include "engine/time/timestep.h"
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#include "engine/input/input.h"
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namespace Core {
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@ -34,6 +35,7 @@ void Engine::Run(std::unique_ptr<IApplication> app) {
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m_window->ProcessEvents();
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Input::Update(dt);
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m_app->OnUpdate(dt);
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m_renderer->Render();
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@ -20,6 +20,7 @@
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#include "engine/components/batch.h"
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#include "engine/scene/scene.h"
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#include "engine/input/input.h"
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#include "engine/api.h"
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@ -84,19 +85,16 @@ public:
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m_angle = 3.45f;
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m_paused = false;
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m_yaw = -90.0f; // looking along -Z initially
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m_pitch = 0.0f; // no vertical tilt
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}
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void OnUpdate(Timestep dt) override {
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float mouseXRel, mouseYRel;
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SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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glm::vec2 mouseRel = Input::GetRelativeMouse();
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float sensitivity = 0.1f; // tweak as needed
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m_yaw += mouseXRel * sensitivity;
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m_pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
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m_yaw += mouseRel.x * sensitivity;
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m_pitch -= mouseRel.y * sensitivity; // invert Y for typical FPS control
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// clamp pitch to avoid flipping
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// if (pitch > 89.0f) pitch = 89.0f;
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@ -112,30 +110,24 @@ public:
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glm::vec3 velocity(0.f);
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const bool* state = SDL_GetKeyboardState(nullptr);
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if (state[SDL_SCANCODE_P]) m_paused = !m_paused;
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glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
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if (state[SDL_SCANCODE_W]) velocity += front;
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if (state[SDL_SCANCODE_S]) velocity -= front;
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if (state[SDL_SCANCODE_A]) velocity -= right;
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if (state[SDL_SCANCODE_D]) velocity += right;
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if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
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if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
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if (Input::IsKeyPressed(SDL_SCANCODE_W)) velocity += front;
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if (Input::IsKeyPressed(SDL_SCANCODE_S)) velocity -= front;
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if (Input::IsKeyPressed(SDL_SCANCODE_A)) velocity -= right;
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if (Input::IsKeyPressed(SDL_SCANCODE_D)) velocity += right;
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if (Input::IsKeyPressed(SDL_SCANCODE_SPACE)) velocity.y += 1.f;
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if (Input::IsKeyPressed(SDL_SCANCODE_LSHIFT)) velocity.y -= 1.f;
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auto& camTransform = cameraEntity.GetComponent<transform>();
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camTransform.position += velocity * (float)dt * 2.5f; // speed is e.g. 2.5f
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camTransform.rotation = cameraViewDirection;
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// update rotation
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if (!m_paused) {
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m_angle += glm::radians(45.0f) * dt; // 72° per second
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if (m_angle > glm::two_pi<float>()) {
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m_angle -= glm::two_pi<float>(); // keep value small
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}
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m_angle += glm::radians(45.0f) * dt; // 72° per second
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if (m_angle > glm::two_pi<float>()) {
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m_angle -= glm::two_pi<float>(); // keep value small
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}
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// ---- Day-night simulation ----
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@ -190,6 +182,7 @@ public:
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}
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}
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private:
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// for internal 1-second timer
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int m_elapsed;
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std::shared_ptr<Scene> m_scene;
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@ -203,8 +196,6 @@ private:
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float m_dayTime = 0.0f; // accumulates time for day-night cycle
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float m_dayLength = 60.0f; // seconds per full day cycle
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bool m_paused = false;
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float m_yaw = -90.0f; // looking along -Z initially
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float m_pitch = 0.0f; // no vertical tilt
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};
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