207 lines
7.4 KiB
C++
207 lines
7.4 KiB
C++
#include "keymapper.h"
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#include <imgui/imgui.h>
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#include "engine.h"
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#include "SparrowInput/input.h"
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#include "defaultkeysmap.h"
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#include <iostream>
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KeyMapper::KeyMapper() :
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m_enabled(false),
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m_waiting_for_input(-1)
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{
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// mapping between action numerical value and text value
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m_actions_list[DefaultKeysMap::MAIN_ACTION] = "Main Action";
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m_actions_list[DefaultKeysMap::SECONDARY_ACTION] = "Secondary Action";
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m_actions_list[DefaultKeysMap::TERTIARY_ACTION] = "Tertiary Action";
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m_actions_list[DefaultKeysMap::MOVE_FORWARD] = "Move Forward";
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m_actions_list[DefaultKeysMap::MOVE_BACKWARD] = "Move Backward";
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m_actions_list[DefaultKeysMap::STRAFE_LEFT] = "Strafe Left";
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m_actions_list[DefaultKeysMap::STRAFE_RIGHT] = "Strafe Right";
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m_actions_list[DefaultKeysMap::RUN] = "Run";
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m_actions_list[DefaultKeysMap::MAIN_ACTION_HOLD] = "Main Action Hold";
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m_actions_list[DefaultKeysMap::SECONDARY_ACTION_HOLD] = "Secondary Action Hold";
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m_actions_list[DefaultKeysMap::JUMP] = "Jump";
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m_actions_list[DefaultKeysMap::TOGGLE_NOCLIP] = "Toggle NoClip";
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m_actions_list[DefaultKeysMap::TOGGLE_PHYSICS_DEBUG] = "Toggle Physics Debug";
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m_actions_list[DefaultKeysMap::TOGGLE_CONSOLE] = "Toggle Console";
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m_actions_list[DefaultKeysMap::MOVE_CURSOR_LEFT] = "Move Cursor Left";
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m_actions_list[DefaultKeysMap::MOVE_CURSOR_RIGHT] = "Move Cursor Right";
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m_actions_list[DefaultKeysMap::HISTORY_UP] = "History Up";
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m_actions_list[DefaultKeysMap::HISTORY_DOWN] = "History Down";
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m_actions_list[DefaultKeysMap::TOGGLE_MOUSE_CURSOR] = "Toggle Mouse Cursor";
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m_actions_list[DefaultKeysMap::EXIT_GAME] = "Exit Game";
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m_actions_list[DefaultKeysMap::LEFT_CLICK] = "Left Click";
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// mapping between mouse numerical value and text value
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m_mouse_buttons[sf::Mouse::Left] = "Mouse Left";
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m_mouse_buttons[sf::Mouse::Middle] = "Mouse Middle";
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m_mouse_buttons[sf::Mouse::Right] = "Mouse Right";
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m_mouse_buttons[sf::Mouse::XButton1] = "Mouse Extra 1";
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m_mouse_buttons[sf::Mouse::XButton2] = "Mouse Extra 2";
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// mapping between keyboard numerical value and text value
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m_keyboard_keys[sf::Keyboard::A] = "A";
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m_keyboard_keys[sf::Keyboard::Z] = "Z";
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m_keyboard_keys[sf::Keyboard::E] = "E";
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m_keyboard_keys[sf::Keyboard::R] = "R";
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m_keyboard_keys[sf::Keyboard::T] = "T";
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m_keyboard_keys[sf::Keyboard::Y] = "Y";
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m_keyboard_keys[sf::Keyboard::U] = "U";
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m_keyboard_keys[sf::Keyboard::I] = "I";
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m_keyboard_keys[sf::Keyboard::O] = "O";
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m_keyboard_keys[sf::Keyboard::P] = "P";
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m_keyboard_keys[sf::Keyboard::Q] = "Q";
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m_keyboard_keys[sf::Keyboard::S] = "S";
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m_keyboard_keys[sf::Keyboard::D] = "D";
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m_keyboard_keys[sf::Keyboard::F] = "F";
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m_keyboard_keys[sf::Keyboard::G] = "G";
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m_keyboard_keys[sf::Keyboard::H] = "H";
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m_keyboard_keys[sf::Keyboard::J] = "J";
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m_keyboard_keys[sf::Keyboard::K] = "K";
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m_keyboard_keys[sf::Keyboard::L] = "L";
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m_keyboard_keys[sf::Keyboard::M] = "M";
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m_keyboard_keys[sf::Keyboard::W] = "W";
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m_keyboard_keys[sf::Keyboard::X] = "X";
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m_keyboard_keys[sf::Keyboard::C] = "C";
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m_keyboard_keys[sf::Keyboard::V] = "V";
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m_keyboard_keys[sf::Keyboard::B] = "B";
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m_keyboard_keys[sf::Keyboard::N] = "N";
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m_keyboard_keys[sf::Keyboard::F1] = "F1";
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m_keyboard_keys[sf::Keyboard::F2] = "F2";
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m_keyboard_keys[sf::Keyboard::F3] = "F3";
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m_keyboard_keys[sf::Keyboard::F4] = "F4";
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m_keyboard_keys[sf::Keyboard::F5] = "F5";
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m_keyboard_keys[sf::Keyboard::F6] = "F6";
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m_keyboard_keys[sf::Keyboard::F7] = "F7";
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m_keyboard_keys[sf::Keyboard::F8] = "F8";
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m_keyboard_keys[sf::Keyboard::F9] = "F9";
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m_keyboard_keys[sf::Keyboard::F10] = "F10";
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m_keyboard_keys[sf::Keyboard::F11] = "F11";
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m_keyboard_keys[sf::Keyboard::F12] = "F12";
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m_keyboard_keys[sf::Keyboard::Left] = "Arrow Left";
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m_keyboard_keys[sf::Keyboard::Right] = "Arrow Right";
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m_keyboard_keys[sf::Keyboard::Up] = "Arrow Up";
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m_keyboard_keys[sf::Keyboard::Down] = "Arrow Down";
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m_keyboard_keys[sf::Keyboard::Escape]= "Escape";
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m_keyboard_keys[sf::Keyboard::Space] = "Space";
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m_keyboard_keys[sf::Keyboard::LShift]= "Left Shift";
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m_keyboard_keys[sf::Keyboard::LControl] = "Left Control";
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}
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void KeyMapper::update()
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{
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if(m_enabled)
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gui();
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}
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void KeyMapper::gui()
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{
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std::vector<std::string> contexts = getEngine().getInput()->getContextsList();
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std::vector<std::string> types_binding = {"pressed","released","hold"};
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ImGui::Begin("KeyMapper");
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std::vector<Binding>& keys = m_keysmap.data();
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for(unsigned int i = 0; i < m_keysmap.data().size() ;i++)
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{
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Binding& b = keys[i];
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std::string action_label;
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if(m_actions_list.count(b.action.action))
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action_label = m_actions_list[b.action.action];
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else
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action_label = "Unknown Action";
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std::string key_label;
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if (b.action.source == input::MOUSE && m_mouse_buttons.count(b.key))
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key_label = m_mouse_buttons[b.key];
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else if(b.action.source == input::KEYBOARD && m_keyboard_keys.count(b.key))
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key_label = m_keyboard_keys[b.key];
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else
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key_label = "UNDEFINED";
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ImGui::Text("%s",action_label.data());
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ImGui::SameLine(200);
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ImGui::PushID(action_label.data());
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if(m_waiting_for_input == int(i))
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ImGui::Button("...",ImVec2(100,30));
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else
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{
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if(ImGui::Button(key_label.data(),ImVec2(100,30)))
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m_waiting_for_input = i;
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}
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ImGui::SameLine(400);
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ImGui::PushItemWidth(100);
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if(ImGui::BeginCombo("Type :",types_binding[b.type].data()))
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{
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for(unsigned int j = 0;j < types_binding.size();j++)
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{
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bool is_selected = (b.type == int(j));
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if(ImGui::Selectable(types_binding[j].data(),is_selected))
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b.type = j;
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if(is_selected)
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ImGui::SetItemDefaultFocus();
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}
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ImGui::EndCombo();
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}
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ImGui::PopID();
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ImGui::PopItemWidth();
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ImGui::Separator();
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}
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/*if(ImGui::Button("Test 1"))
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std::cout << "Test 1" << std::endl;
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if(ImGui::Button("Test 1"))
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std::cout << "Test 2" << std::endl;*/
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if(m_waiting_for_input != -1)
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{
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ImGuiIO io = ImGui::GetIO();
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for(int i = sf::Keyboard::A ; i < sf::Keyboard::KeyCount;i++)
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{
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if(io.KeysDown[i])
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{
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keys[m_waiting_for_input].key = i;
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keys[m_waiting_for_input].action.source = input::KEYBOARD;
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m_waiting_for_input = -1;
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}
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}
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for(int j = sf::Mouse::Left; j < sf::Mouse::ButtonCount;j++)
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{
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if(io.MouseDown[j])
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{
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keys[m_waiting_for_input].key = j;
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keys[m_waiting_for_input].action.source = input::MOUSE;
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m_waiting_for_input = -1;
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}
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}
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}
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//apply
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if(ImGui::Button("Apply changes")){
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getEngine().getInput()->setKeysMap(m_keysmap);
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getEngine().getInput()->updateKeyBindings();
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}
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//save
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//load
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ImGui::End();
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}
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void KeyMapper::toggle()
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{
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m_enabled = !m_enabled;
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if(m_enabled){
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m_keysmap = getEngine().getInput()->getKeysMap();
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}
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}
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