#include "EventHandler.hpp" using namespace tp; EventHandler::EventHandler() = default; EventHandler::~EventHandler() = default; void EventHandler::postEvent(InputID inputID, InputEvent inputEvent) { mMutex.lock(); mEventQueue.pushBack({ inputID, inputEvent }); mMutex.unlock(); } bool EventHandler::isEvents() { mMutex.lock(); auto res = mEventQueue.length(); mMutex.unlock(); return res; } InputState::State transitions[4][4] = { { InputState::State::NONE, InputState::State::PRESSED, InputState::State::PRESSED, InputState::State::NONE }, { InputState::State::PRESSED, InputState::State::HOLD, InputState::State::HOLD, InputState::State::HOLD }, { InputState::State::HOLD, InputState::State::HOLD, InputState::State::HOLD, InputState::State::RELEASED }, { InputState::State::NONE, InputState::State::NONE, InputState::State::NONE, InputState::State::NONE }, }; bool transitionsReduce[4][4] = { { true, false, false, true }, { true, true, true, false }, { true, true, true, false }, { true, true, true, true }, }; void EventHandler::processEvent() { mMutex.lock(); auto lastEvent = &mEventQueue.last(); const auto& eventData = lastEvent->second; const auto& inputId = lastEvent->first; switch (eventData.type) { case InputEvent::Type::MOUSE_POS: { mPointer = eventData.mouseEvent; mEventQueue.popFront(); break; } case InputEvent::Type::BUTTON_ACTION: { auto currentState = (int) mInputStates[(int) inputId].mCurrentState; auto reportedEvent = (int) eventData.buttonAction; mInputStates[(int) inputId].mCurrentState = transitions[currentState][reportedEvent]; // printf("%i - %i \n", reportedEvent, mInputStates[(int) InputID::A].mCurrentState); if (transitionsReduce[currentState][reportedEvent]) { mEventQueue.popFront(); } break; } default: { mEventQueue.popFront(); } } mPointerPressure = mInputStates[(int) InputID::MOUSE1].mCurrentState != InputState::State::NONE; mMutex.unlock(); } const Vec2F& EventHandler::getPointer() const { return mPointer; } bool EventHandler::isPressed(InputID id) const { return mInputStates[(int) id].mCurrentState == InputState::State::PRESSED; } bool EventHandler::isReleased(InputID id) const { return mInputStates[(int) id].mCurrentState == InputState::State::RELEASED; } halnf EventHandler::getPointerPressure() const { return mPointerPressure; } bool EventHandler::isDown(InputID id) const { return mInputStates[(int) id].mCurrentState == InputState::State::PRESSED || mInputStates[(int) id].mCurrentState == InputState::State::HOLD; } halnf EventHandler::getScrollY() const { return 0; }