Modules/Graphics/private/EventHandler.cpp
2024-11-24 22:41:14 +03:00

93 lines
No EOL
2.5 KiB
C++

#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::PRESSED, InputState::State::HOLD, InputState::State::PRESSED },
{ InputState::State::HOLD, InputState::State::RELEASED, InputState::State::RELEASED, InputState::State::HOLD },
{ InputState::State::RELEASED, InputState::State::NONE, InputState::State::NONE, InputState::State::RELEASED },
};
bool transitionsReduce[4][4] = {
{ true, true, false, true },
{ true, true, false, true },
{ true, false, false, true },
{ true, false, true, true },
};
void EventHandler::processEvent() {
mMutex.lock();
auto lastEvent = mEventQueue.last();
const auto& eventData = lastEvent->data.second;
const auto& inputId = lastEvent->data.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];
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; }