# Rewrite Stage 1.5
- Added Overlays (Performance / Keyboaed) - Keyboard has Gamepad Movement WIP (kinda) - Work on UI7 Started - Added Input Manager - Added Message Boxes (Animated) - Added Signle Header Tween func for animated stuff (Keyboard Messages, etc) - Add FastHash (Maybe useful later) - Using const & for vec in lithium - Add ability to copy a command by a Ref - Make Lists in Commands OpenAccess for Modification (StaticObject) - Add Static Object (System to PreRender Suff that never changes) but can still be recolored or moved - Add Layer and Font change functions - Make Renderer Tools (RotateCorner, CreateRect, CreateLine, InBox, OptiCommandList) static (OpenAccess) - Add ReIndexing to PushCommand - Add Ability to Init vec3 and vec4 with vec2 and add .xy and .zw to vec4 - Fully Animated Keyboard that currently has problem of Top Down GamePad movement - Add Func to Get GamePad Icon Codepoints for TextRenderer - Made deltatime a float - Using filesystem::path().wstring for convertation (works) - Add a New InBox to Renderer that only checks if a point is inside a boundingbox - Disable Font loading on Renderer Init due to 3ds Freezes when using SystemFont - Make SystemFont lineheight 10% larger than it is to be nearly the same size as the ttf fonts - Fix Some SpaceOffsets between TTF and SystemFont Rendering - Cleanup the Update Rendermode Func - Use LayerRenderSystem by default now as it now runs faster even with ttf fonts
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include/pd/controls/hid.hpp
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include/pd/controls/hid.hpp
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#pragma once
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#include <pd/common/common.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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class Hid : public SmartCtor<Hid> {
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public:
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enum Key : u32 {
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No = 0,
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A = 1 << 0,
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B = 1 << 1,
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X = 1 << 2,
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Y = 1 << 3,
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Start = 1 << 4,
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Select = 1 << 5,
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L = 1 << 6,
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R = 1 << 7,
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DUp = 1 << 8,
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DDown = 1 << 9,
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DLeft = 1 << 10,
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DRight = 1 << 11,
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CPUp = 1 << 12,
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CPDown = 1 << 13,
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CPLeft = 1 << 14,
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CPRight = 1 << 15,
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CSUp = 1 << 16,
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CSDown = 1 << 17,
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CSLeft = 1 << 18,
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CSRight = 1 << 19,
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ZL = 1 << 20,
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ZR = 1 << 21,
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Touch = 1 << 22,
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Up = DUp | CPUp,
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Down = DDown | CPDown,
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Left = DLeft | CPLeft,
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Right = DRight | CPRight,
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};
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enum Event {
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Event_Down,
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Event_Held,
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Event_Up,
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};
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Hid();
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~Hid() {}
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vec2 TouchPos() const { return touch[0]; }
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vec2 TouchPosLast() const { return touch[1]; }
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bool IsEvent(Event e, Key keys);
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bool IsDown(Key keys) const { return key_events[0].at(Event_Down) & keys; }
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bool IsHeld(Key keys) const { return key_events[0].at(Event_Held) & keys; }
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bool IsUp(Key keys) const { return key_events[0].at(Event_Up) & keys; }
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void Clear() {
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for (int i = 0; i < 2; i++) {
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key_events[i][Event_Down] = 0;
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key_events[i][Event_Up] = 0;
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key_events[i][Event_Held] = 0;
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}
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}
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void Lock(bool v) {
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if (v != locked) {
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SwappyTable();
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}
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locked = v;
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}
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bool Locked() const { return locked; }
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void Lock() {
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if (!locked) {
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SwappyTable();
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}
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locked = true;
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}
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void Unlock() {
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if (locked) {
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SwappyTable();
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}
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locked = false;
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}
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/// @brief Get the New Keystates etc
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/// @note WOW not using the deltatime
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void Update();
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private:
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void SwappyTable();
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/// Using 2 Touch positions for current and last frame
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vec2 touch[2];
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bool locked = false;
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std::unordered_map<Event, u32> key_events[2];
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std::unordered_map<u32, u32> binds;
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};
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} // namespace PD
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