refactor(输入系统): 移除输入模块及相关代码
重构输入处理逻辑,改为通过事件服务直接处理鼠标和滚轮事件 删除不再使用的输入模块、接口及实现类 更新场景管理器以使用新的事件处理方式
This commit is contained in:
parent
c9092dce3b
commit
a38bbf78c9
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@ -9,11 +9,9 @@
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namespace extra2d {
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class IWindow;
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class IInput;
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class RenderBackend;
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class WindowModule;
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class RenderModule;
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class InputModule;
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/**
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* @brief 应用程序类
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@ -95,12 +93,6 @@ public:
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*/
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RenderBackend *renderer();
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/**
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* @brief 获取输入
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* @return 输入指针
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*/
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IInput *input();
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/**
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* @brief 进入场景
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* @param scene 场景指针
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@ -10,17 +10,13 @@
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#include <extra2d/core/registry.h>
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#include <extra2d/core/types.h>
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// Config removed - app info now in Application class
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// Platform
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#include <extra2d/platform/iinput.h>
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#include <extra2d/platform/input_module.h>
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#include <extra2d/platform/iwindow.h>
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#include <extra2d/platform/keys.h>
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#include <extra2d/platform/window_module.h>
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// Graphics
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#include <extra2d/graphics/camera/camera.h>
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#include <extra2d/graphics/camera/viewport_adapter.h>
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@ -33,7 +29,6 @@
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#include <extra2d/graphics/texture/texture.h>
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#include <extra2d/graphics/texture/texture_pool.h>
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// Scene
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#include <extra2d/scene/node.h>
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#include <extra2d/scene/scene.h>
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@ -57,7 +52,6 @@
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#include <extra2d/services/scene_service.h>
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#include <extra2d/services/timer_service.h>
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// Application
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#include <extra2d/app/application.h>
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@ -1,95 +0,0 @@
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#pragma once
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#include <extra2d/platform/iinput.h>
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#include <GLFW/glfw3.h>
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#include <array>
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namespace extra2d {
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/**
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* @brief GLFW 输入实现
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*/
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class GLFWInput : public IInput {
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public:
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GLFWInput();
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~GLFWInput() override;
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void init() override;
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void shutdown() override;
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void update() override;
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// Keyboard
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bool down(Key key) const override;
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bool pressed(Key key) const override;
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bool released(Key key) const override;
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// Mouse
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bool down(Mouse btn) const override;
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bool pressed(Mouse btn) const override;
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bool released(Mouse btn) const override;
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Vec2 mouse() const override;
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Vec2 mouseDelta() const override;
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float scroll() const override;
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float scrollDelta() const override;
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void setMouse(const Vec2& pos) override;
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// Gamepad
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bool gamepad() const override;
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bool down(Gamepad btn) const override;
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bool pressed(Gamepad btn) const override;
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bool released(Gamepad btn) const override;
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Vec2 leftStick() const override;
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Vec2 rightStick() const override;
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float leftTrigger() const override;
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float rightTrigger() const override;
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void vibrate(float left, float right) override;
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// Touch
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bool touching() const override;
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int touchCount() const override;
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Vec2 touch(int index) const override;
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TouchPoint touchPoint(int index) const override;
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// GLFW specific
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void handleKeyEvent(int key, int scancode, int action, int mods);
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void handleMouseButtonEvent(int button, int action, int mods);
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void handleCursorPosEvent(double xpos, double ypos);
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void handleScrollEvent(double xoffset, double yoffset);
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void handleJoystickEvent(int jid, int event);
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void setWindow(GLFWwindow* window) { window_ = window; }
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private:
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void updateGamepad();
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void openGamepad();
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void closeGamepad();
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float applyDeadzone(float value) const;
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// Keyboard state
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std::array<bool, static_cast<size_t>(Key::Count)> keyCurrent_;
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std::array<bool, static_cast<size_t>(Key::Count)> keyPrevious_;
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// Mouse state
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std::array<bool, static_cast<size_t>(Mouse::Count)> mouseCurrent_;
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std::array<bool, static_cast<size_t>(Mouse::Count)> mousePrevious_;
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Vec2 mousePos_;
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Vec2 mouseDelta_;
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float scroll_ = 0.0f;
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float scrollDelta_ = 0.0f;
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// Gamepad state
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std::array<bool, static_cast<size_t>(Gamepad::Count)> gamepadCurrent_;
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std::array<bool, static_cast<size_t>(Gamepad::Count)> gamepadPrevious_;
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Vec2 leftStick_;
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Vec2 rightStick_;
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float leftTrigger_ = 0.0f;
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float rightTrigger_ = 0.0f;
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int gamepadId_ = -1;
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float deadzone_ = 0.15f;
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GLFWwindow* window_ = nullptr;
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};
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} // namespace extra2d
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@ -5,8 +5,6 @@
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namespace extra2d {
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class GLFWInput;
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/**
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* @brief GLFW 窗口实现
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*/
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@ -46,8 +44,6 @@ public:
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void showCursor(bool show) override;
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void lockCursor(bool lock) override;
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IInput* input() const override;
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void onResize(ResizeCb cb) override;
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void onClose(CloseCb cb) override;
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void onFocus(FocusCb cb) override;
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@ -76,8 +72,6 @@ private:
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static void joystickCallback(int jid, int event);
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GLFWwindow* glfwWindow_ = nullptr;
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UniquePtr<GLFWInput> input_;
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int width_ = 1280;
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int height_ = 720;
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@ -1,175 +0,0 @@
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#pragma once
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#include <extra2d/platform/keys.h>
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#include <extra2d/core/math_types.h>
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namespace extra2d {
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/**
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* @brief 触摸点信息
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*/
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struct TouchPoint {
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int id = 0;
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Vec2 position;
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Vec2 delta;
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bool pressed = false;
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bool released = false;
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};
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/**
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* @brief 输入抽象接口
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* 所有平台输入后端必须实现此接口
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*/
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class IInput {
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public:
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virtual ~IInput() = default;
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/**
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* @brief 初始化输入系统
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*/
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virtual void init() = 0;
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/**
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* @brief 关闭输入系统
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*/
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virtual void shutdown() = 0;
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/**
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* @brief 每帧更新输入状态
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*/
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virtual void update() = 0;
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// ========== 键盘 ==========
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/**
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* @brief 检测按键是否按下(持续状态)
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*/
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virtual bool down(Key key) const = 0;
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/**
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* @brief 检测按键是否刚按下(仅当前帧)
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*/
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virtual bool pressed(Key key) const = 0;
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/**
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* @brief 检测按键是否刚释放(仅当前帧)
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*/
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virtual bool released(Key key) const = 0;
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// ========== 鼠标 ==========
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/**
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* @brief 检测鼠标按钮是否按下
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*/
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virtual bool down(Mouse btn) const = 0;
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/**
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* @brief 检测鼠标按钮是否刚按下
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*/
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virtual bool pressed(Mouse btn) const = 0;
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/**
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* @brief 检测鼠标按钮是否刚释放
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*/
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virtual bool released(Mouse btn) const = 0;
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/**
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* @brief 获取鼠标位置
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*/
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virtual Vec2 mouse() const = 0;
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/**
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* @brief 获取鼠标移动增量
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*/
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virtual Vec2 mouseDelta() const = 0;
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/**
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* @brief 获取滚轮值
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*/
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virtual float scroll() const = 0;
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/**
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* @brief 获取滚轮增量
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*/
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virtual float scrollDelta() const = 0;
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/**
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* @brief 设置鼠标位置
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*/
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virtual void setMouse(const Vec2& pos) = 0;
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// ========== 手柄 ==========
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/**
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* @brief 检测手柄是否连接
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*/
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virtual bool gamepad() const = 0;
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/**
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* @brief 检测手柄按钮是否按下
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*/
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virtual bool down(Gamepad btn) const = 0;
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/**
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* @brief 检测手柄按钮是否刚按下
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*/
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virtual bool pressed(Gamepad btn) const = 0;
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/**
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* @brief 检测手柄按钮是否刚释放
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*/
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virtual bool released(Gamepad btn) const = 0;
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/**
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* @brief 获取左摇杆值
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*/
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virtual Vec2 leftStick() const = 0;
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/**
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* @brief 获取右摇杆值
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*/
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virtual Vec2 rightStick() const = 0;
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/**
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* @brief 获取左扳机值
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*/
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virtual float leftTrigger() const = 0;
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/**
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* @brief 获取右扳机值
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*/
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virtual float rightTrigger() const = 0;
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/**
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* @brief 设置手柄振动
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* @param left 左马达强度 [0, 1]
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* @param right 右马达强度 [0, 1]
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*/
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virtual void vibrate(float left, float right) = 0;
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// ========== 触摸 ==========
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/**
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* @brief 检测是否有触摸
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*/
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virtual bool touching() const = 0;
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/**
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* @brief 获取触摸点数量
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*/
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virtual int touchCount() const = 0;
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/**
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* @brief 获取触摸点位置
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* @param index 触摸点索引
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*/
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virtual Vec2 touch(int index) const = 0;
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/**
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* @brief 获取触摸点信息
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* @param index 触摸点索引
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*/
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virtual TouchPoint touchPoint(int index) const = 0;
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};
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} // namespace extra2d
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@ -1,78 +0,0 @@
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#pragma once
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#include <extra2d/core/module.h>
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#include <extra2d/platform/iinput.h>
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#include <extra2d/platform/window_module.h>
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#include <functional>
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#include <typeindex>
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namespace extra2d {
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/**
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* @brief 输入模块配置结构
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*/
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struct InputCfg {
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float deadzone;
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float mouseSensitivity;
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bool enableVibration;
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int maxGamepads;
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int priority;
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InputCfg()
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: deadzone(0.15f)
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, mouseSensitivity(1.0f)
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, enableVibration(true)
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, maxGamepads(4)
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, priority(20)
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{}
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};
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/**
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* @brief 输入模块
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* 管理输入设备
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*/
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class InputModule : public Module {
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public:
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/**
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* @brief 构造函数(Lambda 配置)
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* @param configFn 配置函数
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*/
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explicit InputModule(std::function<void(InputCfg&)> configFn);
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/**
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* @brief 析构函数
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*/
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~InputModule() override;
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bool init() override;
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void shutdown() override;
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bool ok() const override { return initialized_; }
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const char* name() const override { return "input"; }
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int priority() const override { return cfg_.priority; }
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/**
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* @brief 获取依赖
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* @return 依赖模块类型列表
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*/
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std::vector<std::type_index> deps() const override {
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return {std::type_index(typeid(WindowModule))};
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}
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/**
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* @brief 获取输入接口
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* @return 输入接口指针
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*/
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IInput* input() const { return input_; }
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/**
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* @brief 更新输入状态
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*/
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void update();
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private:
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InputCfg cfg_;
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IInput* input_ = nullptr;
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bool initialized_ = false;
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};
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} // namespace extra2d
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namespace extra2d {
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class IInput;
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/**
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* @brief 光标形状
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*/
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*/
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virtual void lockCursor(bool lock) = 0;
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/**
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* @brief 获取输入接口
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*/
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virtual IInput* input() const = 0;
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/**
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* @brief 窗口大小改变回调
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*/
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void doSceneSwitch();
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void dispatchPointerEvents(Scene &scene);
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void setupEventListeners();
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std::stack<Ptr<Scene>> sceneStack_;
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std::unordered_map<std::string, Ptr<Scene>> namedScenes_;
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Node *captureTarget_ = nullptr;
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Vec2 lastPointerWorld_ = Vec2::Zero();
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bool hasLastPointerWorld_ = false;
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// 鼠标状态(通过事件更新)
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Vec2 mousePos_ = Vec2::Zero();
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Vec2 mouseDelta_ = Vec2::Zero();
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float scrollDelta_ = 0.0f;
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bool mouseLeftPressed_ = false;
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bool mouseLeftReleased_ = false;
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bool mouseLeftDown_ = false;
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ListenerId mouseMoveListener_ = 0;
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ListenerId mousePressListener_ = 0;
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ListenerId mouseReleaseListener_ = 0;
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ListenerId scrollListener_ = 0;
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};
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} // namespace extra2d
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#include <extra2d/graphics/core/render_backend.h>
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#include <extra2d/graphics/core/render_module.h>
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#include <extra2d/graphics/memory/vram_manager.h>
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#include <extra2d/platform/iinput.h>
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#include <extra2d/platform/input_module.h>
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#include <extra2d/platform/iwindow.h>
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#include <extra2d/platform/window_module.h>
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#include <extra2d/services/camera_service.h>
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@ -183,11 +181,6 @@ void Application::mainLoop() {
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void Application::update() {
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ServiceLocator::instance().updateAll(deltaTime_);
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auto *inputMod = get<InputModule>();
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if (inputMod) {
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inputMod->update();
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}
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}
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void Application::render() {
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@ -230,11 +223,6 @@ RenderBackend *Application::renderer() {
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return renderMod ? renderMod->renderer() : nullptr;
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}
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IInput *Application::input() {
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auto *winMod = get<WindowModule>();
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return (winMod && winMod->win()) ? winMod->win()->input() : nullptr;
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}
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void Application::enterScene(Ptr<Scene> scene) {
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auto sceneService = ServiceLocator::instance().getService<ISceneService>();
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auto *winMod = get<WindowModule>();
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@ -1,491 +0,0 @@
|
|||
#include <cmath>
|
||||
#include <extra2d/services/logger_service.h>
|
||||
#include <glfw/glfw_input.h>
|
||||
|
||||
|
||||
namespace extra2d {
|
||||
|
||||
// GLFW 按键到引擎按键的映射
|
||||
static Key glfwToKey(int glfwKey) {
|
||||
switch (glfwKey) {
|
||||
// 字母键
|
||||
case GLFW_KEY_A:
|
||||
return Key::A;
|
||||
case GLFW_KEY_B:
|
||||
return Key::B;
|
||||
case GLFW_KEY_C:
|
||||
return Key::C;
|
||||
case GLFW_KEY_D:
|
||||
return Key::D;
|
||||
case GLFW_KEY_E:
|
||||
return Key::E;
|
||||
case GLFW_KEY_F:
|
||||
return Key::F;
|
||||
case GLFW_KEY_G:
|
||||
return Key::G;
|
||||
case GLFW_KEY_H:
|
||||
return Key::H;
|
||||
case GLFW_KEY_I:
|
||||
return Key::I;
|
||||
case GLFW_KEY_J:
|
||||
return Key::J;
|
||||
case GLFW_KEY_K:
|
||||
return Key::K;
|
||||
case GLFW_KEY_L:
|
||||
return Key::L;
|
||||
case GLFW_KEY_M:
|
||||
return Key::M;
|
||||
case GLFW_KEY_N:
|
||||
return Key::N;
|
||||
case GLFW_KEY_O:
|
||||
return Key::O;
|
||||
case GLFW_KEY_P:
|
||||
return Key::P;
|
||||
case GLFW_KEY_Q:
|
||||
return Key::Q;
|
||||
case GLFW_KEY_R:
|
||||
return Key::R;
|
||||
case GLFW_KEY_S:
|
||||
return Key::S;
|
||||
case GLFW_KEY_T:
|
||||
return Key::T;
|
||||
case GLFW_KEY_U:
|
||||
return Key::U;
|
||||
case GLFW_KEY_V:
|
||||
return Key::V;
|
||||
case GLFW_KEY_W:
|
||||
return Key::W;
|
||||
case GLFW_KEY_X:
|
||||
return Key::X;
|
||||
case GLFW_KEY_Y:
|
||||
return Key::Y;
|
||||
case GLFW_KEY_Z:
|
||||
return Key::Z;
|
||||
|
||||
// 数字键
|
||||
case GLFW_KEY_0:
|
||||
return Key::Num0;
|
||||
case GLFW_KEY_1:
|
||||
return Key::Num1;
|
||||
case GLFW_KEY_2:
|
||||
return Key::Num2;
|
||||
case GLFW_KEY_3:
|
||||
return Key::Num3;
|
||||
case GLFW_KEY_4:
|
||||
return Key::Num4;
|
||||
case GLFW_KEY_5:
|
||||
return Key::Num5;
|
||||
case GLFW_KEY_6:
|
||||
return Key::Num6;
|
||||
case GLFW_KEY_7:
|
||||
return Key::Num7;
|
||||
case GLFW_KEY_8:
|
||||
return Key::Num8;
|
||||
case GLFW_KEY_9:
|
||||
return Key::Num9;
|
||||
|
||||
// 功能键
|
||||
case GLFW_KEY_F1:
|
||||
return Key::F1;
|
||||
case GLFW_KEY_F2:
|
||||
return Key::F2;
|
||||
case GLFW_KEY_F3:
|
||||
return Key::F3;
|
||||
case GLFW_KEY_F4:
|
||||
return Key::F4;
|
||||
case GLFW_KEY_F5:
|
||||
return Key::F5;
|
||||
case GLFW_KEY_F6:
|
||||
return Key::F6;
|
||||
case GLFW_KEY_F7:
|
||||
return Key::F7;
|
||||
case GLFW_KEY_F8:
|
||||
return Key::F8;
|
||||
case GLFW_KEY_F9:
|
||||
return Key::F9;
|
||||
case GLFW_KEY_F10:
|
||||
return Key::F10;
|
||||
case GLFW_KEY_F11:
|
||||
return Key::F11;
|
||||
case GLFW_KEY_F12:
|
||||
return Key::F12;
|
||||
|
||||
// 特殊键
|
||||
case GLFW_KEY_SPACE:
|
||||
return Key::Space;
|
||||
case GLFW_KEY_ENTER:
|
||||
return Key::Enter;
|
||||
case GLFW_KEY_ESCAPE:
|
||||
return Key::Escape;
|
||||
case GLFW_KEY_TAB:
|
||||
return Key::Tab;
|
||||
case GLFW_KEY_BACKSPACE:
|
||||
return Key::Backspace;
|
||||
case GLFW_KEY_INSERT:
|
||||
return Key::Insert;
|
||||
case GLFW_KEY_DELETE:
|
||||
return Key::Delete;
|
||||
case GLFW_KEY_HOME:
|
||||
return Key::Home;
|
||||
case GLFW_KEY_END:
|
||||
return Key::End;
|
||||
case GLFW_KEY_PAGE_UP:
|
||||
return Key::PageUp;
|
||||
case GLFW_KEY_PAGE_DOWN:
|
||||
return Key::PageDown;
|
||||
|
||||
// 方向键
|
||||
case GLFW_KEY_UP:
|
||||
return Key::Up;
|
||||
case GLFW_KEY_DOWN:
|
||||
return Key::Down;
|
||||
case GLFW_KEY_LEFT:
|
||||
return Key::Left;
|
||||
case GLFW_KEY_RIGHT:
|
||||
return Key::Right;
|
||||
|
||||
// 修饰键
|
||||
case GLFW_KEY_LEFT_SHIFT:
|
||||
return Key::LShift;
|
||||
case GLFW_KEY_RIGHT_SHIFT:
|
||||
return Key::RShift;
|
||||
case GLFW_KEY_LEFT_CONTROL:
|
||||
return Key::LCtrl;
|
||||
case GLFW_KEY_RIGHT_CONTROL:
|
||||
return Key::RCtrl;
|
||||
case GLFW_KEY_LEFT_ALT:
|
||||
return Key::LAlt;
|
||||
case GLFW_KEY_RIGHT_ALT:
|
||||
return Key::RAlt;
|
||||
|
||||
// 锁定键
|
||||
case GLFW_KEY_CAPS_LOCK:
|
||||
return Key::CapsLock;
|
||||
case GLFW_KEY_NUM_LOCK:
|
||||
return Key::NumLock;
|
||||
case GLFW_KEY_SCROLL_LOCK:
|
||||
return Key::ScrollLock;
|
||||
|
||||
default:
|
||||
return Key::None;
|
||||
}
|
||||
}
|
||||
|
||||
GLFWInput::GLFWInput() {
|
||||
keyCurrent_.fill(false);
|
||||
keyPrevious_.fill(false);
|
||||
mouseCurrent_.fill(false);
|
||||
mousePrevious_.fill(false);
|
||||
gamepadCurrent_.fill(false);
|
||||
gamepadPrevious_.fill(false);
|
||||
}
|
||||
|
||||
GLFWInput::~GLFWInput() { shutdown(); }
|
||||
|
||||
void GLFWInput::init() {
|
||||
E2D_LOG_INFO("GLFWInput 已初始化");
|
||||
openGamepad();
|
||||
}
|
||||
|
||||
void GLFWInput::shutdown() {
|
||||
closeGamepad();
|
||||
E2D_LOG_INFO("GLFWInput 已关闭");
|
||||
}
|
||||
|
||||
void GLFWInput::update() {
|
||||
// 保存上一帧状态
|
||||
keyPrevious_ = keyCurrent_;
|
||||
mousePrevious_ = mouseCurrent_;
|
||||
gamepadPrevious_ = gamepadCurrent_;
|
||||
|
||||
// 重置增量
|
||||
scrollDelta_ = 0.0f;
|
||||
mouseDelta_ = Vec2{0.0f, 0.0f};
|
||||
|
||||
// 更新游戏手柄
|
||||
updateGamepad();
|
||||
|
||||
// 更新键盘状态(通过轮询 GLFW)
|
||||
if (window_) {
|
||||
for (int i = GLFW_KEY_SPACE; i <= GLFW_KEY_LAST; ++i) {
|
||||
Key key = glfwToKey(i);
|
||||
if (key != Key::None) {
|
||||
int state = glfwGetKey(window_, i);
|
||||
keyCurrent_[static_cast<size_t>(key)] = (state == GLFW_PRESS);
|
||||
}
|
||||
}
|
||||
|
||||
// 更新鼠标按钮状态
|
||||
for (int i = 0; i < static_cast<int>(Mouse::Count); ++i) {
|
||||
int glfwButton = GLFW_MOUSE_BUTTON_1 + i;
|
||||
if (glfwButton <= GLFW_MOUSE_BUTTON_LAST) {
|
||||
int state = glfwGetMouseButton(window_, glfwButton);
|
||||
mouseCurrent_[i] = (state == GLFW_PRESS);
|
||||
}
|
||||
}
|
||||
|
||||
// 获取鼠标位置
|
||||
double x, y;
|
||||
glfwGetCursorPos(window_, &x, &y);
|
||||
mousePos_ = Vec2{static_cast<float>(x), static_cast<float>(y)};
|
||||
}
|
||||
}
|
||||
|
||||
bool GLFWInput::down(Key key) const {
|
||||
size_t idx = static_cast<size_t>(key);
|
||||
if (idx < keyCurrent_.size()) {
|
||||
return keyCurrent_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::pressed(Key key) const {
|
||||
size_t idx = static_cast<size_t>(key);
|
||||
if (idx < keyCurrent_.size()) {
|
||||
return keyCurrent_[idx] && !keyPrevious_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::released(Key key) const {
|
||||
size_t idx = static_cast<size_t>(key);
|
||||
if (idx < keyCurrent_.size()) {
|
||||
return !keyCurrent_[idx] && keyPrevious_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::down(Mouse btn) const {
|
||||
size_t idx = static_cast<size_t>(btn);
|
||||
if (idx < mouseCurrent_.size()) {
|
||||
return mouseCurrent_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::pressed(Mouse btn) const {
|
||||
size_t idx = static_cast<size_t>(btn);
|
||||
if (idx < mouseCurrent_.size()) {
|
||||
return mouseCurrent_[idx] && !mousePrevious_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::released(Mouse btn) const {
|
||||
size_t idx = static_cast<size_t>(btn);
|
||||
if (idx < mouseCurrent_.size()) {
|
||||
return !mouseCurrent_[idx] && mousePrevious_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Vec2 GLFWInput::mouse() const { return mousePos_; }
|
||||
|
||||
Vec2 GLFWInput::mouseDelta() const { return mouseDelta_; }
|
||||
|
||||
float GLFWInput::scroll() const { return scroll_; }
|
||||
|
||||
float GLFWInput::scrollDelta() const { return scrollDelta_; }
|
||||
|
||||
void GLFWInput::setMouse(const Vec2 &pos) {
|
||||
if (window_) {
|
||||
glfwSetCursorPos(window_, pos.x, pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
bool GLFWInput::gamepad() const { return gamepadId_ != -1; }
|
||||
|
||||
bool GLFWInput::down(Gamepad btn) const {
|
||||
size_t idx = static_cast<size_t>(btn);
|
||||
if (idx < gamepadCurrent_.size()) {
|
||||
return gamepadCurrent_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::pressed(Gamepad btn) const {
|
||||
size_t idx = static_cast<size_t>(btn);
|
||||
if (idx < gamepadCurrent_.size()) {
|
||||
return gamepadCurrent_[idx] && !gamepadPrevious_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GLFWInput::released(Gamepad btn) const {
|
||||
size_t idx = static_cast<size_t>(btn);
|
||||
if (idx < gamepadCurrent_.size()) {
|
||||
return !gamepadCurrent_[idx] && gamepadPrevious_[idx];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Vec2 GLFWInput::leftStick() const { return leftStick_; }
|
||||
|
||||
Vec2 GLFWInput::rightStick() const { return rightStick_; }
|
||||
|
||||
float GLFWInput::leftTrigger() const { return leftTrigger_; }
|
||||
|
||||
float GLFWInput::rightTrigger() const { return rightTrigger_; }
|
||||
|
||||
void GLFWInput::vibrate(float left, float right) {
|
||||
// GLFW 本身不支持震动,需要平台特定的代码
|
||||
// 这里可以扩展为使用平台特定的 API
|
||||
(void)left;
|
||||
(void)right;
|
||||
}
|
||||
|
||||
bool GLFWInput::touching() const { return false; }
|
||||
|
||||
int GLFWInput::touchCount() const { return 0; }
|
||||
|
||||
Vec2 GLFWInput::touch(int index) const {
|
||||
(void)index;
|
||||
return Vec2{0.0f, 0.0f};
|
||||
}
|
||||
|
||||
TouchPoint GLFWInput::touchPoint(int index) const {
|
||||
(void)index;
|
||||
return TouchPoint{};
|
||||
}
|
||||
|
||||
// 事件处理函数
|
||||
void GLFWInput::handleKeyEvent(int key, int scancode, int action, int mods) {
|
||||
(void)scancode;
|
||||
(void)mods;
|
||||
|
||||
Key eKey = glfwToKey(key);
|
||||
if (eKey != Key::None) {
|
||||
size_t idx = static_cast<size_t>(eKey);
|
||||
if (action == GLFW_PRESS) {
|
||||
keyCurrent_[idx] = true;
|
||||
} else if (action == GLFW_RELEASE) {
|
||||
keyCurrent_[idx] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLFWInput::handleMouseButtonEvent(int button, int action, int mods) {
|
||||
(void)mods;
|
||||
|
||||
if (button >= GLFW_MOUSE_BUTTON_1 && button <= GLFW_MOUSE_BUTTON_LAST) {
|
||||
size_t idx = static_cast<size_t>(button - GLFW_MOUSE_BUTTON_1);
|
||||
if (idx < mouseCurrent_.size()) {
|
||||
if (action == GLFW_PRESS) {
|
||||
mouseCurrent_[idx] = true;
|
||||
} else if (action == GLFW_RELEASE) {
|
||||
mouseCurrent_[idx] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLFWInput::handleCursorPosEvent(double xpos, double ypos) {
|
||||
Vec2 newPos{static_cast<float>(xpos), static_cast<float>(ypos)};
|
||||
mouseDelta_ = newPos - mousePos_;
|
||||
mousePos_ = newPos;
|
||||
}
|
||||
|
||||
void GLFWInput::handleScrollEvent(double xoffset, double yoffset) {
|
||||
(void)xoffset;
|
||||
scroll_ += static_cast<float>(yoffset);
|
||||
scrollDelta_ += static_cast<float>(yoffset);
|
||||
}
|
||||
|
||||
void GLFWInput::handleJoystickEvent(int jid, int event) {
|
||||
if (event == GLFW_CONNECTED) {
|
||||
E2D_LOG_INFO("游戏手柄已连接: {}", jid);
|
||||
if (gamepadId_ == -1) {
|
||||
openGamepad();
|
||||
}
|
||||
} else if (event == GLFW_DISCONNECTED) {
|
||||
if (jid == gamepadId_) {
|
||||
E2D_LOG_INFO("游戏手柄已断开: {}", jid);
|
||||
closeGamepad();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLFWInput::updateGamepad() {
|
||||
if (gamepadId_ == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
GLFWgamepadstate state;
|
||||
if (!glfwGetGamepadState(gamepadId_, &state)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新按钮状态
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::A)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_A] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::B)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_B] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::X)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_X] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::Y)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_Y] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::Back)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_BACK] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::Start)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_START] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::LStick)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_THUMB] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::RStick)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_THUMB] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::LB)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::RB)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::DUp)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::DDown)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::DLeft)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::DRight)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT] == GLFW_PRESS;
|
||||
gamepadCurrent_[static_cast<size_t>(Gamepad::Guide)] =
|
||||
state.buttons[GLFW_GAMEPAD_BUTTON_GUIDE] == GLFW_PRESS;
|
||||
|
||||
// 更新摇杆值(应用死区)
|
||||
leftStick_.x = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_LEFT_X]);
|
||||
leftStick_.y = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y]);
|
||||
rightStick_.x = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X]);
|
||||
rightStick_.y = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]);
|
||||
|
||||
// 更新扳机值(范围 [0, 1])
|
||||
leftTrigger_ = (state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] + 1.0f) * 0.5f;
|
||||
rightTrigger_ = (state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] + 1.0f) * 0.5f;
|
||||
}
|
||||
|
||||
void GLFWInput::openGamepad() {
|
||||
for (int jid = GLFW_JOYSTICK_1; jid <= GLFW_JOYSTICK_LAST; ++jid) {
|
||||
if (glfwJoystickPresent(jid) && glfwJoystickIsGamepad(jid)) {
|
||||
gamepadId_ = jid;
|
||||
E2D_LOG_INFO("游戏手柄已打开: {}", glfwGetGamepadName(jid));
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLFWInput::closeGamepad() {
|
||||
if (gamepadId_ != -1) {
|
||||
gamepadId_ = -1;
|
||||
gamepadCurrent_.fill(false);
|
||||
gamepadPrevious_.fill(false);
|
||||
leftStick_ = Vec2{0.0f, 0.0f};
|
||||
rightStick_ = Vec2{0.0f, 0.0f};
|
||||
leftTrigger_ = 0.0f;
|
||||
rightTrigger_ = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
float GLFWInput::applyDeadzone(float value) const {
|
||||
if (std::abs(value) < deadzone_) {
|
||||
return 0.0f;
|
||||
}
|
||||
float sign = value >= 0.0f ? 1.0f : -1.0f;
|
||||
return sign * (std::abs(value) - deadzone_) / (1.0f - deadzone_);
|
||||
}
|
||||
|
||||
} // namespace extra2d
|
||||
|
|
@ -1,4 +1,3 @@
|
|||
#include <glfw/glfw_input.h>
|
||||
#include <glfw/glfw_window.h>
|
||||
|
||||
#include <extra2d/event/event.h>
|
||||
|
|
@ -92,20 +91,11 @@ bool GLFWWindow::create(const std::string &title, int width, int height,
|
|||
glfwSetKeyCallback(glfwWindow_, keyCallback);
|
||||
glfwSetJoystickCallback(joystickCallback);
|
||||
|
||||
input_ = makeUnique<GLFWInput>();
|
||||
input_->setWindow(glfwWindow_);
|
||||
input_->init();
|
||||
|
||||
E2D_LOG_INFO("GLFW 窗口创建成功: {}x{}", width_, height_);
|
||||
return true;
|
||||
}
|
||||
|
||||
void GLFWWindow::destroy() {
|
||||
if (input_) {
|
||||
input_->shutdown();
|
||||
input_.reset();
|
||||
}
|
||||
|
||||
if (glfwWindow_) {
|
||||
glfwDestroyWindow(glfwWindow_);
|
||||
glfwWindow_ = nullptr;
|
||||
|
|
@ -118,10 +108,6 @@ void GLFWWindow::poll() {
|
|||
if (!glfwWindow_)
|
||||
return;
|
||||
|
||||
if (input_) {
|
||||
input_->update();
|
||||
}
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
|
|
@ -313,8 +299,6 @@ void GLFWWindow::lockCursor(bool lock) {
|
|||
#endif
|
||||
}
|
||||
|
||||
IInput *GLFWWindow::input() const { return input_.get(); }
|
||||
|
||||
void GLFWWindow::onResize(ResizeCb cb) { resizeCb_ = cb; }
|
||||
|
||||
void GLFWWindow::onClose(CloseCb cb) { closeCb_ = cb; }
|
||||
|
|
@ -415,9 +399,6 @@ void GLFWWindow::cursorPosCallback(GLFWwindow *window, double xpos,
|
|||
double ypos) {
|
||||
GLFWWindow *self =
|
||||
static_cast<GLFWWindow *>(glfwGetWindowUserPointer(window));
|
||||
if (self && self->input_) {
|
||||
self->input_->handleCursorPosEvent(xpos, ypos);
|
||||
}
|
||||
|
||||
// 将事件推送到事件服务
|
||||
auto eventService = ServiceLocator::instance().getService<IEventService>();
|
||||
|
|
@ -433,9 +414,6 @@ void GLFWWindow::mouseButtonCallback(GLFWwindow *window, int button, int action,
|
|||
int mods) {
|
||||
GLFWWindow *self =
|
||||
static_cast<GLFWWindow *>(glfwGetWindowUserPointer(window));
|
||||
if (self && self->input_) {
|
||||
self->input_->handleMouseButtonEvent(button, action, mods);
|
||||
}
|
||||
|
||||
// 将事件推送到事件服务
|
||||
auto eventService = ServiceLocator::instance().getService<IEventService>();
|
||||
|
|
@ -458,9 +436,6 @@ void GLFWWindow::scrollCallback(GLFWwindow *window, double xoffset,
|
|||
double yoffset) {
|
||||
GLFWWindow *self =
|
||||
static_cast<GLFWWindow *>(glfwGetWindowUserPointer(window));
|
||||
if (self && self->input_) {
|
||||
self->input_->handleScrollEvent(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// 将事件推送到事件服务
|
||||
auto eventService = ServiceLocator::instance().getService<IEventService>();
|
||||
|
|
@ -478,9 +453,6 @@ void GLFWWindow::keyCallback(GLFWwindow *window, int key, int scancode,
|
|||
int action, int mods) {
|
||||
GLFWWindow *self =
|
||||
static_cast<GLFWWindow *>(glfwGetWindowUserPointer(window));
|
||||
if (self && self->input_) {
|
||||
self->input_->handleKeyEvent(key, scancode, action, mods);
|
||||
}
|
||||
|
||||
// 将事件推送到事件服务
|
||||
auto eventService = ServiceLocator::instance().getService<IEventService>();
|
||||
|
|
|
|||
|
|
@ -1,53 +0,0 @@
|
|||
#include <extra2d/core/registry.h>
|
||||
#include <extra2d/platform/input_module.h>
|
||||
#include <extra2d/platform/window_module.h>
|
||||
#include <extra2d/services/event_service.h>
|
||||
|
||||
|
||||
namespace extra2d {
|
||||
|
||||
InputModule::InputModule(std::function<void(InputCfg &)> configFn) {
|
||||
configFn(cfg_);
|
||||
}
|
||||
|
||||
InputModule::~InputModule() {
|
||||
if (initialized_) {
|
||||
shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
bool InputModule::init() {
|
||||
if (initialized_)
|
||||
return true;
|
||||
|
||||
// 获取WindowModule依赖
|
||||
auto *winMod = Registry::instance().get<WindowModule>();
|
||||
if (!winMod || !winMod->win()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 获取输入接口
|
||||
input_ = winMod->win()->input();
|
||||
if (!input_) {
|
||||
return false;
|
||||
}
|
||||
|
||||
initialized_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void InputModule::shutdown() {
|
||||
if (!initialized_)
|
||||
return;
|
||||
|
||||
input_ = nullptr;
|
||||
initialized_ = false;
|
||||
}
|
||||
|
||||
void InputModule::update() {
|
||||
if (initialized_ && input_) {
|
||||
input_->update();
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace extra2d
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
#include <extra2d/app/application.h>
|
||||
#include <extra2d/graphics/core/render_backend.h>
|
||||
#include <extra2d/graphics/core/render_command.h>
|
||||
#include <extra2d/platform/iinput.h>
|
||||
#include <extra2d/platform/keys.h>
|
||||
#include <extra2d/scene/scene_manager.h>
|
||||
#include <extra2d/scene/transition_box_scene.h>
|
||||
#include <extra2d/scene/transition_fade_scene.h>
|
||||
|
|
@ -10,6 +10,7 @@
|
|||
#include <extra2d/scene/transition_scale_scene.h>
|
||||
#include <extra2d/scene/transition_scene.h>
|
||||
#include <extra2d/scene/transition_slide_scene.h>
|
||||
#include <extra2d/services/event_service.h>
|
||||
#include <extra2d/services/logger_service.h>
|
||||
|
||||
namespace extra2d {
|
||||
|
|
@ -71,9 +72,51 @@ void dispatchToNode(Node *node, Event &event) {
|
|||
*/
|
||||
SceneManager &SceneManager::get() {
|
||||
static SceneManager instance;
|
||||
static bool initialized = false;
|
||||
if (!initialized) {
|
||||
instance.setupEventListeners();
|
||||
initialized = true;
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置事件监听器
|
||||
*/
|
||||
void SceneManager::setupEventListeners() {
|
||||
auto eventService = ServiceLocator::instance().getService<IEventService>();
|
||||
if (!eventService) {
|
||||
return;
|
||||
}
|
||||
|
||||
mouseMoveListener_ = eventService->addListener(EventType::MouseMoved, [this](Event &e) {
|
||||
auto &mouseEvent = std::get<MouseMoveEvent>(e.data);
|
||||
mousePos_ = mouseEvent.position;
|
||||
mouseDelta_ = mouseEvent.delta;
|
||||
});
|
||||
|
||||
mousePressListener_ = eventService->addListener(EventType::MouseButtonPressed, [this](Event &e) {
|
||||
auto &mouseEvent = std::get<MouseButtonEvent>(e.data);
|
||||
if (mouseEvent.button == static_cast<int>(Mouse::Left)) {
|
||||
mouseLeftPressed_ = true;
|
||||
mouseLeftDown_ = true;
|
||||
}
|
||||
});
|
||||
|
||||
mouseReleaseListener_ = eventService->addListener(EventType::MouseButtonReleased, [this](Event &e) {
|
||||
auto &mouseEvent = std::get<MouseButtonEvent>(e.data);
|
||||
if (mouseEvent.button == static_cast<int>(Mouse::Left)) {
|
||||
mouseLeftReleased_ = true;
|
||||
mouseLeftDown_ = false;
|
||||
}
|
||||
});
|
||||
|
||||
scrollListener_ = eventService->addListener(EventType::MouseScrolled, [this](Event &e) {
|
||||
auto &scrollEvent = std::get<MouseScrollEvent>(e.data);
|
||||
scrollDelta_ = scrollEvent.offset.y;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 运行指定场景
|
||||
* @param scene 要运行的场景智能指针
|
||||
|
|
@ -747,10 +790,7 @@ void SceneManager::finishTransition() {
|
|||
* 处理鼠标悬停、移动、点击和滚轮事件
|
||||
*/
|
||||
void SceneManager::dispatchPointerEvents(Scene &scene) {
|
||||
auto *input = Application::get().input();
|
||||
if (!input)
|
||||
return;
|
||||
Vec2 screenPos = input->mouse();
|
||||
Vec2 screenPos = mousePos_;
|
||||
|
||||
Vec2 worldPos = screenPos;
|
||||
if (auto *camera = scene.getActiveCamera()) {
|
||||
|
|
@ -787,13 +827,12 @@ void SceneManager::dispatchPointerEvents(Scene &scene) {
|
|||
dispatchToNode(hoverTarget_, evt);
|
||||
}
|
||||
|
||||
float scrollDelta = input->scrollDelta();
|
||||
if (hoverTarget_ && scrollDelta != 0.0f) {
|
||||
Event evt = Event::createMouseScroll(Vec2(0.0f, scrollDelta), worldPos);
|
||||
if (hoverTarget_ && scrollDelta_ != 0.0f) {
|
||||
Event evt = Event::createMouseScroll(Vec2(0.0f, scrollDelta_), worldPos);
|
||||
dispatchToNode(hoverTarget_, evt);
|
||||
}
|
||||
|
||||
if (input->pressed(Mouse::Left)) {
|
||||
if (mouseLeftPressed_) {
|
||||
captureTarget_ = hoverTarget_;
|
||||
if (captureTarget_) {
|
||||
Event evt = Event::createMouseButtonPress(static_cast<int>(Mouse::Left),
|
||||
|
|
@ -807,7 +846,7 @@ void SceneManager::dispatchPointerEvents(Scene &scene) {
|
|||
}
|
||||
}
|
||||
|
||||
if (input->released(Mouse::Left)) {
|
||||
if (mouseLeftReleased_) {
|
||||
Node *target = captureTarget_ ? captureTarget_ : hoverTarget_;
|
||||
if (target) {
|
||||
Event evt = Event::createMouseButtonRelease(static_cast<int>(Mouse::Left),
|
||||
|
|
@ -831,6 +870,12 @@ void SceneManager::dispatchPointerEvents(Scene &scene) {
|
|||
}
|
||||
|
||||
lastPointerWorld_ = worldPos;
|
||||
|
||||
// 重置每帧状态
|
||||
mouseLeftPressed_ = false;
|
||||
mouseLeftReleased_ = false;
|
||||
scrollDelta_ = 0.0f;
|
||||
mouseDelta_ = Vec2::Zero();
|
||||
}
|
||||
|
||||
void SceneManager::doSceneSwitch() {}
|
||||
|
|
|
|||
|
|
@ -105,16 +105,12 @@ int main(int argc, char *argv[]) {
|
|||
cfg.w = 1280;
|
||||
cfg.h = 720;
|
||||
cfg.priority = 0;
|
||||
cfg.backend = "glfw";
|
||||
});
|
||||
|
||||
app.use<RenderModule>([](auto &cfg) {
|
||||
cfg.priority = 10;
|
||||
cfg.backend = "opengl";
|
||||
});
|
||||
|
||||
app.use<InputModule>([](auto &cfg) { cfg.priority = 20; });
|
||||
|
||||
std::cout << "Initializing application..." << std::endl;
|
||||
if (!app.init()) {
|
||||
std::cerr << "Failed to initialize application!" << std::endl;
|
||||
|
|
|
|||
|
|
@ -43,10 +43,8 @@ int main(int argc, char *argv[]) {
|
|||
app.use<WindowModule>([](auto &cfg) {
|
||||
cfg.w = 800;
|
||||
cfg.h = 600;
|
||||
cfg.backend = "glfw";
|
||||
});
|
||||
app.use<RenderModule>([](auto &cfg) {
|
||||
cfg.backend = "opengl";
|
||||
cfg.priority = 10;
|
||||
});
|
||||
app.use<HelloModule>([](auto &cfg) {
|
||||
|
|
|
|||
|
|
@ -101,16 +101,12 @@ int main(int argc, char *argv[]) {
|
|||
cfg.h = 720;
|
||||
cfg.title = "Extra2D 图片显示示例";
|
||||
cfg.priority = 0;
|
||||
cfg.backend = "sdl2";
|
||||
});
|
||||
|
||||
app.use<RenderModule>([](auto &cfg) {
|
||||
cfg.priority = 10;
|
||||
cfg.backend = "opengl";
|
||||
});
|
||||
|
||||
app.use<InputModule>([](auto &cfg) { cfg.priority = 20; });
|
||||
|
||||
if (!app.init()) {
|
||||
std::cerr << "Failed to initialize application!" << std::endl;
|
||||
return -1;
|
||||
|
|
|
|||
|
|
@ -116,8 +116,6 @@ int main(int argc, char *argv[]) {
|
|||
|
||||
app.use<RenderModule>([](auto &cfg) { cfg.priority = 10; });
|
||||
|
||||
app.use<InputModule>([](auto &cfg) { cfg.priority = 20; });
|
||||
|
||||
if (!app.init()) {
|
||||
E2D_LOG_INFO("Failed to initialize application!");
|
||||
return -1;
|
||||
|
|
|
|||
Loading…
Reference in New Issue