move pan input into an InputMapper
This commit is contained in:
@@ -6,6 +6,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/ModalDimOverlay.h
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${CMAKE_CURRENT_SOURCE_DIR}/ModalPauseScope.h
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${CMAKE_CURRENT_SOURCE_DIR}/GameWorldView.h
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${CMAKE_CURRENT_SOURCE_DIR}/InputMapper.h
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${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.h
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@@ -28,6 +29,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/MainWindow.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ModalDimOverlay.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/GameWorldView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/InputMapper.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.cpp
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@@ -207,8 +207,6 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
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, m_debugDraw(false)
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, m_rng(std::random_device{}())
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, m_boxSelecting(false)
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, m_scrollLeft(false)
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, m_scrollRight(false)
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, m_gameOverShown(false)
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, m_schematicChoiceShown(false)
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{
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@@ -366,15 +364,8 @@ void GameWorldView::onFrame()
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// Apply held scroll
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{
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// Holding both keys cancels out, as it did when each key moved the view
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// independently.
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PanDirection direction = PanDirection::None;
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if (m_scrollLeft != m_scrollRight)
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{
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direction = m_scrollLeft ? PanDirection::Left : PanDirection::Right;
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}
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const bool viewMoved = m_camera.advance(direction, elapsed, getScrollBounds());
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const bool viewMoved =
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m_camera.advance(m_panDirection, elapsed, getScrollBounds());
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// While the view scrolls, the tile under a stationary cursor changes,
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// so refresh the box-select rectangle even though no mouse move fires.
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@@ -2319,6 +2310,10 @@ void GameWorldView::keyPressEvent(QKeyEvent* event)
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return;
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}
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// Keys the input mapper owns are turned into actions and published from there
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// (REQ-UI-HOTKEYS); this widget reacts to those as an ordinary subscriber.
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if (m_inputMapper.handleKeyPress(event)) { return; }
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// Number-key build-mode hotkeys (REQ-UI-HOTKEYS). nativeVirtualKey gives the
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// physical digit independent of keyboard layout and Shift (with Shift held, key()
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// for the number row can arrive as Key_Exclam etc.). VK_1..VK_9 = 0x31..0x39.
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@@ -2359,12 +2354,6 @@ void GameWorldView::keyPressEvent(QKeyEvent* event)
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switch (event->key())
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{
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case Qt::Key_A:
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m_scrollLeft = true;
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break;
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case Qt::Key_D:
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m_scrollRight = true;
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break;
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case Qt::Key_Space:
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if (m_gameSpeedMultiplier > 0.0)
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{
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@@ -2422,8 +2411,7 @@ void GameWorldView::keyReleaseEvent(QKeyEvent* event)
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QOpenGLWidget::keyReleaseEvent(event);
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return;
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}
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if (event->key() == Qt::Key_A) { m_scrollLeft = false; }
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if (event->key() == Qt::Key_D) { m_scrollRight = false; }
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if (m_inputMapper.handleKeyRelease(event)) { return; }
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// Releasing Shift discards the copied building settings (REQ-BLD-COPY-CONFIG).
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if (event->key() == Qt::Key_Shift) { m_copiedConfig.reset(); }
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QOpenGLWidget::keyReleaseEvent(event);
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@@ -3070,8 +3058,9 @@ void GameWorldView::resetForNewGame()
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m_copyConfigFlashes.clear();
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m_boxSelecting = false;
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m_camera.reset();
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m_scrollLeft = false;
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m_scrollRight = false;
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// Drops any key still held across the restart, which also republishes the pan
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// direction so m_panDirection follows.
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m_inputMapper.releaseAll();
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m_gameOverShown = false;
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m_winShown = false;
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m_prevNonZeroSpeed = 1.0;
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@@ -3158,6 +3147,11 @@ void GameWorldView::handleEvent(std::shared_ptr<const SpeedChangeRequestedEvent>
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setGameSpeed(event->multiplier);
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}
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void GameWorldView::handleEvent(std::shared_ptr<const PanDirectionChangedEvent> event)
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{
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m_panDirection = event->direction;
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}
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void GameWorldView::handleEvent(std::shared_ptr<const CommandRequestedEvent> event)
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{
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// Other widgets (MainWindow, SelectedBuildingPanel) request commands via this
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@@ -31,6 +31,8 @@
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#include "EventHandler.h"
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#include "ExitBlueprintModeRequestedEvent.h"
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#include "ExitBuilderModeRequestedEvent.h"
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#include "InputMapper.h"
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#include "PanDirectionChangedEvent.h"
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#include "DebugDrawToggledEvent.h"
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#include "ArtifactCountChangedEvent.h"
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#include "BeamFiredEvent.h"
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@@ -80,6 +82,7 @@ class GameWorldView : public QOpenGLWidget,
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BlueprintPlacementRequestedEvent,
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ExitBlueprintModeRequestedEvent,
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SpeedChangeRequestedEvent,
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PanDirectionChangedEvent,
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CommandRequestedEvent>
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{
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Q_OBJECT
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@@ -119,6 +122,7 @@ private:
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void handleEvent(std::shared_ptr<const BlueprintPlacementRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const ExitBlueprintModeRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const SpeedChangeRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const PanDirectionChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const CommandRequestedEvent> event) override;
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// Enqueue a sim command onto the CommandManager (the single mutation path).
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@@ -392,13 +396,16 @@ private:
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QPoint m_boxStartTile;
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QPoint m_boxCurrentTile;
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// Held-key state for the A / D pan controls (REQ-UI-SCROLL, REQ-UI-HOTKEYS),
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// collapsed into a PanDirection for the camera each frame. Kept here rather
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// than on the camera because it is key state, not view state: once controls
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// are rebindable this becomes an input mapper publishing the direction, and
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// the camera's interface does not change.
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bool m_scrollLeft;
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bool m_scrollRight;
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// Interprets this widget's key events into semantic actions and publishes them
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// (REQ-UI-HOTKEYS). Owned here for now because this is the widget that holds
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// focus; everything it produces travels by event, so it can move to a
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// window-wide owner later without touching its consumers.
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InputMapper m_inputMapper;
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// Latest pan direction published by the input mapper (REQ-UI-SCROLL), fed to
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// the camera each frame. Cached from the event payload rather than re-read:
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// input has no other source of truth (see PanDirectionChangedEvent).
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PanDirection m_panDirection = PanDirection::None;
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bool m_gameOverShown;
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bool m_winShown;
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bool m_schematicChoiceShown;
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70
src/ui/InputMapper.cpp
Normal file
70
src/ui/InputMapper.cpp
Normal file
@@ -0,0 +1,70 @@
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#include "InputMapper.h"
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#include <memory>
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#include <QKeyEvent>
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#include "EventManager.h"
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#include "PanDirectionChangedEvent.h"
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bool InputMapper::handleKeyPress(QKeyEvent* event)
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{
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// Auto-repeat says nothing new about which keys are down, and a held action is
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// already held.
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if (event->isAutoRepeat()) { return false; }
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switch (event->key())
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{
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case Qt::Key_A:
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m_panLeftHeld = true;
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updatePanDirection();
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return true;
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case Qt::Key_D:
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m_panRightHeld = true;
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updatePanDirection();
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return true;
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default:
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return false;
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}
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}
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bool InputMapper::handleKeyRelease(QKeyEvent* event)
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{
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if (event->isAutoRepeat()) { return false; }
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switch (event->key())
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{
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case Qt::Key_A:
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m_panLeftHeld = false;
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updatePanDirection();
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return true;
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case Qt::Key_D:
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m_panRightHeld = false;
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updatePanDirection();
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return true;
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default:
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return false;
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}
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}
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void InputMapper::releaseAll()
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{
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m_panLeftHeld = false;
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m_panRightHeld = false;
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updatePanDirection();
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}
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void InputMapper::updatePanDirection()
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{
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// Holding both keys cancels out rather than favouring one.
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PanDirection direction = PanDirection::None;
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if (m_panLeftHeld != m_panRightHeld)
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{
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direction = m_panLeftHeld ? PanDirection::Left : PanDirection::Right;
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}
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if (direction == m_panDirection) { return; }
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m_panDirection = direction;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<PanDirectionChangedEvent>(direction));
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}
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44
src/ui/InputMapper.h
Normal file
44
src/ui/InputMapper.h
Normal file
@@ -0,0 +1,44 @@
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#pragma once
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#include "WorldCamera.h"
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class QKeyEvent;
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// Turns raw key events into the game's semantic actions and publishes them
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// (REQ-UI-HOTKEYS). Widgets react to the action, never to the key, so the two can
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// be rebound independently later; the bindings themselves are still hard-coded
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// here for now.
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//
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// Two output shapes, chosen by the nature of the action rather than by taste:
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//
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// * Discrete actions — one press, one thing happens — fire an event as they
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// always have.
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// * Continuous actions, currently just panning, are held state. They also travel
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// as events, but level-triggered ones carrying the complete current value (see
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// PanDirectionChangedEvent), so a receiver never has to reconstruct state from
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// edges.
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//
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// Holding the state here rather than in the widgets is what makes releaseAll()
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// possible: one call clears every held action at once, which is how a lost key-up
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// (focus moving to a modal mid-pan) stops being a stuck input.
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class InputMapper
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{
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public:
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// Both return true when the key was consumed; the caller passes anything else
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// on to its base class so unrelated shortcuts keep working.
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bool handleKeyPress(QKeyEvent* event);
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bool handleKeyRelease(QKeyEvent* event);
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// Drops all held-key state, publishing the resulting change. Call when the
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// receiving widget can no longer expect key-up events.
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void releaseAll();
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private:
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// Recomputes the pan direction from the held keys and publishes it if it
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// changed. Holding both keys cancels out.
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void updatePanDirection();
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bool m_panLeftHeld = false;
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bool m_panRightHeld = false;
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PanDirection m_panDirection = PanDirection::None;
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};
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