Refactor input handling in Emulator and Controller for improved key event management
This commit is contained in:
@@ -48,119 +48,6 @@ void NewMasterFrame() {
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}
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}
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void HandleKeyDown(SDL_Event &event, editor::EditorManager &editor) {
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ImGuiIO &io = ImGui::GetIO();
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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switch (event.key.keysym.sym) {
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case SDLK_z:
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editor.emulator().snes().SetButtonState(1, 0, true);
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break;
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case SDLK_a:
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editor.emulator().snes().SetButtonState(1, 1, true);
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break;
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case SDLK_RSHIFT:
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editor.emulator().snes().SetButtonState(1, 2, true);
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break;
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case SDLK_RETURN:
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editor.emulator().snes().SetButtonState(1, 3, true);
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break;
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case SDLK_UP:
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editor.emulator().snes().SetButtonState(1, 4, true);
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break;
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case SDLK_DOWN:
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editor.emulator().snes().SetButtonState(1, 5, true);
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break;
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case SDLK_LEFT:
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editor.emulator().snes().SetButtonState(1, 6, true);
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break;
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case SDLK_RIGHT:
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editor.emulator().snes().SetButtonState(1, 7, true);
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break;
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case SDLK_x:
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editor.emulator().snes().SetButtonState(1, 8, true);
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break;
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case SDLK_s:
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editor.emulator().snes().SetButtonState(1, 9, true);
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break;
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case SDLK_d:
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editor.emulator().snes().SetButtonState(1, 10, true);
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break;
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case SDLK_c:
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editor.emulator().snes().SetButtonState(1, 11, true);
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break;
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default:
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break;
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}
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}
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void HandleKeyUp(SDL_Event &event, editor::EditorManager &editor) {
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ImGuiIO &io = ImGui::GetIO();
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int key = event.key.keysym.scancode;
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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switch (event.key.keysym.sym) {
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case SDLK_z:
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editor.emulator().snes().SetButtonState(1, 0, false);
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break;
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case SDLK_a:
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editor.emulator().snes().SetButtonState(1, 1, false);
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break;
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case SDLK_RSHIFT:
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editor.emulator().snes().SetButtonState(1, 2, false);
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break;
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case SDLK_RETURN:
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editor.emulator().snes().SetButtonState(1, 3, false);
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break;
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case SDLK_UP:
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editor.emulator().snes().SetButtonState(1, 4, false);
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break;
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case SDLK_DOWN:
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editor.emulator().snes().SetButtonState(1, 5, false);
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break;
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case SDLK_LEFT:
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editor.emulator().snes().SetButtonState(1, 6, false);
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break;
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case SDLK_RIGHT:
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editor.emulator().snes().SetButtonState(1, 7, false);
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break;
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case SDLK_x:
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editor.emulator().snes().SetButtonState(1, 8, false);
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break;
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case SDLK_s:
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editor.emulator().snes().SetButtonState(1, 9, false);
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break;
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case SDLK_d:
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editor.emulator().snes().SetButtonState(1, 10, false);
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break;
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case SDLK_c:
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editor.emulator().snes().SetButtonState(1, 11, false);
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break;
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default:
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break;
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}
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}
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void HandleMouseMovement(int &wheel) {
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ImGuiIO &io = ImGui::GetIO();
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int mouseX;
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int mouseY;
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
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io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
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io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
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io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
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io.MouseWheel = static_cast<float>(wheel);
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}
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} // namespace
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absl::Status Controller::OnEntry(std::string filename) {
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@@ -195,10 +82,12 @@ void Controller::OnInput() {
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ImGui_ImplSDL2_ProcessEvent(&event);
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switch (event.type) {
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case SDL_KEYDOWN:
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HandleKeyDown(event, editor_manager_);
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break;
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case SDL_KEYUP:
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HandleKeyUp(event, editor_manager_);
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ImGuiIO &io = ImGui::GetIO();
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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@@ -218,7 +107,17 @@ void Controller::OnInput() {
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}
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}
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HandleMouseMovement(wheel);
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ImGuiIO &io = ImGui::GetIO();
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int mouseX;
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int mouseY;
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
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io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
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io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
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io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
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io.MouseWheel = static_cast<float>(wheel);
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}
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absl::Status Controller::OnLoad() {
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