SDXFrameWork  0.13
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Input.h
1 //Copyright © 2014 SDXFramework
2 //[License]GNU Affero General Public License, version 3
3 //[Contact]http://sourceforge.jp/projects/dxframework/
4 #pragma once
5 #include <Multimedia/SDX.h>
6 #include <Multimedia/Keyboard.h>
7 #include <Multimedia/Mouse.h>
8 #include <Multimedia/Joypad.h>
9 #include <Multimedia/Touch.h>
10 #include <Multimedia/Gesture.h>
11 #include <Multimedia/Window.h>
12 
13 namespace SDX
14 {
17  class Input
18  {
19  private:
20  MONO_STATE(Input)
21  public:
22  static Joypad pad;
23  static Mouse mouse;
24  static Keyboard key;
25  static Touch touch[10];
26  static Gesture gesture;
27 
29  static void Reset()
30  {
31  pad.Reset();
32  mouse.Reset();
33  key.Reset();
34  for (auto && it : touch)
35  {
36  it.Reset();
37  }
38  gesture.Reset();
39  }
40 
42  static void Update()
43  {
44  //押下状態が変化無い場合Update出来ないので必要な処理
45  SDL_JoystickUpdate();
46  pad.Update();
47  mouse.Update();
48  key.Update();
49 
50  for (auto && it : touch)
51  {
52  it.Update();
53  }
54 
55  gesture.Update();
56  }
57 
59  static void GetState(SDL_Event &event)
60  {
61  bool isPush = true;
62 
63  switch (event.type)
64  {
65  case SDL_KEYUP:
66  isPush = false;
67  case SDL_KEYDOWN:
68  switch (event.key.keysym.sym)
69  {
70  case SDLK_BACKSPACE: key.press[KeyCode::Back] = isPush; break;
71  case SDLK_TAB: key.press[KeyCode::Tab] = isPush; break;
72  case SDLK_RETURN: key.press[KeyCode::Return] = isPush; break;
73  case SDLK_LSHIFT: key.press[KeyCode::LShift] = isPush; break;
74  case SDLK_RSHIFT: key.press[KeyCode::RShift] = isPush; break;
75  case SDLK_LCTRL: key.press[KeyCode::LControl] = isPush; break;
76  case SDLK_RCTRL: key.press[KeyCode::RControl] = isPush; break;
77  case SDLK_ESCAPE: key.press[KeyCode::Escape] = isPush; break;
78  case SDLK_SPACE: key.press[KeyCode::Space] = isPush; break;
79  case SDLK_PAGEUP: key.press[KeyCode::PageUp] = isPush; break;
80  case SDLK_PAGEDOWN: key.press[KeyCode::PageDown] = isPush; break;
81  case SDLK_END: key.press[KeyCode::End] = isPush; break;
82  case SDLK_HOME: key.press[KeyCode::Home] = isPush; break;
83  case SDLK_LEFT:
84  key.press[KeyCode::Left] = isPush;
85  pad.press[PadCode::Left] = isPush;
86  break;
87  case SDLK_UP:
88  key.press[KeyCode::Up] = isPush;
89  pad.press[PadCode::Up] = isPush;
90  break;
91  case SDLK_RIGHT:
92  key.press[KeyCode::Right] = isPush;
93  pad.press[PadCode::Right] = isPush;
94  break;
95  case SDLK_DOWN:
96  key.press[KeyCode::Down] = isPush;
97  pad.press[PadCode::Down] = isPush;
98  break;
99  case SDLK_INSERT: key.press[KeyCode::Insert] = isPush; break;
100  case SDLK_DELETE: key.press[KeyCode::Delete] = isPush; break;
101 
102  case SDLK_MINUS: key.press[KeyCode::Minus] = isPush; break;
103  //case Yen = SDLK_YEN,
104  //case PrevTrack = SDLK_PREVTRACK,
105  case SDLK_PERIOD: key.press[KeyCode::Period] = isPush; break;
106  case SDLK_SLASH: key.press[KeyCode::Slash] = isPush; break;
107  case SDLK_LALT: key.press[KeyCode::LAlt] = isPush; break;
108  case SDLK_RALT: key.press[KeyCode::RAlt] = isPush; break;
109  case SDLK_SCROLLLOCK: key.press[KeyCode::Scroll] = isPush; break;
110  case SDLK_SEMICOLON: key.press[KeyCode::Semicolon] = isPush; break;
111  case SDLK_COLON: key.press[KeyCode::Colon] = isPush; break;
112  case SDLK_LEFTBRACKET: key.press[KeyCode::LBracket] = isPush; break;
113  case SDLK_RIGHTBRACKET: key.press[KeyCode::RBracket] = isPush; break;
114  case SDLK_AT: key.press[KeyCode::At] = isPush; break;
115  case SDLK_BACKSLASH: key.press[KeyCode::Backslash] = isPush; break;
116  case SDLK_COMMA: key.press[KeyCode::Comma] = isPush; break;
117  case SDLK_CAPSLOCK: key.press[KeyCode::Capslock] = isPush; break;
118  case SDLK_PAUSE: key.press[KeyCode::Pause] = isPush; break;
119 
120  case SDLK_KP_0: key.press[KeyCode::Numpad0] = isPush; break;
121  case SDLK_KP_1: key.press[KeyCode::Numpad1] = isPush; break;
122  case SDLK_KP_2: key.press[KeyCode::Numpad2] = isPush; break;
123  case SDLK_KP_3: key.press[KeyCode::Numpad3] = isPush; break;
124  case SDLK_KP_4: key.press[KeyCode::Numpad4] = isPush; break;
125  case SDLK_KP_5: key.press[KeyCode::Numpad5] = isPush; break;
126  case SDLK_KP_6: key.press[KeyCode::Numpad6] = isPush; break;
127  case SDLK_KP_7: key.press[KeyCode::Numpad7] = isPush; break;
128  case SDLK_KP_8: key.press[KeyCode::Numpad8] = isPush; break;
129  case SDLK_KP_9: key.press[KeyCode::Numpad9] = isPush; break;
130  case SDLK_ASTERISK: key.press[KeyCode::Multiply] = isPush; break;
131  case SDLK_KP_PLUS: key.press[KeyCode::Add] = isPush; break;
132  case SDLK_KP_MINUS: key.press[KeyCode::Subtract] = isPush; break;
133  case SDLK_KP_PERIOD: key.press[KeyCode::Decimal] = isPush; break;
134  case SDLK_KP_DIVIDE: key.press[KeyCode::Divide] = isPush; break;
135  case SDLK_KP_ENTER: key.press[KeyCode::NUMPADEnter] = isPush; break;
136 
137  case SDLK_F1: key.press[KeyCode::F1] = isPush; break;
138  case SDLK_F2: key.press[KeyCode::F2] = isPush; break;
139  case SDLK_F3: key.press[KeyCode::F3] = isPush; break;
140  case SDLK_F4: key.press[KeyCode::F4] = isPush; break;
141  case SDLK_F5: key.press[KeyCode::F5] = isPush; break;
142  case SDLK_F6: key.press[KeyCode::F6] = isPush; break;
143  case SDLK_F7: key.press[KeyCode::F7] = isPush; break;
144  case SDLK_F8: key.press[KeyCode::F8] = isPush; break;
145  case SDLK_F9: key.press[KeyCode::F9] = isPush; break;
146  case SDLK_F10: key.press[KeyCode::F10] = isPush; break;
147  case SDLK_F11: key.press[KeyCode::F11] = isPush; break;
148  case SDLK_F12: key.press[KeyCode::F12] = isPush; break;
149 
150  case SDLK_a:
151  key.press[KeyCode::A] = isPush;
152  pad.press[PadCode::Button5] = isPush;
153  break;
154  case SDLK_b: key.press[KeyCode::B] = isPush; break;
155  case SDLK_c:
156  key.press[KeyCode::C] = isPush;
157  pad.press[PadCode::Button3] = isPush;
158  break;
159  case SDLK_d:
160  key.press[KeyCode::D] = isPush;
161  pad.press[PadCode::Button7] = isPush;
162  break;
163  case SDLK_e: key.press[KeyCode::E] = isPush; break;
164  case SDLK_f:
165  key.press[KeyCode::F] = isPush;
166  pad.press[PadCode::Button8] = isPush;
167  break;
168  case SDLK_g: key.press[KeyCode::G] = isPush; break;
169  case SDLK_h: key.press[KeyCode::H] = isPush; break;
170  case SDLK_i: key.press[KeyCode::I] = isPush; break;
171  case SDLK_j: key.press[KeyCode::J] = isPush; break;
172  case SDLK_k: key.press[KeyCode::K] = isPush; break;
173  case SDLK_l: key.press[KeyCode::L] = isPush; break;
174  case SDLK_m: key.press[KeyCode::M] = isPush; break;
175  case SDLK_n:
176  key.press[KeyCode::N] = isPush;
177  break;
178  case SDLK_o: key.press[KeyCode::O] = isPush; break;
179  case SDLK_p: key.press[KeyCode::P] = isPush; break;
180  case SDLK_q: key.press[KeyCode::Q] = isPush; break;
181  case SDLK_r: key.press[KeyCode::R] = isPush; break;
182  case SDLK_s:
183  key.press[KeyCode::S] = isPush;
184  pad.press[PadCode::Button6] = isPush;
185  break;
186  case SDLK_t: key.press[KeyCode::T] = isPush; break;
187  case SDLK_u: key.press[KeyCode::U] = isPush; break;
188  case SDLK_v:
189  key.press[KeyCode::V] = isPush;
190  pad.press[PadCode::Button4] = isPush;
191  break;
192  case SDLK_w: key.press[KeyCode::W] = isPush; break;
193  case SDLK_x:
194  key.press[KeyCode::X] = isPush;
195  pad.press[PadCode::Button2] = isPush;
196  break;
197  case SDLK_y: key.press[KeyCode::Y] = isPush; break;
198  case SDLK_z:
199  key.press[KeyCode::Z] = isPush;
200  pad.press[PadCode::Button1] = isPush;
201  break;
202  case SDLK_0: key.press[KeyCode::_0] = isPush; break;
203  case SDLK_1: key.press[KeyCode::_1] = isPush; break;
204  case SDLK_2: key.press[KeyCode::_2] = isPush; break;
205  case SDLK_3: key.press[KeyCode::_3] = isPush; break;
206  case SDLK_4: key.press[KeyCode::_4] = isPush; break;
207  case SDLK_5: key.press[KeyCode::_5] = isPush; break;
208  case SDLK_6: key.press[KeyCode::_6] = isPush; break;
209  case SDLK_7: key.press[KeyCode::_7] = isPush; break;
210  case SDLK_8: key.press[KeyCode::_8] = isPush; break;
211  case SDLK_9: key.press[KeyCode::_9] = isPush; break;
212  }
213  break;
214  case SDL_JOYAXISMOTION:
215  //左右の動き
216  if (event.jaxis.axis == 0)
217  {
218  pad.StickX = event.jaxis.value;
219  //pad.press[PadCode::Left] = (event.jaxis.value < -0x7000);//左右ボタンは兼ねない
220  //pad.press[PadCode::Right] = (event.jaxis.value > 0x7000);
221  }
222  //上下の動き
223  if (event.jaxis.axis == 1)
224  {
225  pad.StickY = event.jaxis.value;
226  //if (event.jaxis.value < -0x7000) pad.press[PadCode::Up] = true;//上下ボタンは兼ねない
227  //if (event.jaxis.value > 0x7000) pad.press[PadCode::Down] = true;
228  }
229  break;
230  case SDL_JOYHATMOTION:
231  pad.press[PadCode::Up] = false;
232  pad.press[PadCode::Left] = false;
233  pad.press[PadCode::Down] = false;
234  pad.press[PadCode::Right] = false;
235 
236  switch (event.jhat.value)
237  {
238  case SDL_HAT_UP:pad.press[PadCode::Up] = true; break;
239  case SDL_HAT_LEFT:pad.press[PadCode::Left] = true; break;
240  case SDL_HAT_DOWN:pad.press[PadCode::Down] = true; break;
241  case SDL_HAT_RIGHT:pad.press[PadCode::Right] = true; break;
242  case SDL_HAT_LEFTUP:pad.press[PadCode::Up] = true; pad.press[PadCode::Left] = true; break;
243  case SDL_HAT_RIGHTUP:pad.press[PadCode::Up] = true; pad.press[PadCode::Right] = true; break;
244  case SDL_HAT_RIGHTDOWN:pad.press[PadCode::Down] = true; pad.press[PadCode::Right] = true; break;
245  case SDL_HAT_LEFTDOWN:pad.press[PadCode::Down] = true; pad.press[PadCode::Left] = true; break;
246  }
247  break;
248  case SDL_JOYBUTTONUP:
249  isPush = false;
250  case SDL_JOYBUTTONDOWN:
251  pad.press[(PadCode)event.jbutton.button] = isPush;
252  break;
253  case SDL_MOUSEMOTION:
254  mouse.xBuffer = event.motion.x;
255  mouse.yBuffer = event.motion.y;
256  break;
257  case SDL_MOUSEBUTTONUP:
258  isPush = false;
259  case SDL_MOUSEBUTTONDOWN:
260  switch (event.button.button)
261  {
262  case SDL_BUTTON_LEFT:mouse.press[MouseCode::Left] = isPush; break;
263  case SDL_BUTTON_RIGHT:mouse.press[MouseCode::Right] = isPush; break;
264  case SDL_BUTTON_MIDDLE:mouse.press[MouseCode::Middle] = isPush; break;
265  case SDL_BUTTON_X1:mouse.press[MouseCode::_4] = isPush; break;
266  case SDL_BUTTON_X2:mouse.press[MouseCode::_5] = isPush; break;
267  }
268  break;
269  case SDL_MOUSEWHEEL:
270  mouse.Whell = event.button.x;
271  break;
272  case SDL_FINGERUP:
273  isPush = false;
274  case SDL_FINGERDOWN:
275  if (event.tfinger.fingerId >= 10) break;
276  touch[(int)event.tfinger.fingerId].press = isPush;
277  if (event.tfinger.fingerId == 0) mouse.press[MouseCode::Left] = isPush;
278  if (event.tfinger.fingerId == 1) mouse.press[MouseCode::Right] = isPush;
279  case SDL_FINGERMOTION:
280  if (event.tfinger.fingerId >= 10) break;
281  //Positon関数で座標を計算
282  touch[(int)event.tfinger.fingerId].Position(event.tfinger.x, event.tfinger.y);
283  mouse.xBuffer = (int)touch[(int)event.tfinger.fingerId].xBuffer;
284  mouse.yBuffer = (int)touch[(int)event.tfinger.fingerId].yBuffer;
285  break;
286  case SDL_MULTIGESTURE:
287  gesture.press = true;
288  gesture.fingerCount = event.mgesture.numFingers;
289  gesture.pinche = event.mgesture.dDist;
290  gesture.rotate = event.mgesture.dTheta;
291  gesture.Position(event.mgesture.x, event.mgesture.y);
292  break;
293  }
294  }
295  };
296 }
void Reset()
状態のリセット.
Definition: Keyboard.h:236
マウスの状態を表すクラス.
Definition: Mouse.h:30
static void Update()
入力状態を更新.
Definition: Input.h:42
int fingerCount
ジェスチャーに使った指の本数
Definition: Gesture.h:56
キーボードの状態を表すクラス.
Definition: Keyboard.h:121
void Update()
状態の更新.
Definition: Gesture.h:59
static Mouse mouse
マウス
Definition: Input.h:23
void Update()
状態の更新.
Definition: Keyboard.h:345
int StickY
ジョイスティックの縦方向入力
Definition: Joypad.h:76
ジョイパッドの状態を表すクラス.
Definition: Joypad.h:63
タッチ操作の各種ジェスチャー.
Definition: Gesture.h:12
PadCode
ゲームパッドコード.
Definition: Joypad.h:23
double pinche
ピンチ操作
Definition: Gesture.h:51
static Gesture gesture
タッチジェスチャー
Definition: Input.h:26
static Joypad pad
ジョイパッド
Definition: Input.h:22
void Reset()
状態のリセット.
Definition: Mouse.h:61
double rotate
回転ジェスチャー
Definition: Gesture.h:50
void Reset()
状態をリセット.
Definition: Gesture.h:66
static Keyboard key
キーボード
Definition: Input.h:24
static Touch touch[10]
タッチ
Definition: Input.h:25
void Reset()
状態のリセット.
Definition: Joypad.h:126
キーやマウスによる入力をまとめて管理するクラス.
Definition: Input.h:17
void Update()
状態の更新.
Definition: Mouse.h:79
int StickX
ジョイスティックの横方向入力
Definition: Joypad.h:75
タッチ操作.
Definition: Touch.h:12
static void Reset()
入力状態をリセット.
Definition: Input.h:29
void Update()
状態の更新.
Definition: Joypad.h:166
static void GetState(SDL_Event &event)
入力の状態変化を取得.
Definition: Input.h:59
int Whell
マウスの回転量
Definition: Mouse.h:48