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inputhandler.cpp
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105 lines (87 loc) · 2.57 KB
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#include <fea/ui/inputbackend.hpp>
#include <fea/ui/inputhandler.hpp>
namespace fea
{
InputHandler::InputHandler(InputBackend* backend) : mInputBackend(backend)
{
}
bool InputHandler::pollEvent(Event& event)
{
processEvents();
if(mEventQueue.size() > 0)
{
event = mEventQueue.front();
mEventQueue.pop();
return true;
}
else
{
return false;
}
}
const std::queue<Event>& InputHandler::getEventQueue() const
{
return mEventQueue;
}
bool InputHandler::isKeyPressed(Keyboard::Code code) const
{
return mInputBackend->isKeyPressed(code);
}
bool InputHandler::isMouseButtonPressed(Mouse::Button b) const
{
return mInputBackend->isMouseButtonPressed(b);
}
Vec2I InputHandler::getMouseGlobalPosition() const
{
return mInputBackend->getMouseGlobalPosition();
}
Vec2I InputHandler::getMouseWindowPosition() const
{
return mInputBackend->getMouseWindowPosition();
}
void InputHandler::setMouseGlobalPosition(int32_t x, int32_t y)
{
mInputBackend->setMouseGlobalPosition(x, y);
}
void InputHandler::setMouseWindowPosition(int32_t x, int32_t y)
{
mInputBackend->setMouseWindowPosition(x, y);
}
bool InputHandler::isGamepadConnected(uint32_t id) const
{
return mInputBackend->isGamepadConnected(id);
}
uint32_t InputHandler::getGamepadButtonCount(uint32_t id) const
{
return mInputBackend->getGamepadButtonCount(id);
}
bool InputHandler::isGamepadButtonPressed(uint32_t id, uint32_t button) const
{
return mInputBackend->isGamepadButtonPressed(id, button);
}
bool InputHandler::gamepadHasAxis(uint32_t id, Gamepad::Axis axis) const
{
return mInputBackend->gamepadHasAxis(id, axis);
}
float InputHandler::getGamepadAxisPosition(uint32_t id, Gamepad::Axis axis) const
{
return mInputBackend->getGamepadAxisPosition(id, axis);
}
void InputHandler::setGamepadThreshold(float threshold)
{
mInputBackend->setGamepadThreshold(threshold);
}
void InputHandler::setKeyRepeatEnabled(bool enabled)
{
mInputBackend->setKeyRepeatEnabled(enabled);
}
void InputHandler::processEvents()
{
std::queue<Event> newEvents = mInputBackend->fetchEvents();
while(!newEvents.empty())
{
mEventQueue.push(newEvents.front());
newEvents.pop();
}
}
}