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2025-04-16 01:58:29 +01:00
commit a8d8b9b9ab
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#pragma once
#include <GLFW/glfw3.h>
#include <glm/vec2.hpp>
#include <array>
#include <cstddef>
#include <cstdint>
#include <functional>
#include <vector>
namespace kuiper
{
using action_fn_t = std::function<void()>;
enum action_type : std::uint8_t {
none = 0,
escape,
};
constexpr std::size_t max_actions = 1 << (sizeof(action_type) * 8);
struct key_state {
int state = GLFW_RELEASE;
};
struct mouse_state {
glm::vec2 pos;
glm::vec2 delta_pos;
};
class input_system {
public:
input_system() {
// Default engine action keymappings
m_action_keymap[GLFW_KEY_ESCAPE] = action_type::escape;
return;
}
~input_system() = default;
// Keyboard
void set_key_state(int key, int state);
int get_key_state(int key) const;
bool is_key_pressed(int key) const;
bool is_key_released(int key) const;
bool is_key_held(int key) const;
bool is_key_down(int key) const;
// Mouse
void set_mouse_pos(const glm::vec2& pos);
void set_mouse_delta(const glm::vec2& pos);
/// Get mouse position (top-left corner is the origin)
glm::vec2 get_mouse_pos() const;
/// Get change in mouse position since last frame (top-left corner is the origin)
glm::vec2 get_mouse_delta() const;
// Actions
// TODO: user can add a new custom action of their own
void subscribe_to_action(action_type type, const action_fn_t& callback);
private:
std::array<key_state, GLFW_KEY_LAST> m_key_states {};
std::array<action_type, GLFW_KEY_LAST> m_action_keymap {};
std::array<std::vector<action_fn_t>, max_actions> m_action_listeners {};
mouse_state m_mouse_state {};
glm::vec2 m_old_mouse_pos {};
};
} // namespace kuiper

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include/window/window.hpp Normal file
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#pragma once
#include "graphics/opengl/framebuffer.hpp"
#include <glm/vec2.hpp>
#include <cstdint>
#include <memory>
#include <string_view>
namespace kuiper
{
class window {
public:
virtual ~window() = default;
virtual void* get_native_handle() const noexcept = 0;
virtual void set_title(std::u8string_view title) noexcept = 0;
virtual void poll_events() noexcept = 0;
virtual void swap_buffers() noexcept = 0;
virtual void set_swap_interval(std::uint32_t interval) noexcept = 0;
virtual void bind_context() noexcept = 0;
virtual gl::framebuffer::s_ptr back_buffer() const noexcept = 0;
virtual bool should_close() const noexcept = 0;
virtual bool is_minimised() const noexcept = 0;
virtual bool is_cursor_locked() const noexcept = 0;
virtual void lock_cursor() noexcept = 0;
virtual void unlock_cursor() noexcept = 0;
virtual void enable_raw_input() noexcept = 0;
virtual void disable_raw_input() noexcept = 0;
virtual glm::uvec2 get_size() const noexcept = 0;
virtual glm::uvec2 get_framebuffer_size() const noexcept = 0; // should this go in render context?
virtual glm::vec2 get_content_scale() const noexcept = 0;
};
} // namespace kuiper