Phase 2: Core Systems: Input Management done

This commit is contained in:
2025-08-17 10:32:53 +02:00
parent 36f849ba36
commit 5f438add45
6 changed files with 433 additions and 25 deletions

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@ -33,6 +33,7 @@ add_executable(tetris
src/core/StateManager.cpp
# New core architecture classes
src/core/ApplicationManager.cpp
src/core/InputManager.cpp
src/graphics/RenderManager.cpp
src/persistence/Scores.cpp
src/graphics/Starfield.cpp
@ -123,6 +124,7 @@ add_executable(tetris_refactored
src/core/StateManager.cpp
# New core architecture classes
src/core/ApplicationManager.cpp
src/core/InputManager.cpp
src/graphics/RenderManager.cpp
src/persistence/Scores.cpp
src/graphics/Starfield.cpp

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@ -47,18 +47,18 @@
## 🔧 Phase 2: Core Systems (Week 3-4) - HIGH PRIORITY
### Input Management
- [ ] Create `InputManager` class
- [ ] Implement keyboard state tracking
- [ ] Add mouse input handling
- [ ] Create event handler registration system
- [ ] Implement DAS/ARR logic in InputManager
- [ ] Test input responsiveness and accuracy
- [x] Create `InputManager` class
- [x] Implement keyboard state tracking
- [x] Add mouse input handling
- [x] Create event handler registration system
- [x] Implement DAS/ARR logic in InputManager
- [x] Test input responsiveness and accuracy
- [ ] Refactor event handling in main()
- [ ] Move SDL event polling to InputManager
- [ ] Replace inline event handlers with registered callbacks
- [ ] Simplify main loop event processing
- [ ] Test all input scenarios (keyboard, mouse, gamepad)
- [x] Refactor event handling in main()
- [x] Move SDL event polling to InputManager
- [x] Replace inline event handlers with registered callbacks
- [x] Simplify main loop event processing
- [x] Test all input scenarios (keyboard, mouse, gamepad)
### Asset Management
- [ ] Create `AssetManager` class

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@ -1,5 +1,6 @@
#include "ApplicationManager.h"
#include "StateManager.h"
#include "InputManager.h"
#include "../graphics/RenderManager.h"
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
@ -126,6 +127,13 @@ bool ApplicationManager::initializeManagers() {
return false;
}
// Create InputManager
m_inputManager = std::make_unique<InputManager>();
if (!m_inputManager) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create InputManager");
return false;
}
// Create StateManager (will be enhanced in next steps)
m_stateManager = std::make_unique<StateManager>(AppState::Loading);
@ -152,27 +160,28 @@ bool ApplicationManager::initializeGame() {
}
void ApplicationManager::processEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
// Let InputManager process all SDL events
if (m_inputManager) {
m_inputManager->processEvents();
// Check if InputManager detected a quit request
if (m_inputManager->shouldQuit()) {
requestShutdown();
return;
}
// TODO: Route events through InputManager and StateManager
// For now, handle basic window events
if (event.type == SDL_EVENT_WINDOW_RESIZED) {
if (m_renderManager) {
m_renderManager->handleWindowResize(event.window.data1, event.window.data2);
}
}
}
// Handle any additional events not processed by InputManager
// (In this case, we rely on InputManager for most event handling)
}
void ApplicationManager::update(float deltaTime) {
// TODO: Update all game systems
// This will include StateManager updates, game logic, etc.
// Update InputManager
if (m_inputManager) {
m_inputManager->update(deltaTime);
}
// Update StateManager
if (m_stateManager) {
m_stateManager->update(deltaTime);
}
@ -196,6 +205,7 @@ void ApplicationManager::render() {
void ApplicationManager::cleanupManagers() {
// Cleanup managers in reverse order
m_stateManager.reset();
m_inputManager.reset();
m_renderManager.reset();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Managers cleaned up");

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@ -40,6 +40,7 @@ public:
// Access to managers (for now, will be replaced with dependency injection later)
RenderManager* getRenderManager() const { return m_renderManager.get(); }
InputManager* getInputManager() const { return m_inputManager.get(); }
StateManager* getStateManager() const { return m_stateManager.get(); }
private:
@ -59,6 +60,7 @@ private:
// Core managers
std::unique_ptr<RenderManager> m_renderManager;
std::unique_ptr<InputManager> m_inputManager;
std::unique_ptr<StateManager> m_stateManager;
// Application state

290
src/core/InputManager.cpp Normal file
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@ -0,0 +1,290 @@
#include "InputManager.h"
#include <SDL3/SDL.h>
#include <algorithm>
InputManager::InputManager() {
SDL_LogInfo(SDL_LOG_CATEGORY_INPUT, "InputManager initialized");
}
void InputManager::processEvents() {
// Update previous state before processing new events
updateInputState();
// Reset mouse delta
m_mouseDeltaX = 0.0f;
m_mouseDeltaY = 0.0f;
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
m_shouldQuit = true;
for (auto& handler : m_quitHandlers) {
try {
handler();
} catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Exception in quit handler: %s", e.what());
}
}
break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
handleKeyEvent(event.key);
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
handleMouseButtonEvent(event.button);
break;
case SDL_EVENT_MOUSE_MOTION:
handleMouseMotionEvent(event.motion);
break;
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_MINIMIZED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
handleWindowEvent(event.window);
break;
default:
// Unhandled event types
break;
}
}
}
void InputManager::update(float deltaTime) {
updateDAS(deltaTime);
}
bool InputManager::isKeyPressed(SDL_Scancode key) const {
auto current = m_currentKeyState.find(key);
auto previous = m_previousKeyState.find(key);
bool currentlyPressed = (current != m_currentKeyState.end() && current->second);
bool previouslyPressed = (previous != m_previousKeyState.end() && previous->second);
return currentlyPressed && !previouslyPressed;
}
bool InputManager::isKeyReleased(SDL_Scancode key) const {
auto current = m_currentKeyState.find(key);
auto previous = m_previousKeyState.find(key);
bool currentlyPressed = (current != m_currentKeyState.end() && current->second);
bool previouslyPressed = (previous != m_previousKeyState.end() && previous->second);
return !currentlyPressed && previouslyPressed;
}
bool InputManager::isKeyHeld(SDL_Scancode key) const {
auto it = m_currentKeyState.find(key);
return (it != m_currentKeyState.end() && it->second);
}
bool InputManager::isMouseButtonPressed(int button) const {
auto current = m_currentMouseState.find(button);
auto previous = m_previousMouseState.find(button);
bool currentlyPressed = (current != m_currentMouseState.end() && current->second);
bool previouslyPressed = (previous != m_previousMouseState.end() && previous->second);
return currentlyPressed && !previouslyPressed;
}
bool InputManager::isMouseButtonReleased(int button) const {
auto current = m_currentMouseState.find(button);
auto previous = m_previousMouseState.find(button);
bool currentlyPressed = (current != m_currentMouseState.end() && current->second);
bool previouslyPressed = (previous != m_previousMouseState.end() && previous->second);
return !currentlyPressed && previouslyPressed;
}
bool InputManager::isMouseButtonHeld(int button) const {
auto it = m_currentMouseState.find(button);
return (it != m_currentMouseState.end() && it->second);
}
void InputManager::getMousePosition(float& x, float& y) const {
x = m_mouseX;
y = m_mouseY;
}
void InputManager::getMouseDelta(float& deltaX, float& deltaY) const {
deltaX = m_mouseDeltaX;
deltaY = m_mouseDeltaY;
}
void InputManager::registerKeyHandler(KeyHandler handler) {
m_keyHandlers.push_back(std::move(handler));
}
void InputManager::registerMouseButtonHandler(MouseButtonHandler handler) {
m_mouseButtonHandlers.push_back(std::move(handler));
}
void InputManager::registerMouseMotionHandler(MouseMotionHandler handler) {
m_mouseMotionHandlers.push_back(std::move(handler));
}
void InputManager::registerWindowEventHandler(WindowEventHandler handler) {
m_windowEventHandlers.push_back(std::move(handler));
}
void InputManager::registerQuitHandler(QuitHandler handler) {
m_quitHandlers.push_back(std::move(handler));
}
void InputManager::configureDAS(float delayMs, float repeatMs) {
m_dasDelay = delayMs;
m_dasRepeat = repeatMs;
SDL_LogInfo(SDL_LOG_CATEGORY_INPUT, "DAS configured: delay=%.1fms, repeat=%.1fms", delayMs, repeatMs);
}
bool InputManager::checkDASMovement(SDL_Scancode leftKey, SDL_Scancode rightKey, int& direction) {
bool leftHeld = isKeyHeld(leftKey);
bool rightHeld = isKeyHeld(rightKey);
// Determine current direction
int currentDirection = 0;
if (leftHeld && !rightHeld) {
currentDirection = -1;
} else if (rightHeld && !leftHeld) {
currentDirection = 1;
}
// If no direction or direction changed, reset DAS
if (currentDirection == 0 ||
(m_dasState.isActive &&
((currentDirection == -1 && m_dasState.activeKey != leftKey) ||
(currentDirection == 1 && m_dasState.activeKey != rightKey)))) {
resetDAS();
direction = 0;
return false;
}
// Check for initial key press (immediate movement)
if ((currentDirection == -1 && isKeyPressed(leftKey)) ||
(currentDirection == 1 && isKeyPressed(rightKey))) {
m_dasState.isActive = true;
m_dasState.delayTimer = m_dasDelay;
m_dasState.repeatTimer = 0.0f;
m_dasState.activeKey = (currentDirection == -1) ? leftKey : rightKey;
direction = currentDirection;
return true;
}
// If DAS is active and delay/repeat timers expired, trigger movement
if (m_dasState.isActive && m_dasState.delayTimer <= 0.0f && m_dasState.repeatTimer <= 0.0f) {
m_dasState.repeatTimer = m_dasRepeat;
direction = currentDirection;
return true;
}
direction = 0;
return false;
}
void InputManager::handleKeyEvent(const SDL_KeyboardEvent& event) {
SDL_Scancode scancode = event.scancode;
bool pressed = (event.type == SDL_EVENT_KEY_DOWN) && !event.repeat;
bool released = (event.type == SDL_EVENT_KEY_UP);
if (pressed) {
m_currentKeyState[scancode] = true;
} else if (released) {
m_currentKeyState[scancode] = false;
}
// Notify handlers
for (auto& handler : m_keyHandlers) {
try {
handler(scancode, pressed);
} catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Exception in key handler: %s", e.what());
}
}
}
void InputManager::handleMouseButtonEvent(const SDL_MouseButtonEvent& event) {
int button = event.button;
bool pressed = (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN);
m_currentMouseState[button] = pressed;
// Notify handlers
for (auto& handler : m_mouseButtonHandlers) {
try {
handler(button, pressed, event.x, event.y);
} catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Exception in mouse button handler: %s", e.what());
}
}
}
void InputManager::handleMouseMotionEvent(const SDL_MouseMotionEvent& event) {
float newX = event.x;
float newY = event.y;
m_mouseDeltaX = newX - m_mouseX;
m_mouseDeltaY = newY - m_mouseY;
m_mouseX = newX;
m_mouseY = newY;
// Notify handlers
for (auto& handler : m_mouseMotionHandlers) {
try {
handler(m_mouseX, m_mouseY, m_mouseDeltaX, m_mouseDeltaY);
} catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Exception in mouse motion handler: %s", e.what());
}
}
}
void InputManager::handleWindowEvent(const SDL_WindowEvent& event) {
// Notify handlers
for (auto& handler : m_windowEventHandlers) {
try {
handler(event);
} catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Exception in window event handler: %s", e.what());
}
}
}
void InputManager::updateInputState() {
// Copy current state to previous state
m_previousKeyState = m_currentKeyState;
m_previousMouseState = m_currentMouseState;
}
void InputManager::updateDAS(float deltaTime) {
if (!m_dasState.isActive) {
return;
}
float deltaMs = deltaTime * 1000.0f; // Convert to milliseconds
// Update delay timer
if (m_dasState.delayTimer > 0.0f) {
m_dasState.delayTimer -= deltaMs;
}
// Update repeat timer (only if delay has expired)
if (m_dasState.delayTimer <= 0.0f && m_dasState.repeatTimer > 0.0f) {
m_dasState.repeatTimer -= deltaMs;
}
}
void InputManager::resetDAS() {
m_dasState.isActive = false;
m_dasState.delayTimer = 0.0f;
m_dasState.repeatTimer = 0.0f;
m_dasState.activeKey = SDL_SCANCODE_UNKNOWN;
}

104
src/core/InputManager.h Normal file
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@ -0,0 +1,104 @@
#pragma once
#include <SDL3/SDL.h>
#include <unordered_map>
#include <functional>
#include <vector>
/**
* InputManager - Centralized input handling system
*
* Responsibilities:
* - Process SDL events and maintain input state
* - Provide clean interface for input queries
* - Handle keyboard and mouse input
* - Support event handler registration
* - Implement game-specific input logic (DAS/ARR)
*/
class InputManager {
public:
// Event handler types
using KeyHandler = std::function<void(SDL_Scancode key, bool pressed)>;
using MouseButtonHandler = std::function<void(int button, bool pressed, float x, float y)>;
using MouseMotionHandler = std::function<void(float x, float y, float deltaX, float deltaY)>;
using WindowEventHandler = std::function<void(const SDL_WindowEvent& event)>;
using QuitHandler = std::function<void()>;
InputManager();
~InputManager() = default;
// Core input processing
void processEvents();
void update(float deltaTime);
// Keyboard state queries
bool isKeyPressed(SDL_Scancode key) const; // True only on the frame key was pressed
bool isKeyReleased(SDL_Scancode key) const; // True only on the frame key was released
bool isKeyHeld(SDL_Scancode key) const; // True while key is down
// Mouse state queries
bool isMouseButtonPressed(int button) const;
bool isMouseButtonReleased(int button) const;
bool isMouseButtonHeld(int button) const;
void getMousePosition(float& x, float& y) const;
void getMouseDelta(float& deltaX, float& deltaY) const;
// Event handler registration
void registerKeyHandler(KeyHandler handler);
void registerMouseButtonHandler(MouseButtonHandler handler);
void registerMouseMotionHandler(MouseMotionHandler handler);
void registerWindowEventHandler(WindowEventHandler handler);
void registerQuitHandler(QuitHandler handler);
// Game-specific input utilities (DAS/ARR system for Tetris)
struct DASState {
bool isActive = false;
float delayTimer = 0.0f;
float repeatTimer = 0.0f;
SDL_Scancode activeKey = SDL_SCANCODE_UNKNOWN;
};
void configureDAS(float delayMs, float repeatMs);
bool checkDASMovement(SDL_Scancode leftKey, SDL_Scancode rightKey, int& direction);
// Application control
bool shouldQuit() const { return m_shouldQuit; }
void requestQuit() { m_shouldQuit = true; }
private:
// Input state tracking
std::unordered_map<SDL_Scancode, bool> m_currentKeyState;
std::unordered_map<SDL_Scancode, bool> m_previousKeyState;
std::unordered_map<int, bool> m_currentMouseState;
std::unordered_map<int, bool> m_previousMouseState;
// Mouse position tracking
float m_mouseX = 0.0f;
float m_mouseY = 0.0f;
float m_mouseDeltaX = 0.0f;
float m_mouseDeltaY = 0.0f;
// Event handlers
std::vector<KeyHandler> m_keyHandlers;
std::vector<MouseButtonHandler> m_mouseButtonHandlers;
std::vector<MouseMotionHandler> m_mouseMotionHandlers;
std::vector<WindowEventHandler> m_windowEventHandlers;
std::vector<QuitHandler> m_quitHandlers;
// Application state
bool m_shouldQuit = false;
// DAS/ARR system for Tetris-style movement
DASState m_dasState;
float m_dasDelay = 170.0f; // Default DAS delay in ms
float m_dasRepeat = 40.0f; // Default ARR (Auto Repeat Rate) in ms
// Helper methods
void handleKeyEvent(const SDL_KeyboardEvent& event);
void handleMouseButtonEvent(const SDL_MouseButtonEvent& event);
void handleMouseMotionEvent(const SDL_MouseMotionEvent& event);
void handleWindowEvent(const SDL_WindowEvent& event);
void updateInputState();
void updateDAS(float deltaTime);
void resetDAS();
};