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Kanefa

Input Mapping

3 posts in this topic

I am struggling to map inputs from different devices to actions (i.e jump).  Axes are giving me the majority of the issue.

 

I have started by creating an Action class.  The idea was Action can bind one action to one device button/axis by calling fcn Add().  The game code decides what device is active, so correct usage of Add() is left to the user.

 

The usage would be like this.

 

Action jump;

jump.Add(sf::Keyboard::Key::Space);

jump.Add(sf::Mouse::Button::Right);

jump.Add(sf::Joystick::Axis::Y);               // Problem

 

The problem is an axis is not a button.  An axis has two max ranges and a button has one.  Should I add another thin layer to differentiate between this.  For example, Joystick::Axis::YMin and Joystick::Axis::YMax.  Or am I in this position, because of poor design choices?  Maybe I should not be trying to treat axes and buttons as the same.

 

I have included Action.h below, because I wanted to get some feedback.  I am concerned my approach may be incorrect.  Particularly, my attempt to hold each devices input type.  I have read a number of articles (including this one here at gamedev.net) , but the topic of input mapping seems to be glossed over.

class Action : public Event
{
public: 
   enum Type
   {
      Trigger,  // one time use
      RealTime, // holds state (poll it)
      Range,    // axis 
   };

public:
   Action(Type type, const Event& gameEvent);

   void Add(sf::Keyboard::Key key);
   void Add(sf::Mouse::Button button);
   void Add(sf::Vector2i cursor);
   void Add(unsigned int button);
   void Add(sf::Joystick::Axis axis);

   void Remove(sf::Keyboard::Key key);
   void Remove(sf::Mouse::Button button);
   void Remove(sf::Vector2i cursor);
   void Remove(unsigned int button);
   void Remove(sf::Joystick::Axis axis);

   void HandleEvent(const sf::Event inputEvent);

   virtual SendEvent(); // inherited from Event

private:
   const Type mType;
   const Event mGameEvent;

   sf::Keyboard::Key mKeyboardKey;
   sf::Mouse::Button mMouseButton;
   sf::Vector2i mMouseCursor;
   unsigned int mJoystickButton;
   sf::Joystick::Axis mJoystickAxis;

   static std::vector<Action*> mInputMapping;
};

 

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The article you linked specifically deals with precisely this problem.

 

You're missing a layer. There should be inputs from actual devices, a mapping layer, and [i]then[/i] the layer that actually responds to events/input axes from the mapping system.

 

 

The article should have code linked that gives a concrete example of the architecture.

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Here are the three layer summaries from the article.

 

1. The first layer gathers raw input data from the hardware, and optionally normalizes ranged inputs

2. The second layer examines what game contexts are active, and maps the raw inputs into high-level actions, states, and ranges. These are then passed on to a series of callbacks

3. The third layer receives the callbacks and processes the input in priority order, performing game activity as needed

 

 

My first layer passes SFML input data to my second layer.  My second layer handles input mapping and dispatching (context switching is ignored for the time being).  While I did not implement callbacks, I thought I had handled dispatching of input with my function SendEvent().  If a component is listening for a particular action it will be notified when it is occurs.  The third layer is the game code that handles the callbacks, or in my case each component's HandleEvent function.

Edited by Kanefa
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