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## Input System: Cross-Platform Input Handling
Unified input abstraction layer that wraps SDL2 events into a clean, game-friendly API. Provides both polled state queries and event-based access.
### Components
- `InputSystem` (src/core/input/input_system.h/.cpp)
- Main entry point for all input handling.
- Pumps SDL2 events, tracks window state (quit, minimize, resize).
- Maintains per-frame `InputState` and `InputEvent` list.
- `InputState`
- Polled snapshot of keyboard and mouse state.
- Distinguishes between "down" (held), "pressed" (just pressed this frame), and "released" (just released this frame).
- `InputEvent`
- Discrete input event with timestamp and modifiers.
- Types: `KeyDown`, `KeyUp`, `MouseButtonDown`, `MouseButtonUp`, `MouseMove`, `MouseWheel`.
### Key Codes
Cross-platform key codes based on USB HID usage IDs (compatible with SDL scancodes):
```cpp
enum class Key : uint16_t
{
Unknown = 0,
// Letters (A-Z): 4-29
A = 4, B = 5, C = 6, D = 7, E = 8, F = 9, G = 10, H = 11, I = 12,
J = 13, K = 14, L = 15, M = 16, N = 17, O = 18, P = 19, Q = 20,
R = 21, S = 22, T = 23, U = 24, V = 25, W = 26, X = 27, Y = 28, Z = 29,
// Numbers (0-9): 30-39
Num1 = 30, Num2 = 31, Num3 = 32, Num4 = 33, Num5 = 34,
Num6 = 35, Num7 = 36, Num8 = 37, Num9 = 38, Num0 = 39,
// Special keys
Enter = 40,
Escape = 41,
Backspace = 42,
Tab = 43,
Space = 44,
// Modifiers
LeftCtrl = 224,
LeftShift = 225,
LeftAlt = 226,
LeftSuper = 227,
RightCtrl = 228,
RightShift = 229,
RightAlt = 230,
RightSuper = 231,
};
```
### Mouse Buttons
```cpp
enum class MouseButton : uint8_t
{
Left = 0,
Middle = 1,
Right = 2,
X1 = 3, // Extra button 1
X2 = 4, // Extra button 2
};
```
### Cursor Modes
```cpp
enum class CursorMode : uint8_t
{
Normal = 0, // Default cursor, visible
Hidden = 1, // Cursor hidden but not captured
Relative = 2, // FPS-style: cursor hidden, motion is relative delta only
};
```
### InputState API
Polled state for keyboard and mouse. Updated each frame before game logic runs.
**Keyboard:**
```cpp
bool key_down(Key key) const; // True if key is currently held
bool key_pressed(Key key) const; // True only on the frame key was pressed
bool key_released(Key key) const; // True only on the frame key was released
```
**Mouse:**
```cpp
bool mouse_down(MouseButton button) const; // True if button is held
bool mouse_pressed(MouseButton button) const; // True only on frame pressed
bool mouse_released(MouseButton button) const; // True only on frame released
glm::vec2 mouse_position() const; // Current cursor position (pixels)
glm::vec2 mouse_delta() const; // Motion delta this frame (pixels)
glm::vec2 wheel_delta() const; // Scroll wheel delta this frame
```
**Modifiers:**
```cpp
InputModifiers modifiers() const;
struct InputModifiers
{
bool shift = false;
bool ctrl = false;
bool alt = false;
bool super = false; // Windows key / Command key
};
```
### InputEvent Structure
For event-driven input handling:
```cpp
struct InputEvent
{
enum class Type : uint8_t
{
KeyDown,
KeyUp,
MouseButtonDown,
MouseButtonUp,
MouseMove,
MouseWheel,
};
Type type;
uint32_t timestamp_ms; // SDL timestamp
InputModifiers mods; // Active modifiers
Key key; // Valid for KeyDown/KeyUp
MouseButton mouse_button; // Valid for MouseButtonDown/Up
glm::vec2 mouse_pos; // Valid for mouse events
glm::vec2 mouse_delta; // Valid for MouseMove
glm::vec2 wheel_delta; // Valid for MouseWheel
};
```
### InputSystem API
**Frame Lifecycle:**
```cpp
void begin_frame(); // Clear per-frame state (pressed/released, deltas)
void pump_events(); // Poll and process all pending SDL events
```
**State Access:**
```cpp
const InputState& state() const; // Get current polled state
std::span<const InputEvent> events() const; // Get all events this frame
```
**Window State:**
```cpp
bool quit_requested() const; // True if window close requested
bool window_minimized() const; // True if window is minimized
bool resize_requested() const; // True if resize/move occurred
uint32_t last_resize_event_ms() const;
void clear_resize_request(); // Clear after handling resize
```
**Cursor Control:**
```cpp
CursorMode cursor_mode() const;
void set_cursor_mode(CursorMode mode);
```
**Native Event Access (Engine Internal):**
```cpp
// For ImGui or other systems that need raw SDL events
void for_each_native_event(NativeEventCallback callback, void* user) const;
```
### Usage Example
**Polled State (Most Common):**
```cpp
void Game::update(InputSystem& input)
{
const InputState& state = input.state();
// Movement
glm::vec3 move{0.0f};
if (state.key_down(Key::W)) move.z -= 1.0f;
if (state.key_down(Key::S)) move.z += 1.0f;
if (state.key_down(Key::A)) move.x -= 1.0f;
if (state.key_down(Key::D)) move.x += 1.0f;
// Sprint (shift held)
float speed = 5.0f;
if (state.modifiers().shift) speed = 10.0f;
// Camera look (relative mode)
if (state.mouse_down(MouseButton::Right))
{
input.set_cursor_mode(CursorMode::Relative);
glm::vec2 delta = state.mouse_delta();
camera.rotate(delta.x * 0.1f, delta.y * 0.1f);
}
else
{
input.set_cursor_mode(CursorMode::Normal);
}
// Fire on click
if (state.mouse_pressed(MouseButton::Left))
{
player.fire();
}
// Toggle inventory on I press
if (state.key_pressed(Key::I))
{
ui.toggle_inventory();
}
}
```
**Event-Driven (For UI / Text Input):**
```cpp
void TextBox::process_input(InputSystem& input)
{
for (const InputEvent& ev : input.events())
{
if (ev.type == InputEvent::Type::KeyDown)
{
if (ev.key == Key::Backspace && !text.empty())
{
text.pop_back();
}
else if (ev.key == Key::Enter)
{
submit();
}
}
else if (ev.type == InputEvent::Type::MouseWheel)
{
scroll_offset -= ev.wheel_delta.y * 20.0f;
}
}
}
```
### Frame Flow
1. Engine calls `InputSystem::begin_frame()` at frame start.
2. Engine calls `InputSystem::pump_events()` to process SDL events.
3. Game code queries `state()` for polled input or iterates `events()` for event-driven logic.
4. Render loop proceeds.
### Integration with ImGui
The engine provides native event access for ImGui integration:
```cpp
input.for_each_native_event(
[](void* user, InputSystem::NativeEventView event)
{
if (event.backend == InputSystem::NativeBackend::SDL2)
{
ImGui_ImplSDL2_ProcessEvent(
static_cast<const SDL_Event*>(event.data));
}
},
nullptr);
```
### Tips
- Prefer polled state (`key_down`, `mouse_down`) for continuous actions like movement.
- Use pressed/released (`key_pressed`, `mouse_pressed`) for one-shot actions like firing or toggling.
- Use `CursorMode::Relative` for FPS-style camera control; mouse position becomes meaningless, only delta matters.
- Check `quit_requested()` each frame to handle window close gracefully.
- The `resize_requested()` flag includes window move events to trigger swapchain recreation on multi-monitor setups.