首页 > 解决方案 > 如何在 GLFW 中为游戏引擎做一个正确的输入类

问题描述

我正在做我的一个小项目,我基本上是在创建自己的 c++ 游戏引擎/框架来创建图形和/或简单的游戏。我将 OpenGL 与 GLFW 一起使用。我的目标是拥有类似于各种图形框架的东西,比如 raylib 或 openFrameworks (但当然被剥离了)

实际上到目前为止一切正常,但我无法弄清楚如何正确地将输入与窗口类分开,因为窗口句柄输入对我来说似乎相当笨重并且只会使窗口类变得混乱。

这是对我的窗口类的快速简化。(我没有在键码中包含枚举类。)

#pragma once
#include "../extern/GLFW/glfw3.h"
#include <string>
class Window {
private:
    GLFWwindow* mWindow;
    int mWidth;
    int mHeight;
    std::string mTitle;

public:
    Window();
    ~Window();

    void createWindow(std::string title, int width, int height);
    void mainLoop();

    GLFWwindow* getWindow() const { return mWindow; }


// Input
private:

    bool Window::getKeyStatus(KEY key) {
    static void keyCallback(GLFWwindow* mWindow, int key, int scancode, int action, int mods);
    bool isKeyDown(KEY key);
};

这是实施加

#include "Window.h"
#include <iostream>

Window::Window() {}
Window::~Window() {}

void Window::createWindow(std::string title, int width, int height) {
    if (!glfwInit());
    mWindow = glfwCreateWindow(width, height, title.c_str(), nullptr, nullptr);

    if (!getWindow()) {
        glfwTerminate();
    }


    glfwSetWindowUserPointer(getWindow(), this);
    glfwMakeContextCurrent(getWindow());


    glfwSetKeyCallback(mWindow, keyCallback);
}

void Window::mainLoop() {
    while (!glfwWindowShouldClose(getWindow())) {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        /* Swap front and back buffers */
        glfwSwapBuffers(getWindow());

        /* Poll for and process events */
        glfwPollEvents();


        if (isKeyDown(KEY::A)) {
            std::cout << "A down" << std::endl;
        }
        if (isKeyDown(KEY::B)) {
            std::cout << "B down" << std::endl;
        }

    }

    glfwTerminate();
}

void Window::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
    Window* win = (Window*)glfwGetWindowUserPointer(window);

    if (key == (int)KEY::ESCAPE && action == GLFW_PRESS) {
        glfwSetWindowShouldClose(window, GL_TRUE);
    } else {
        win->currentKeyState[key] = action;
    }
}

bool Window::getKeyStatus(KEY key) {
    return glfwGetKey(mWindow, (int)key);
}
bool Window::isKeyDown(KEY key) {
    bool down = false;
    if (getKeyStatus(key) == 1) {
        down = true;
    }
    return down;
}

我该如何着手呢?我的主要问题是我似乎无法连接我的窗口和输入类。我应该使用继承类还是朋友类。我应该在窗口类(我假设)中有glfw的回调还是应该将它们移动到输入类?如何连接这两个类,这样我就不必总是使用窗口指针,例如“isKeyDown(GLFWwindow* window, Key keycode)”,而是只使用“isKeyDown(Key keycode)”。如果不是太多,有人可以写一个简单的输入类吗?

提前致谢

标签: c++openglinputgame-engineglfw

解决方案


需要指出的一件事是 GLFW 提供了轮询和基于回调的输入处理。在您的示例中,您同时使用:轮询处理AB键和回调处理转义键。我相信在创建单独的输入类(键盘和鼠标)时,您会发现回调更容易使用。

使用 GLFW 的回调方法创建KeyInput类有很多方法。这是我的首选技术(为适合您的代码而编写)。它允许多个 KeyInput实例(与单例不同),这意味着您可以拥有一个用于 UI 键的KeyInput实例、一个用于游戏内键的实例等。

总而言之:每个KeyInput实例都监视用户在构造时定义的键列表的按下状态。它有一个 getter 和一个 setter 来访问任何键的按下状态(尽管 getter 和 setter 仅适用于受监控的键)。每当调用 GLFW 键输入回调(静态)时,它都会为所有KeyInput实例调用该设置器。实例存储在一个静态向量中,该向量在构造时添加并在销毁时删除。

输入.h

#include "../extern/GLFW/glfw3.h"
#include <map>
#include <vector>

class KeyInput {
  // Main KeyInput functionality
  public:
    // Takes a list of which keys to keep state for
    KeyInput(std::vector<int> keysToMonitor);
    ~KeyInput();
    // If this KeyInput is enabled and the given key is monitored,
    // returns pressed state.  Else returns false.
    bool getIsKeyDown(int key);
    // See _isEnabled for details
    bool getIsEnabled() { return _isEnabled; }
    void setIsEnabled(bool value) { _isEnabled = value; }
  private:
    // Used internally to update key states.  Called by the GLFW callback.
    void setIsKeyDown(int key, bool isDown);
    // Map from monitored keyes to their pressed states
    std::map<int, bool> _keys;
    // If disabled, KeyInput.getIsKeyDown always returns false
    bool _isEnabled;

  // Workaround for C++ class using a c-style-callback
  public:
    // Must be called before any KeyInput instances will work
    static void setupKeyInputs(Window& window);
  private:
    // The GLFW callback for key events.  Sends events to all KeyInput instances
    static void callback(
      GLFWwindow* window, int key, int scancode, int action, int mods);
    // Keep a list of all KeyInput instances and notify them all of key events
    static std::vector<KeyInput*> _instances;
};

输入.cpp

#include "KeyInput.h"
#include <algorithm>

std::vector<KeyInput*> KeyInput::_instances;

KeyInput::KeyInput(std::vector<int> keysToMonitor) : _isEnabled(true) {
  for (int key : keysToMonitor) {
    _keys[key] = false;
  }
  // Add this instance to the list of instances
  KeyInput::_instances.push_back(this);
}

KeyInput::~KeyInput() {
  // Remove this instance from the list of instances
  _instances.erase(std::remove(_instances.begin(), _instances.end(), this), _instances.end());
}

bool KeyInput::getIsKeyDown(int key) {
  bool result = false;
  if (_isEnabled) {
    std::map<int,bool>::iterator it = _keys.find(key);
    if (it != _keys.end()) {
      result = _keys[key];
    }
  }
  return result;
}

void KeyInput::setIsKeyDown(int key, bool isDown) {
  std::map<int,bool>::iterator it = _keys.find(key);
  if (it != _keys.end()) {
    _keys[key] = isDown;
  }
}

void KeyInput::setupKeyInputs(Window& window) {
  glfwSetKeyCallback(window.getWindow(), KeyInput::callback);
}

void KeyInput::callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
  // Send key event to all KeyInput instances
  for (KeyInput* keyInput : _instances) {
    keyInput->setIsKeyDown(key, action != GLFW_RELEASE);
  }
}

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