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external/gainput/README.md
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This project is archived. It's neither maintained nor developed anymore.
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=======
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Gainput [](https://travis-ci.org/jkuhlmann/gainput) [](./LICENSE)
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=======
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Gainput is the awesome C++ input library for your game:
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- handles your input needs from low-level device reading to high-level mapping of user-defined buttons
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- well-documented, clean, lightweight, and easy to use
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- a unified interface on all supported platforms: **Android NDK, iOS/tvOS, Linux, macOS, Windows**
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- supported devices: keyboard, mouse, gamepad, multi-touch, device built-in sensors
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- [Open Source (MIT license)](https://github.com/jkuhlmann/gainput/blob/master/LICENSE)
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- [complete list of features](#features)
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- [API documentation](http://gainput.johanneskuhlmann.de/api/)
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Usage
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-----
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```cpp
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#include <gainput/gainput.h>
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enum Button
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{
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ButtonConfirm
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};
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gainput::InputManager manager;
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manager.SetDisplaySize(displayWidth, displayHeight);
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const gainput::DeviceId keyboardId = manager.CreateDevice<gainput::InputDeviceKeyboard>();
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const gainput::DeviceId mouseId = manager.CreateDevice<gainput::InputDeviceMouse>();
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const gainput::DeviceId padId = manager.CreateDevice<gainput::InputDevicePad>();
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const gainput::DeviceId touchId = manager.CreateDevice<gainput::InputDeviceTouch>();
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gainput::InputMap map(manager);
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map.MapBool(ButtonConfirm, keyboardId, gainput::KeyReturn);
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map.MapBool(ButtonConfirm, mouseId, gainput::MouseButtonLeft);
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map.MapBool(ButtonConfirm, padId, gainput::PadButtonA);
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map.MapBool(ButtonConfirm, touchId, gainput::Touch0Down);
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while (running)
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{
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manager.Update();
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// May need some platform-specific message handling here
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if (map.GetBoolWasDown(ButtonConfirm))
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{
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// Confirmed!
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}
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}
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```
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Features
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--------
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- Offers a **unified interface** on all supported platforms. (Some minor changes are necessary to setup the library.)
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- Provides a low-level and high-level interface: Query the state of input devices buttons directly or map device buttons to a user button. That way it's easy to support alternative inputs or change the **input mappings** around later.
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- Supports **recording and playback** of input sequences.
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- Features a **network server** to obtain information on devices and mappings from.
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- Two Gainput instances can **sync device states over the network**. It's also possible to receive **multi-touch inputs from a smartphone**'s regular browser.
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- Completely written in portable **C++**.
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- **No STL** is used. **No exceptions** are thrown. **No RTTI** is used. **No C++11**, and **no boost**.
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- **No weird external dependencies** are used. Relies on the existing platform SDKs.
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- **Easily set up and built** using your favorite IDE/build tool.
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- **Listeners** can be installed both for devices buttons as well as user buttons. That way you are notified when a button state changes.
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- **Gestures** allow for more complex input patterns to be detected, for example double-clicking, pinch/rotation gestures, or holding several buttons simultaneously.
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- An **external allocator** can be supplied to the library so that all memory management is done the way you want it.
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- Supports **raw input** on Linux and Windows.
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- Gamepad rumbling is supported where available.
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- It's easy to check for all pressed buttons so that offering a way to the players to remap their buttons is easy to implement. Similarly it's easy to save and load mappings.
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- Possibly unnecessary features, like gestures or the network server, are easily disabled.
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- **Dead zones** can be set up for any float-value button.
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- **State changes**, i.e. if a button is newly down or just released, can be checked for.
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Building
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--------
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By default, Gainput is built using [CMake](http://www.cmake.org/).
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1. Run `mkdir build`
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1. Run `cmake ..`
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1. Run `make`
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1. The library can be found in `lib/`, the executables in `samples/`.
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Contributing
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------------
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Everyone is welcome to contribute to the library. If you find any problems, you can submit them using [GitHub's issue system](https://github.com/jkuhlmann/gainput/issues). If you want to contribute code, you should fork the project and then send a pull request.
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Dependencies
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------------
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Gainput has a minimal number of external dependencies to make it as self-contained as possible. It uses the platforms' default ways of getting inputs and doesn't use the STL.
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Testing
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-------
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Generally, testing should be done by building and running Gainput on all supported platforms. The samples in the `samples/` folder should be used in order to determine if the library is functional.
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The unit tests in the `test/` folder are built by the normal CMake build. The executable can be found in the `test/` folder. All build configurations and unit tests are built and run by Travis CI whenever something is pushed into the repository.
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Alternatives
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------------
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- [OIS](https://github.com/wgois/Object-oriented-Input-System--OIS-)
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- [SDL](http://www.libsdl.org/)
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