Unify input behind Engine::Input facade; fix Ctrl+P and Pause button
New Engine/Core/Input.h/.cpp: static input facade with a Key/MouseButton enum (values map to GLFW key codes internally) so scripts and game logic no longer touch GLFW directly - window backend becomes swappable and the facade is the surface to expose when embedding scripting later. Wired up in Application's constructor; Camera (editor camera WASD/RMB/MMB), the WASDMove script and SandboxApp key handling now query Input only. Ctrl+P hotkey fix: the !m_Playing guard made the hotkey dead exactly when it was needed - after pressing Play. Now toggles both ways. Toolbar Pause button now reads "Resume" while paused (tooltip follows).
This commit is contained in:
@@ -26,8 +26,6 @@
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#include <imgui_internal.h> // DockBuilder*(内部 API)
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#include <ImGuizmo.h>
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#include <GLFW/glfw3.h>
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#include <filesystem>
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#include <fstream>
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@@ -283,8 +281,9 @@ void Editor::DrawMenuBar()
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void Editor::DrawToolbar()
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{
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const ImGuiIO& io = ImGui::GetIO();
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// Ctrl+P:文本输入中(改名/路径框)不触发,防打字误切 PIE
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if (!m_Playing && io.KeyCtrl && !io.WantTextInput &&
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// Ctrl+P 全局热键:编辑态进 PIE,运行态停回编辑器(双向)。
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// 文本输入中(改名/路径框)不触发,防打字误切
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if (io.KeyCtrl && !io.WantTextInput &&
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ImGui::IsKeyPressed(ImGuiKey_P, false))
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{
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TogglePlay();
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@@ -293,12 +292,14 @@ void Editor::DrawToolbar()
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// 按钮加大触感(工具栏行高 = 一个按钮高;DockSpace avail 自适应)
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(12.0f, 4.0f));
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const ImGuiStyle& st = ImGui::GetStyle();
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const char* pauseLabel = m_Paused ? "Resume" : "Pause";
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// Play 组宽度 → 水平居中(编辑态 1 钮 / 运行态 2 钮)
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float groupW = 0.0f;
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if (m_Playing)
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{
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groupW = ImGui::CalcTextSize("Pause").x + ImGui::CalcTextSize("Stop").x +
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groupW = ImGui::CalcTextSize(pauseLabel).x +
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ImGui::CalcTextSize("Stop").x +
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4.0f * st.FramePadding.x + st.ItemSpacing.x;
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}
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else
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@@ -309,7 +310,7 @@ void Editor::DrawToolbar()
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if (m_Playing)
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{
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// Pause:暂停中亮黄常驻(UE 按下态),运行中暗黄
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// Pause/Resume:暂停中亮黄常驻(UE 按下态),运行中暗黄
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ImGui::PushStyleColor(ImGuiCol_Button,
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m_Paused ? ImVec4(0.85f, 0.62f, 0.12f, 1.0f)
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: ImVec4(0.55f, 0.42f, 0.10f, 1.0f));
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@@ -318,7 +319,7 @@ void Editor::DrawToolbar()
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: ImVec4(0.65f, 0.50f, 0.14f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive,
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ImVec4(0.95f, 0.76f, 0.24f, 1.0f));
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if (ImGui::Button("Pause"))
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if (ImGui::Button(pauseLabel))
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{
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TogglePause();
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}
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+4
-3
@@ -24,7 +24,7 @@
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/EditorCamera.h>
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#include <GLFW/glfw3.h>
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#include <Engine/Core/Input.h>
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#include "Editor.h"
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#include "EditorContext.h"
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@@ -94,11 +94,12 @@ namespace
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void OnKeyPress(const Event& event) override
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{
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if (event.key == GLFW_KEY_GRAVE_ACCENT)
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// 键码统一走 Input::Key(App 层零 GLFW 依赖)
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if (event.key == static_cast<int>(Input::Key::GraveAccent))
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{
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SetImGuiEnabled(!GetImGuiEnabled());
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}
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if (event.key == GLFW_KEY_F1)
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if (event.key == static_cast<int>(Input::Key::F1))
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{
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STATS.PrintComparison();
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}
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@@ -12,15 +12,16 @@
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#include <Engine/Scripting/Script.h>
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Window.h>
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#include <Engine/Core/Input.h>
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/EditorCamera.h>
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#include <Engine/Physics/PhysicsWorld.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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using namespace Engine; // Input 门面(统一输入入口)
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namespace {
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class WASDMove final : public Engine::Scripting::ScriptBehavior {
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@@ -29,7 +30,8 @@ namespace {
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void OnUpdate(float dt) override {
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// 位移方向 = 视线水平投影(W 前进 / A 左 / D 右),UE Scene
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// view 移动惯例;Y 锁 0(升降/跳跃归物理或将来扩展)
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// view 移动惯例;Y 锁 0(升降/跳跃归物理或将来扩展)。
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// 键鼠查询统一走 Input 门面(脚本层零 GLFW 依赖)
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const glm::quat cq = App().GetRenderer()
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.GetEditorCamera()
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.GetTransform()
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@@ -37,12 +39,11 @@ namespace {
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const glm::vec3 fwd = cq * glm::vec3(0.0f, 0.0f, -1.0f);
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const glm::vec3 right = cq * glm::vec3(1.0f, 0.0f, 0.0f);
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auto& win = App().GetWindow();
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glm::vec3 move(0.0f);
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if (win.IsKeyPressed(GLFW_KEY_W)) move += fwd;
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if (win.IsKeyPressed(GLFW_KEY_S)) move -= fwd;
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if (win.IsKeyPressed(GLFW_KEY_D)) move += right;
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if (win.IsKeyPressed(GLFW_KEY_A)) move -= right;
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if (Input::IsKeyDown(Input::Key::W)) move += fwd;
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if (Input::IsKeyDown(Input::Key::S)) move -= fwd;
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if (Input::IsKeyDown(Input::Key::D)) move += right;
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if (Input::IsKeyDown(Input::Key::A)) move -= right;
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move.y = 0.0f;
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if (glm::length(move) > 1e-4f) {
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move = glm::normalize(move);
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@@ -0,0 +1,89 @@
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//
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// Input.h:统一输入门面(脚本/游戏逻辑唯一入口)。
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//
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// 目的:
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// 1. 上层代码(脚本、SandboxApp、编辑器相机)不再直接依赖 GLFW——
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// 只依赖本枚举与门面,Window 后端将来可换(SDL/平台原生)
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// 2. 嵌入脚本时暴露的也是这一套(Lua/Python 绑定包一层即可)
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//
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// 键码值 = GLFW 物理键码(glf3.h 标准值),强转 int 可直接传给
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// Window::IsKeyPressed;但调用方不得依赖这一点。
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//
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// 语义:轮询接口沿用 Window 的门控规则——UI 捕获键盘(编辑器文本框
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// 输入中)时 IsKeyDown 返回 false,游戏侧静默;鼠标捕获同理。
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//
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#pragma once
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#include <glm/glm.hpp>
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namespace Engine {
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class Window;
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namespace Input {
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enum class Key : int {
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// ---- 可打印区(值 = ASCII)----
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Space = 32,
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Apostrophe = 39,
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Comma = 44,
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Minus = 45,
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Period = 46,
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Slash = 47,
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Num0 = 48, Num1 = 49, Num2 = 50, Num3 = 51, Num4 = 52,
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Num5 = 53, Num6 = 54, Num7 = 55, Num8 = 56, Num9 = 57,
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Semicolon = 59,
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Equal = 61,
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A = 65, B = 66, C = 67, D = 68, E = 69, F = 70, G = 71,
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H = 72, I = 73, J = 74, K = 75, L = 76, M = 77, N = 78,
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O = 79, P = 80, Q = 81, R = 82, S = 83, T = 84, U = 85,
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V = 86, W = 87, X = 88, Y = 89, Z = 90,
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BracketLeft = 91,
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Backslash = 92,
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BracketRight = 93,
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GraveAccent = 96,
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// ---- 控制键(值 = GLFW 键码)----
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Escape = 256,
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Enter = 257,
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Tab = 258,
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Backspace = 259,
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Insert = 260,
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Delete = 261,
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Right = 262,
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Left = 263,
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Down = 264,
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Up = 265,
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PageUp = 266,
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PageDown = 267,
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Home = 268,
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End = 269,
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F1 = 290, F2 = 291, F3 = 292, F4 = 293, F5 = 294, F6 = 295,
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F7 = 296, F8 = 297, F9 = 298, F10 = 299, F11 = 300,
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F12 = 301,
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// ---- 修饰键 ----
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LeftShift = 340,
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LeftControl = 341,
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LeftAlt = 342,
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LeftSuper = 343,
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RightShift = 344,
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RightControl = 345,
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RightAlt = 346,
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RightSuper = 347,
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};
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enum class MouseButton : int {
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Left = 0, // GLFW_MOUSE_BUTTON_1
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Right = 1,
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Middle = 2,
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};
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// 装配:Application 构造时自动调用(后端 Window 就绪后)
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void Init(const Window& window);
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// 轮询查询(UI 捕获对应输入时返回 false——游戏侧静默)
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bool IsKeyDown(Key key);
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bool IsMouseButtonDown(MouseButton button);
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}
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} // namespace Engine
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@@ -4,6 +4,7 @@
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Window.h>
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#include <Engine/Core/Input.h>
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#include <Engine/Core/Log.h>
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#include <Engine/ECS/Scene.h>
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#include <Engine/Physics/PhysicsWorld.h>
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@@ -39,6 +40,10 @@ namespace Engine {
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// 资产层不感知 Vulkan 具体类。
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// 声明在 Renderer 之后 → 析构先于 Renderer(它引用其子模块)
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m_Assets = CreateScope<Assets::AssetManager>(m_Renderer->GetAssetUploader());
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// 统一输入门面装配:脚本/游戏逻辑经 Input 查询键鼠,不直接
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// 依赖 Window 后端(GLFW 解耦)
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Input::Init(*m_Window);
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}
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Application::~Application()
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@@ -0,0 +1,35 @@
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//
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// Input.cpp:统一输入门面实现(转发 Window 后端轮询接口)。
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//
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#include "Engine/Core/Input.h"
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#include "Engine/Core/Window.h"
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namespace Engine {
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namespace Input {
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namespace {
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// Application 生命周期内有效(成员析构序:Input 无状态依赖,
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// 仅 Application::Run 期间被查询)
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const Window* s_Window = nullptr;
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}
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void Init(const Window& window)
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{
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s_Window = &window;
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}
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bool IsKeyDown(const Key key)
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{
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return s_Window != nullptr &&
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s_Window->IsKeyPressed(static_cast<int>(key));
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}
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bool IsMouseButtonDown(const MouseButton button)
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{
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return s_Window != nullptr &&
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s_Window->IsMouseButtonPressed(static_cast<int>(button));
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}
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}
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} // namespace Engine
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@@ -10,7 +10,7 @@
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#include <cmath>
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#include "GLFW/glfw3.h"
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#include "Engine/Core/Input.h" // 键查询走统一输入门面(不依赖 GLFW)
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namespace Engine {
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@@ -35,9 +35,9 @@ namespace Engine {
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// 光标型交互互斥共用捕获;编辑器模式 flyRequiresRMB=true 时
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// 移动键仅 RMB 按住生效(否则与 Gizmo W/E/R 热键冲突)----
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const bool wantLook = m_MouseLookEnabled &&
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window.IsMouseButtonPressed(GLFW_MOUSE_BUTTON_RIGHT);
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Input::IsMouseButtonDown(Input::MouseButton::Right);
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const bool wantOrbit = m_MouseLookEnabled &&
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window.IsMouseButtonPressed(GLFW_MOUSE_BUTTON_MIDDLE);
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Input::IsMouseButtonDown(Input::MouseButton::Middle);
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if (wantLook || wantOrbit)
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{
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@@ -70,7 +70,7 @@ namespace Engine {
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if (wantOrbit)
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{
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if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT))
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if (Input::IsKeyDown(Input::Key::LeftShift))
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{
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// ---- 屏幕平面平移:内容跟手(拖右 → 相机左移、
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// 拖下 → 相机上移),pivot 同步平移保持环绕点的
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@@ -120,12 +120,12 @@ namespace Engine {
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if (wantLook || !flyRequiresRMB)
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{
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const f32 speed = m_MoveSpeed * deltaTime;
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if (window.IsKeyPressed(GLFW_KEY_W)) { transform.SetPosition(transform.GetPosition() + forward * speed); }
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if (window.IsKeyPressed(GLFW_KEY_S)) { transform.SetPosition(transform.GetPosition() - forward * speed); }
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if (window.IsKeyPressed(GLFW_KEY_A)) { transform.SetPosition(transform.GetPosition() - right * speed); }
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if (window.IsKeyPressed(GLFW_KEY_D)) { transform.SetPosition(transform.GetPosition() + right * speed); }
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if (window.IsKeyPressed(GLFW_KEY_SPACE)) { transform.SetPosition(transform.GetPosition() + glm::vec3(0, speed, 0)); }
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if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) { transform.SetPosition(transform.GetPosition() - glm::vec3(0, speed, 0)); }
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if (Input::IsKeyDown(Input::Key::W)) { transform.SetPosition(transform.GetPosition() + forward * speed); }
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if (Input::IsKeyDown(Input::Key::S)) { transform.SetPosition(transform.GetPosition() - forward * speed); }
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if (Input::IsKeyDown(Input::Key::A)) { transform.SetPosition(transform.GetPosition() - right * speed); }
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if (Input::IsKeyDown(Input::Key::D)) { transform.SetPosition(transform.GetPosition() + right * speed); }
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if (Input::IsKeyDown(Input::Key::Space)) { transform.SetPosition(transform.GetPosition() + glm::vec3(0, speed, 0)); }
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if (Input::IsKeyDown(Input::Key::LeftShift)) { transform.SetPosition(transform.GetPosition() - glm::vec3(0, speed, 0)); }
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}
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// ---- 滚轮推拉:有 pivot 时改环绕距离(指数步进,近处精细/
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Reference in New Issue
Block a user