feat: implement game-tick input handling and per-frame edge detection
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@@ -7,11 +7,8 @@
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KeyboardMouseInput KMInput;
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KeyboardMouseInput::KeyboardMouseInput()
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: m_mouseDeltaX(0.0f)
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, m_mouseDeltaY(0.0f)
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, m_mouseDeltaXAccum(0.0f)
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: m_mouseDeltaXAccum(0.0f)
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, m_mouseDeltaYAccum(0.0f)
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, m_scrollDelta(0)
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, m_scrollDeltaAccum(0)
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, m_captured(false)
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, m_hWnd(NULL)
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@@ -21,6 +18,8 @@ KeyboardMouseInput::KeyboardMouseInput()
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memset(m_keyStatePrev, 0, sizeof(m_keyStatePrev));
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memset(m_mouseButtons, 0, sizeof(m_mouseButtons));
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memset(m_mouseButtonsPrev, 0, sizeof(m_mouseButtonsPrev));
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memset(m_keyPressedAccum, 0, sizeof(m_keyPressedAccum));
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memset(m_mousePressedAccum, 0, sizeof(m_mousePressedAccum));
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}
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KeyboardMouseInput::~KeyboardMouseInput()
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@@ -47,16 +46,6 @@ void KeyboardMouseInput::Init(HWND hWnd)
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void KeyboardMouseInput::Tick()
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{
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// Snapshot accumulated mouse deltas
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m_mouseDeltaX = m_mouseDeltaXAccum;
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m_mouseDeltaY = m_mouseDeltaYAccum;
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m_mouseDeltaXAccum = 0.0f;
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m_mouseDeltaYAccum = 0.0f;
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// Snapshot scroll delta
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m_scrollDelta = m_scrollDeltaAccum;
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m_scrollDeltaAccum = 0;
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// Keep cursor pinned to center while captured
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if (m_captured)
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CenterCursor();
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@@ -65,7 +54,7 @@ void KeyboardMouseInput::Tick()
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void KeyboardMouseInput::EndFrame()
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{
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// Advance previous state for next frame's edge detection.
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// Must be called AFTER all consumers have read IsKeyPressed/Released etc.
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// Must be called AFTER all per-frame consumers have read IsKeyPressed/Released etc.
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memcpy(m_keyStatePrev, m_keyState, sizeof(m_keyState));
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memcpy(m_mouseButtonsPrev, m_mouseButtons, sizeof(m_mouseButtons));
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}
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@@ -74,6 +63,7 @@ void KeyboardMouseInput::OnKeyDown(WPARAM vk)
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{
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if (vk < 256)
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{
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if (!m_keyState[vk]) m_keyPressedAccum[vk] = true;
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m_keyState[vk] = true;
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}
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}
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@@ -112,6 +102,7 @@ void KeyboardMouseInput::OnMouseButton(int button, bool down)
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{
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if (button >= 0 && button < 3)
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{
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if (down && !m_mouseButtons[button]) m_mousePressedAccum[button] = true;
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m_mouseButtons[button] = down;
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}
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}
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@@ -125,12 +116,14 @@ void KeyboardMouseInput::ClearAllState()
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{
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memset(m_keyState, 0, sizeof(m_keyState));
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memset(m_mouseButtons, 0, sizeof(m_mouseButtons));
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memset(m_keyPressedAccum, 0, sizeof(m_keyPressedAccum));
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memset(m_mousePressedAccum, 0, sizeof(m_mousePressedAccum));
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m_mouseDeltaXAccum = 0.0f;
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m_mouseDeltaYAccum = 0.0f;
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m_scrollDeltaAccum = 0;
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}
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// Key queries
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// Per-frame key queries
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bool KeyboardMouseInput::IsKeyDown(int vk) const
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{
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if (vk < 0 || vk >= 256) return false;
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@@ -149,7 +142,7 @@ bool KeyboardMouseInput::IsKeyReleased(int vk) const
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return !m_keyState[vk] && m_keyStatePrev[vk];
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}
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// Mouse button queries
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// Per-frame mouse button queries
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bool KeyboardMouseInput::IsMouseDown(int btn) const
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{
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if (btn < 0 || btn >= 3) return false;
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@@ -168,10 +161,37 @@ bool KeyboardMouseInput::IsMouseReleased(int btn) const
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return !m_mouseButtons[btn] && m_mouseButtonsPrev[btn];
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}
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// Delta queries
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float KeyboardMouseInput::GetMouseDeltaX() const { return m_mouseDeltaX; }
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float KeyboardMouseInput::GetMouseDeltaY() const { return m_mouseDeltaY; }
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int KeyboardMouseInput::GetScrollDelta() const { return m_scrollDelta; }
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// Game-tick consume methods
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bool KeyboardMouseInput::ConsumeKeyPress(int vk)
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{
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if (vk < 0 || vk >= 256) return false;
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bool pressed = m_keyPressedAccum[vk];
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m_keyPressedAccum[vk] = false;
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return pressed;
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}
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bool KeyboardMouseInput::ConsumeMousePress(int btn)
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{
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if (btn < 0 || btn >= 3) return false;
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bool pressed = m_mousePressedAccum[btn];
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m_mousePressedAccum[btn] = false;
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return pressed;
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}
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void KeyboardMouseInput::ConsumeMouseDelta(float &dx, float &dy)
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{
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dx = m_mouseDeltaXAccum;
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dy = m_mouseDeltaYAccum;
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m_mouseDeltaXAccum = 0.0f;
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m_mouseDeltaYAccum = 0.0f;
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}
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int KeyboardMouseInput::ConsumeScrollDelta()
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{
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int delta = m_scrollDeltaAccum;
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m_scrollDeltaAccum = 0;
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return delta;
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}
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// Mouse capture
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void KeyboardMouseInput::SetCapture(bool capture)
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@@ -30,20 +30,20 @@ public:
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void OnMouseWheel(int delta);
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void ClearAllState();
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// Key state queries (call after Tick)
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// Per-frame edge detection (for UI / per-frame logic like Alt toggle)
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bool IsKeyDown(int vk) const;
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bool IsKeyPressed(int vk) const;
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bool IsKeyReleased(int vk) const;
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// Mouse button queries: 0=left, 1=right, 2=middle
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bool IsMouseDown(int btn) const;
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bool IsMousePressed(int btn) const;
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bool IsMouseReleased(int btn) const;
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// Mouse deltas (consumed each Tick)
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float GetMouseDeltaX() const;
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float GetMouseDeltaY() const;
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int GetScrollDelta() const;
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// Game-tick consume methods: accumulate across frames, clear on read.
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// Use these from code that runs at game tick rate (20Hz).
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bool ConsumeKeyPress(int vk);
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bool ConsumeMousePress(int btn);
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void ConsumeMouseDelta(float &dx, float &dy);
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int ConsumeScrollDelta();
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// Mouse capture for FPS look
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void SetCapture(bool capture);
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@@ -52,18 +52,21 @@ public:
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private:
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void CenterCursor();
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// Per-frame double-buffered state (for IsKeyPressed/Released per-frame edge detection)
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bool m_keyState[256];
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bool m_keyStatePrev[256];
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bool m_mouseButtons[3];
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bool m_mouseButtonsPrev[3];
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float m_mouseDeltaX;
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float m_mouseDeltaY;
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// Sticky press accumulators (persist until consumed by game tick)
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bool m_keyPressedAccum[256];
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bool m_mousePressedAccum[3];
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// Mouse delta accumulators (persist until consumed by game tick)
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float m_mouseDeltaXAccum;
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float m_mouseDeltaYAccum;
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int m_scrollDelta;
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// Scroll accumulator (persists until consumed by game tick)
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int m_scrollDeltaAccum;
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bool m_captured;
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