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Cross-platform C++ input library supporting gamepads, keyboard, mouse, touch
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jkuhlmann/gainput
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Gainput is the awesome C++ input library for your game:
- handles your input needs from low-level device reading to high-level mapping of user-defined buttons
- well-documented, clean, lightweight, and easy to use
- a unified interface on all supported platforms:Android NDK, iOS/tvOS, Linux, macOS, Windows
- supported devices: keyboard, mouse, gamepad, multi-touch, device built-in sensors
- Open Source (MIT license)
- complete list of features
- API documentation
#include<gainput/gainput.h>enum Button{ButtonConfirm};gainput::InputManager manager;manager.SetDisplaySize(displayWidth, displayHeight);const gainput::DeviceId keyboardId = manager.CreateDevice<gainput::InputDeviceKeyboard>();const gainput::DeviceId mouseId = manager.CreateDevice<gainput::InputDeviceMouse>();const gainput::DeviceId padId = manager.CreateDevice<gainput::InputDevicePad>();const gainput::DeviceId touchId = manager.CreateDevice<gainput::InputDeviceTouch>();gainput::InputMapmap(manager);map.MapBool(ButtonConfirm, keyboardId, gainput::KeyReturn);map.MapBool(ButtonConfirm, mouseId, gainput::MouseButtonLeft);map.MapBool(ButtonConfirm, padId, gainput::PadButtonA);map.MapBool(ButtonConfirm, touchId, gainput::Touch0Down);while (running){manager.Update();// May need some platform-specific message handling hereif (map.GetBoolWasDown(ButtonConfirm)){// Confirmed!}}
- Offers aunified interface on all supported platforms. (Some minor changes are necessary to setup the library.)
- 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 theinput mappings around later.
- Supportsrecording and playback of input sequences.
- Features anetwork server to obtain information on devices and mappings from.
- Two Gainput instances cansync device states over the network. It's also possible to receivemulti-touch inputs from a smartphone's regular browser.
- Completely written in portableC++.
- No STL is used.No exceptions are thrown.No RTTI is used.No C++11, andno boost.
- No weird external dependencies are used. Relies on the existing platform SDKs.
- Easily set up and built using your favorite IDE/build tool.
- Listeners can be installed both for devices buttons as well as user buttons. That way you are notified when a button state changes.
- Gestures allow for more complex input patterns to be detected, for example double-clicking, pinch/rotation gestures, or holding several buttons simultaneously.
- Anexternal allocator can be supplied to the library so that all memory management is done the way you want it.
- Supportsraw input on Linux and Windows.
- Gamepad rumbling is supported where available.
- 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.
- Possibly unnecessary features, like gestures or the network server, are easily disabled.
- Dead zones can be set up for any float-value button.
- State changes, i.e. if a button is newly down or just released, can be checked for.
By default, Gainput is built usingCMake.
- Run
mkdir build
- Run
cmake ..
- Run
make
- The library can be found in
lib/
, the executables insamples/
.
Everyone is welcome to contribute to the library. If you find any problems, you can submit them usingGitHub's issue system. If you want to contribute code, you should fork the project and then send a pull request.
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.
Generally, testing should be done by building and running Gainput on all supported platforms. The samples in thesamples/
folder should be used in order to determine if the library is functional.
The unit tests in thetest/
folder are built by the normal CMake build. The executable can be found in thetest/
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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Cross-platform C++ input library supporting gamepads, keyboard, mouse, touch