Reputation: 1526
As you know, glfw works with callbacks for inputs and callback functions have certain signatures that users need to match. Here is an example from the documentation:
void key_callback(GLFWwindow* window, int key, int scancode, int action, int
mods)
{
if (key == GLFW_KEY_E && action == GLFW_PRESS)
activate_airship();
}
Now, activate airship seems to be a global function here. What I really want to do is, to modify some object, possibly, at each input stage. So I want something like:
void key_callback(Airship a, GLFWwindow* window, int key, int scancode, int
action, int mods)
{
if (key == GLFW_KEY_W && action == GLFW_PRESS)
a.render_Wireframe();
}
As you can see, I want to pass the object I am trying to modify, Airship
here. But this time, callback signature is distrupted. I can't use it anymore. What is the best way to achieve this? I am trying to come up with ideas but in the future, I might want to change this to work with not just airships but a new object I add as well. What should be the design here?
The thing is, with the ability to set one callback for whole program, I don't know how to achieve the following. Let's say I have two objects Airship
and Battlesip
. I want both of them to have their own input handling mechanism. Pressing W
should do something if Airship
is the picked object in the scene and something else if Battleship
is the picked object.
So I want to have something like following in the end;
class Airship : public SceneObject
{
...
void input_handle(){
if(is_picked && pressed == GLFW_KEY_W)
launch_missile();
}
}
class Battleship : public SceneObject
{
...
void input_handle(){
if(is_picked && pressed == GLFW_KEY_W)
do_something_else();
}
}
And in my main loop, I have a vector of SceneObject
and I call input_handle
on each frame, for each object. I don't know how can I handle something like this with a single callback scheme of glfw. I can't pass those things as callback functions to a window even if I matched the signature because they are class members. Well nothing would change if I could pass class members, since I can only set one callback.
Upvotes: 1
Views: 1296
Reputation: 1526
Here is how I ended up solving this issue in a simplified manner. I am not sure if this is the correct design but it might be of help to a future viewer. I have a scene graph like object, say SceneGraph
that holds all the SceneObjects
mentioned in the question. I ended up making this SceneGraph
object a singleton. I have one scene graph per run so it seemed logical to me to make it a singleton.
class SceneGraph
{
// ...
// many more code
friend void key_callback(GLFWwindow* window, int key, int scancode,
int action, int mods)
{
// get the singleton instance, singleton is static and this is
// a friend function, so I can register this as a callback
SceneGraph* d = SceneGraph::handle();
d->input_handle();
}
void input_handle()
{
for(auto& s : objs)
s.input_handle()
}
private:
std::vector<SceneObject> objs;
}
Of course, you can pass button state etc. to your input routines. I just wanted show the bare minimum design that I went with. Object picking example that I talked about in the original question can also be handled now.
Upvotes: 1