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Full Featured Controller / Mouse / Keyboard Input in GLFW | Cross Platform Game Engine Development
In this lesson, we implement a fully-featured input manager with controller, keyboard, and mouse support in GLFW into our C++ cross-platform YouTube game engine.
This system provides support for mapping inputs to actions similar to the input systems in Unreal Engine, Unity, and Godot. I'll explain the theory behind the system, design an interface and then we'll jump in and implement the solution to completion.
Next time, we'll continue working on our Vulkan renderer in order to see these inputs in action on screen.
Chapters:
00:00:00 Intro
00:02:15 Feature Explanation (Software Engineering 01)
00:07:00 Interface Design (Software Engineering 02)
00:19:30 Offline Changes
00:21:00 Action Mapping System
00:39:50 Extending the Service Locator
00:49:27 Storing Input Device State
00:55:40 Main Input Loop (Generating Action Events)
01:17:30 Registering Input Devices with Input Manager
01:21:30 GLFW integration 01 (Keyboard + Mouse)
01:42:15 Debugging Session 01 (Bug fixes)
01:46:35 GLFW integration 02 (Keyboard + Mouse)
01:56:50 Verifying Implementation ( validating the flow + tweaks)
02:00:50 Using the Input Manager from our Game
02:20:35 Detecting Gamepads and Controller Input in GLFW
02:33:00 Debugging Session 02 (Some idiosyncracies with GLFW)
02:46:55 Collecting Gamepad State (buttons and axes)
03:05:24 Using Controllers in our Game! (IT WORKS!)
03:11:45 Conclusion, Next Steps, Homework ( plz don't skip thanks =] )
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