townengine/src/twn_input_c.h

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#ifndef TWN_INPUT_C_H
#define TWN_INPUT_C_H
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#include "twn_types.h"
#include <SDL2/SDL.h>
#include <stdbool.h>
#define KEYBIND_SLOTS_DEFAULT 3
union ButtonCode {
SDL_Scancode scancode;
SDL_Keycode keycode;
SDL_GameControllerButton gamepad_button;
uint8_t mouse_button; /* SDL_BUTTON_ enum */
};
typedef enum ButtonSource {
BUTTON_SOURCE_NOT_SET,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
BUTTON_SOURCE_KEYBOARD_CHARACTER,
BUTTON_SOURCE_GAMEPAD,
BUTTON_SOURCE_MOUSE,
} ButtonSource;
/* an input to which an action is bound */
/* it is not limited to literal buttons */
typedef struct Button {
enum ButtonSource source;
union ButtonCode code;
bool in_use;
} Button;
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/* represents the collective state of a group of buttons */
/* that is, changes in the states of any of the bound buttons will affect it */
typedef struct Action {
size_t num_bindings;
/* if you bind more than the number set in the configuration file */
/* it forgets the first Button to add the new one at the end */
Button *bindings;
Vec2 position; /* set if applicable, e.g. mouse click */
bool is_pressed;
bool just_changed;
} Action;
typedef struct ActionHashItem {
char *key;
Action value;
} ActionHashItem;
typedef struct InputState {
const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
ActionHashItem *action_hash;
Vec2 mouse_window_position;
Vec2 mouse_relative_position;
uint32_t mouse_state; /* SDL mouse button bitmask */
ButtonSource last_active_source;
bool is_anything_just_pressed;
bool mouse_captured;
} InputState;
void input_state_init(InputState *input);
void input_state_deinit(InputState *input);
void input_state_update(InputState *input);
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void input_state_update_postframe(InputState *input);
void input_reset_state(InputState *input);
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#endif