townengine/include/twn_input.h

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#ifndef TWN_INPUT_H
#define TWN_INPUT_H
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#include "twn_config.h"
#include "twn_vec.h"
#include "twn_util.h"
#include "twn_engine_api.h"
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#include <SDL2/SDL.h>
#include <stdint.h>
#include <stdbool.h>
typedef enum ButtonSource {
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BUTTON_SOURCE_NOT_SET,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
BUTTON_SOURCE_KEYBOARD_CHARACTER,
BUTTON_SOURCE_GAMEPAD,
BUTTON_SOURCE_MOUSE,
} ButtonSource;
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union ButtonCode {
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SDL_Scancode scancode;
SDL_Keycode keycode;
SDL_GameControllerButton gamepad_button;
uint8_t mouse_button; /* SDL_BUTTON_ enum */
};
/* an input to which an action is bound */
/* it is not limited to literal buttons */
typedef struct Button {
enum ButtonSource source;
union ButtonCode code;
} 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 {
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size_t num_bindings;
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/* if you bind more than NUM_KEYBIND_SLOTS (set in config.h) */
/* it forgets the first Button to add the new one at the end */
Button bindings[NUM_KEYBIND_SLOTS];
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Vec2 position; /* set if applicable, e.g. mouse click */
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bool is_pressed;
bool just_changed;
} Action;
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typedef struct ActionHashItem {
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char *key;
Action value;
} ActionHashItem;
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typedef struct InputState {
ActionHashItem *action_hash;
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const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
uint32_t mouse_state; /* SDL mouse button bitmask */
Vec2i mouse_window_position;
Vec2i mouse_relative_position;
ButtonSource last_active_source;
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bool is_anything_just_pressed;
} InputState;
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TWN_API void input_state_init(InputState *input);
TWN_API void input_state_deinit(InputState *input);
TWN_API void input_state_update(InputState *input);
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TWN_API void input_bind_action_scancode(InputState *input,
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char *action_name,
SDL_Scancode scancode);
TWN_API void input_unbind_action_scancode(InputState *input,
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char *action_name,
SDL_Scancode scancode);
TWN_API void input_bind_action_mouse(InputState *input,
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char *action_name,
uint8_t mouse_button);
TWN_API void input_unbind_action_mouse(InputState *input,
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char *action_name,
uint8_t mouse_button);
TWN_API void input_add_action(InputState *input, char *action_name);
TWN_API void input_delete_action(InputState *input, char *action_name);
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TWN_API bool input_is_action_pressed(InputState *input, char *action_name);
TWN_API bool input_is_action_just_pressed(InputState *input, char *action_name);
TWN_API bool input_is_action_just_released(InputState *input, char *action_name);
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TWN_API Vec2 input_get_action_position(InputState *input, char *action_name);
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TWN_API void input_set_mouse_captured(InputState *input, bool value);
TWN_API bool input_is_mouse_captured(InputState *input);
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#endif