townengine/src/twn_input.c

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#include "twn_input_c.h"
#include "twn_util.h"
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#include <SDL2/SDL.h>
#include <stb_ds.h>
#include <stdbool.h>
#include <stdlib.h>
static void update_action_pressed_state(struct input_state *input, struct action *action) {
for (size_t i = 0; i < SDL_arraysize(action->bindings); ++i) {
switch (action->bindings[i].source) {
case BUTTON_SOURCE_NOT_SET:
break;
case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
/* not pressed */
if (input->keyboard_state[action->bindings[i].code.scancode] == 0) {
action->just_changed = action->is_pressed;
action->is_pressed = false;
}
/* pressed */
else {
action->just_changed = !action->is_pressed;
action->is_pressed = true;
return;
}
break;
case BUTTON_SOURCE_MOUSE:
/* not pressed */
if ((input->mouse_state & action->bindings[i].code.mouse_button) == 0) {
action->just_changed = action->is_pressed;
action->is_pressed = false;
}
/* pressed */
else {
action->just_changed = !action->is_pressed;
action->is_pressed = true;
action->position.x = (float)input->mouse_window_position.x;
action->position.x = (float)input->mouse_window_position.x;
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/* TODO: */
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/*
* SDL_RenderWindowToLogical will turn window mouse
* coords into a position inside the logical render
* area. this has to be done to get an accurate point
* that can actually be used in game logic
*/
// SDL_RenderWindowToLogical(input->renderer,
// input->mouse_window_position.x,
// input->mouse_window_position.y,
// &action->position.x,
// &action->position.y);
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return;
}
break;
default:
break;
}
}
}
static void input_bind_code_to_action(struct input_state *input,
char *action_name,
enum button_source source,
union button_code code)
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{
struct action_hash_item *action_item = shgetp_null(input->action_hash, action_name);
if (action_item == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return;
}
struct action *action = &action_item->value;
/* check every binding to make sure this code isn't already bound */
for (size_t i = 0; i < SDL_arraysize(action->bindings); ++i) {
struct button *binding = &action->bindings[i];
if (binding->source != source)
break;
bool is_already_bound = false;
switch (binding->source) {
case BUTTON_SOURCE_NOT_SET:
break;
case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
is_already_bound = binding->code.scancode == code.scancode;
break;
case BUTTON_SOURCE_KEYBOARD_CHARACTER:
is_already_bound = binding->code.keycode == code.keycode;
break;
case BUTTON_SOURCE_GAMEPAD:
is_already_bound = binding->code.gamepad_button == code.gamepad_button;
break;
case BUTTON_SOURCE_MOUSE:
is_already_bound = binding->code.mouse_button == code.mouse_button;
break;
}
if (is_already_bound) {
log_warn("(%s) Code already bound to action \"%s\".", __func__, action_name);
return;
}
}
/* if we're at max bindings, forget the first element and shift the rest */
if (action->num_bindings == SDL_arraysize(action->bindings)) {
--action->num_bindings;
size_t shifted_size = (sizeof action->bindings) - (sizeof action->bindings[0]);
memmove(action->bindings, action->bindings + 1, shifted_size);
}
action->bindings[action->num_bindings++] = (struct button) {
.source = source,
.code = code,
};
}
static void input_unbind_code_from_action(struct input_state *input,
char *action_name,
enum button_source source,
union button_code code)
{
struct action_hash_item *action_item = shgetp_null(input->action_hash, action_name);
if (action_item == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return;
}
struct action *action = &action_item->value;
/* check every binding to make sure this code is bound */
size_t index = 0;
bool is_bound = false;
for (index = 0; index < SDL_arraysize(action->bindings); ++index) {
struct button *binding = &action->bindings[index];
if (binding->source != source)
continue;
switch (binding->source) {
case BUTTON_SOURCE_NOT_SET:
break;
case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
is_bound = binding->code.scancode == code.scancode;
break;
case BUTTON_SOURCE_KEYBOARD_CHARACTER:
is_bound = binding->code.keycode == code.keycode;
break;
case BUTTON_SOURCE_GAMEPAD:
is_bound = binding->code.gamepad_button == code.gamepad_button;
break;
case BUTTON_SOURCE_MOUSE:
is_bound = binding->code.mouse_button == code.mouse_button;
break;
}
/* stop early, this won't change */
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if (is_bound)
break;
}
if (!is_bound) {
log_warn("(%s) Code is not bound to action \"%s\".", __func__, action_name);
return;
}
/* remove the element to unbind and shift the rest so there isn't a gap */
size_t elements_after_index = action->num_bindings - index;
size_t shifted_size = elements_after_index * sizeof action->bindings[0];
memmove(action->bindings + index, action->bindings + index + 1, shifted_size);
--action->num_bindings;
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}
void input_state_init(struct input_state *input) {
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sh_new_strdup(input->action_hash);
}
void input_state_deinit(struct input_state *input) {
shfree(input->action_hash);
}
void input_state_update(struct input_state *input) {
input->keyboard_state = SDL_GetKeyboardState(NULL);
input->mouse_state = SDL_GetMouseState(&input->mouse_window_position.x,
&input->mouse_window_position.y);
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SDL_GetRelativeMouseState(&input->mouse_relative_position.x,
&input->mouse_relative_position.y);
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
struct action *action = &input->action_hash[i].value;
update_action_pressed_state(input, action);
}
}
void input_bind_action_scancode(struct input_state *input,
char *action_name,
SDL_Scancode scancode)
{
input_bind_code_to_action(input,
action_name,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
(union button_code) { .scancode = scancode });
}
void input_unbind_action_scancode(struct input_state *input,
char *action_name,
SDL_Scancode scancode)
{
input_unbind_code_from_action(input,
action_name,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
(union button_code) { .scancode = scancode });
}
void input_bind_action_mouse(struct input_state *input,
char *action_name,
uint8_t mouse_button)
{
input_bind_code_to_action(input,
action_name,
BUTTON_SOURCE_MOUSE,
(union button_code) { .mouse_button = mouse_button});
}
void input_unbind_action_mouse(struct input_state *input,
char *action_name,
uint8_t mouse_button)
{
input_unbind_code_from_action(input,
action_name,
BUTTON_SOURCE_MOUSE,
(union button_code) { .mouse_button = mouse_button});
}
void input_add_action(struct input_state *input, char *action_name) {
if (shgeti(input->action_hash, action_name) >= 0) {
log_warn("(%s) Action \"%s\" is already registered.", __func__, action_name);
return;
}
shput(input->action_hash, action_name, (struct action) { 0 });
}
void input_delete_action(struct input_state *input, char *action_name) {
if (shdel(input->action_hash, action_name) == 0)
log_warn("(%s) Action \"%s\" is not registered.", __func__, action_name);
}
bool input_is_action_pressed(struct input_state *input, char *action_name) {
struct action_hash_item *action = shgetp_null(input->action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return false;
}
return action->value.is_pressed;
}
bool input_is_action_just_pressed(struct input_state *input, char *action_name) {
struct action_hash_item *action = shgetp_null(input->action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return false;
}
return action->value.is_pressed && action->value.just_changed;
}
bool input_is_action_just_released(struct input_state *input, char *action_name) {
struct action_hash_item *action = shgetp_null(input->action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return false;
}
return !action->value.is_pressed && action->value.just_changed;
}
t_fvec2 input_get_action_position(struct input_state *input, char *action_name) {
struct action_hash_item *action = shgetp_null(input->action_hash, action_name);
if (action == NULL) {
log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
return (t_fvec2) { 0 };
}
return action->value.position;
}
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void input_set_mouse_captured(struct input_state *input, bool enabled) {
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(void)input;
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/* TODO: returns -1 if not supported, but like... do we care? */
SDL_SetRelativeMouseMode(enabled);
}
bool input_is_mouse_captured(struct input_state *input) {
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(void)input;
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return SDL_GetRelativeMouseMode();
}
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void input_reset_state(struct input_state *input) {
stbds_shfree(input->action_hash);
}