townengine/src/input.h

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2024-07-08 00:44:20 +00:00
#ifndef INPUT_H
#define INPUT_H
#include "config.h"
#include "util.h"
#include <SDL2/SDL.h>
#include <stdint.h>
#include <stdbool.h>
enum button_source {
BUTTON_SOURCE_NOT_SET,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
BUTTON_SOURCE_KEYBOARD_CHARACTER,
BUTTON_SOURCE_GAMEPAD,
BUTTON_SOURCE_MOUSE,
};
union button_code {
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 */
struct button {
enum button_source source;
union button_code code;
};
/* represents the collective state of a group of buttons */
/* that is, changes in the states of any of the bound buttons will affect it */
struct action {
size_t num_bindings;
struct button bindings[NUM_KEYBIND_SLOTS];
t_fvec2 position; /* set if applicable */
bool is_pressed;
bool just_changed;
};
struct action_hash_item {
char *key;
struct action value;
};
struct input_state {
struct action_hash_item *action_hash;
const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
uint32_t mouse_state; /* SDL mouse button bitmask */
t_vec2 mouse_window_position;
enum button_source last_active_source;
bool is_anything_just_pressed;
};
void input_state_init(struct input_state *input);
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void input_state_deinit(struct input_state *input);
void input_state_update(struct input_state *input);
void input_bind_action_scancode(struct input_state *input,
char *action_name,
SDL_Scancode scancode);
void input_unbind_action_scancode(struct input_state *input,
char *action_name,
SDL_Scancode scancode);
void input_bind_action_mouse(struct input_state *input,
char *action_name,
uint8_t mouse_button);
void input_unbind_action_mouse(struct input_state *input,
char *action_name,
uint8_t mouse_button);
void input_add_action(struct input_state *input, char *action_name);
void input_delete_action(struct input_state *input, char *action_name);
bool input_is_action_pressed(struct input_state *input, char *action_name);
bool input_is_action_just_pressed(struct input_state *input, char *action_name);
bool input_is_action_just_released(struct input_state *input, char *action_name);
t_fvec2 input_get_action_position(struct input_state *input, char *action_name);
#endif