twn_input: singleton rework, twn_control.h and fixes
This commit is contained in:
128
src/twn_input.c
128
src/twn_input.c
@ -1,5 +1,6 @@
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#include "twn_input_c.h"
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#include "twn_util.h"
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#include "twn_control.h"
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#include "twn_engine_context_c.h"
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#include <SDL2/SDL.h>
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@ -38,7 +39,7 @@ static void update_action_pressed_state(InputState *input, Action *action) {
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action->just_changed = !action->is_pressed;
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action->is_pressed = true;
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action->position.x = (float)input->mouse_window_position.x;
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action->position.x = (float)input->mouse_window_position.x;
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action->position.y = (float)input->mouse_window_position.y;
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/* TODO: */
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/*
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@ -63,7 +64,7 @@ static void update_action_pressed_state(InputState *input, Action *action) {
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static void input_bind_code_to_action(InputState *input,
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char *action_name,
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char const *action_name,
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ButtonSource source,
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union ButtonCode code)
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{
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@ -120,7 +121,7 @@ static void input_bind_code_to_action(InputState *input,
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static void input_unbind_code_from_action(InputState *input,
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char *action_name,
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char const *action_name,
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ButtonSource source,
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union ButtonCode code)
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{
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@ -193,6 +194,9 @@ void input_state_update(InputState *input) {
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SDL_GetRelativeMouseState(&input->mouse_relative_position.x,
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&input->mouse_relative_position.y);
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ctx.game.mouse_window_position = input->mouse_window_position;
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ctx.game.mouse_relative_position = input->mouse_relative_position;
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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Action *action = &input->action_hash[i].value;
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update_action_pressed_state(input, action);
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@ -200,76 +204,82 @@ void input_state_update(InputState *input) {
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}
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void input_bind_action_scancode(InputState *input,
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char *action_name,
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Scancode scancode)
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void input_bind_action_control(char const *action_name,
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Control control)
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{
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input_bind_code_to_action(input,
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action_name,
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BUTTON_SOURCE_KEYBOARD_PHYSICAL,
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(union ButtonCode) { .scancode = scancode });
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}
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SDL_assert_always(action_name);
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void input_unbind_action_scancode(InputState *input,
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char *action_name,
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Scancode scancode)
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{
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input_unbind_code_from_action(input,
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if (CONTROL_SCANCODE_START <= control && control < CONTROL_SCANCODE_LIMIT)
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input_bind_code_to_action(&ctx.input,
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action_name,
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BUTTON_SOURCE_KEYBOARD_PHYSICAL,
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(union ButtonCode) { .scancode = scancode });
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}
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(union ButtonCode) { .scancode = (SDL_Scancode)control });
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void input_bind_action_mouse(InputState *input,
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char *action_name,
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uint8_t mouse_button)
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{
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input_bind_code_to_action(input,
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action_name,
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BUTTON_SOURCE_MOUSE,
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(union ButtonCode) { .mouse_button = mouse_button});
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}
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void input_unbind_action_mouse(InputState *input,
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char *action_name,
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uint8_t mouse_button)
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{
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input_unbind_code_from_action(input,
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else if (CONTROL_MOUSECODE_START <= control && control < CONTROL_MOUSECODE_LIMIT) {
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uint8_t const mouse_button = (uint8_t)(control - CONTROL_MOUSECODE_START);
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input_bind_code_to_action(&ctx.input,
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action_name,
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BUTTON_SOURCE_MOUSE,
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(union ButtonCode) { .mouse_button = mouse_button});
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(union ButtonCode) { .mouse_button = SDL_BUTTON(mouse_button)});
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} else
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log_warn("(%s) Invalid control value given: %i.", __func__, control);
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}
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void input_add_action(InputState *input, char *action_name) {
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if (shgeti(input->action_hash, action_name) >= 0) {
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void input_unbind_action_control(char const *action_name,
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Control control)
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{
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SDL_assert_always(action_name);
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if (CONTROL_SCANCODE_START <= control && control < CONTROL_SCANCODE_LIMIT)
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input_unbind_code_from_action(&ctx.input,
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action_name,
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BUTTON_SOURCE_KEYBOARD_PHYSICAL,
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(union ButtonCode) { .scancode = (SDL_Scancode)control });
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else if (CONTROL_MOUSECODE_START <= control && control < CONTROL_MOUSECODE_LIMIT) {
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uint8_t const mouse_button = (uint8_t)(control - CONTROL_MOUSECODE_START);
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input_unbind_code_from_action(&ctx.input,
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action_name,
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BUTTON_SOURCE_MOUSE,
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(union ButtonCode) { .mouse_button = SDL_BUTTON(mouse_button)});
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} else
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log_warn("(%s) Invalid control value given: %i.", __func__, control);
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}
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void input_add_action(char const *action_name) {
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SDL_assert_always(action_name);
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if (shgeti(ctx.input.action_hash, action_name) >= 0) {
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log_warn("(%s) Action \"%s\" is already registered.", __func__, action_name);
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return;
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}
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Action new_action = { 0 };
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new_action.bindings = ccalloc(ctx.keybind_slots, sizeof *new_action.bindings);
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shput(input->action_hash, action_name, new_action);
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shput(ctx.input.action_hash, action_name, new_action);
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}
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void input_delete_action(InputState *input, char *action_name) {
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ActionHashItem *action = shgetp_null(input->action_hash, action_name);
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void input_delete_action(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" is not registered.", __func__, action_name);
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return;
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}
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SDL_free(action->value.bindings);
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shdel(input->action_hash, action_name);
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shdel(ctx.input.action_hash, action_name);
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}
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bool input_is_action_pressed(InputState *input, char *action_name) {
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ActionHashItem *action = shgetp_null(input->action_hash, action_name);
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bool input_is_action_pressed(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return false;
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@ -278,8 +288,10 @@ bool input_is_action_pressed(InputState *input, char *action_name) {
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}
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bool input_is_action_just_pressed(InputState *input, char *action_name) {
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ActionHashItem *action = shgetp_null(input->action_hash, action_name);
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bool input_is_action_just_pressed(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return false;
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@ -288,8 +300,10 @@ bool input_is_action_just_pressed(InputState *input, char *action_name) {
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}
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bool input_is_action_just_released(InputState *input, char *action_name) {
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ActionHashItem *action = shgetp_null(input->action_hash, action_name);
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bool input_is_action_just_released(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return false;
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@ -298,8 +312,10 @@ bool input_is_action_just_released(InputState *input, char *action_name) {
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}
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Vec2 input_get_action_position(InputState *input, char *action_name) {
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ActionHashItem *action = shgetp_null(input->action_hash, action_name);
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Vec2 input_get_action_position(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return (Vec2) { 0 };
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@ -309,15 +325,13 @@ Vec2 input_get_action_position(InputState *input, char *action_name) {
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}
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void input_set_mouse_captured(InputState *input, bool enabled) {
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(void)input;
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/* TODO: returns -1 if not supported, but like... do we care? */
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SDL_SetRelativeMouseMode(enabled);
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void input_set_mouse_captured(bool enabled) {
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if (SDL_SetRelativeMouseMode(enabled) != 0)
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log_warn("(%s) Mouse capture isn't supported.", __func__);
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}
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bool input_is_mouse_captured(InputState *input) {
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(void)input;
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bool input_is_mouse_captured(void) {
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return SDL_GetRelativeMouseMode();
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}
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