twn_input: singleton rework, twn_control.h and fixes
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@ -1,5 +1,5 @@
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#ifndef INPUT_INTERNAL_API_H
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#define INPUT_INTERNAL_API_H
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#ifndef TWN_INPUT_C_H
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#define TWN_INPUT_C_H
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#include "twn_input.h"
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#include "twn_vec.h"
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@ -15,6 +15,15 @@ union ButtonCode {
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};
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typedef enum ButtonSource {
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BUTTON_SOURCE_NOT_SET,
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BUTTON_SOURCE_KEYBOARD_PHYSICAL,
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BUTTON_SOURCE_KEYBOARD_CHARACTER,
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BUTTON_SOURCE_GAMEPAD,
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BUTTON_SOURCE_MOUSE,
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} ButtonSource;
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/* an input to which an action is bound */
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/* it is not limited to literal buttons */
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typedef struct Button {
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@ -23,6 +32,45 @@ typedef struct Button {
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} Button;
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/* represents the collective state of a group of buttons */
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/* that is, changes in the states of any of the bound buttons will affect it */
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typedef struct Action {
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size_t num_bindings;
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/* if you bind more than the number set in the configuration file */
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/* it forgets the first Button to add the new one at the end */
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Button *bindings;
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Vec2 position; /* set if applicable, e.g. mouse click */
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bool is_pressed;
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bool just_changed;
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} Action;
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typedef struct ActionHashItem {
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char *key;
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Action value;
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} ActionHashItem;
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typedef struct InputState {
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const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
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ActionHashItem *action_hash;
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Vec2i mouse_window_position;
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Vec2i mouse_relative_position;
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uint32_t mouse_state; /* SDL mouse button bitmask */
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ButtonSource last_active_source;
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bool is_anything_just_pressed;
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bool mouse_captured;
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} InputState;
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void input_state_init(InputState *input);
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void input_state_deinit(InputState *input);
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void input_state_update(InputState *input);
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void input_reset_state(InputState *input);
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#endif
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