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src/input.h
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92
src/input.h
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#ifndef INPUT_H
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#define INPUT_H
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#include "config.h"
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#include "util.h"
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#include <SDL2/SDL.h>
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#include <stdint.h>
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#include <stdbool.h>
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enum button_source {
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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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};
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union button_code {
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SDL_Scancode scancode;
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SDL_Keycode keycode;
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SDL_GameControllerButton gamepad_button;
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uint8_t mouse_button; /* SDL_BUTTON_ enum */
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};
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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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struct button {
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enum button_source source;
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union button_code code;
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};
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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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struct action {
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size_t num_bindings;
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struct button bindings[NUM_KEYBIND_SLOTS];
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t_fvec2 position; /* set if applicable */
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bool is_pressed;
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bool just_changed;
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};
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struct action_hash_item {
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char *key;
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struct action value;
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};
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struct input_state {
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struct action_hash_item *action_hash;
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SDL_Renderer *renderer; /* some input relates to the screen in some way */
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const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
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uint32_t mouse_state; /* SDL mouse button bitmask */
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t_vec2 mouse_window_position;
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enum button_source last_active_source;
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bool is_anything_just_pressed;
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};
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void input_state_init(struct input_state *input, SDL_Renderer *renderer);
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void input_state_deinit(struct input_state *input);
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void input_state_update(struct input_state *input);
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void input_bind_action_scancode(struct input_state *input,
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char *action_name,
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SDL_Scancode scancode);
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void input_unbind_action_scancode(struct input_state *input,
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char *action_name,
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SDL_Scancode scancode);
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void input_bind_action_mouse(struct input_state *input,
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char *action_name,
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uint8_t mouse_button);
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void input_unbind_action_mouse(struct input_state *input,
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char *action_name,
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uint8_t mouse_button);
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void input_add_action(struct input_state *input, char *action_name);
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void input_delete_action(struct input_state *input, char *action_name);
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bool input_is_action_pressed(struct input_state *input, char *action_name);
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bool input_is_action_just_pressed(struct input_state *input, char *action_name);
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bool input_is_action_just_released(struct input_state *input, char *action_name);
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t_fvec2 input_get_action_position(struct input_state *input, char *action_name);
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#endif
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