twn_input: add twn_scancode.h as port of SDL_scancode.h, remove SDL2/SDL.h header usage sa for plans on having clean public headers
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@@ -4,12 +4,11 @@
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#include "twn_config.h"
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#include "twn_vec.h"
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#include "twn_engine_api.h"
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#include <SDL2/SDL.h>
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#include "twn_scancode.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include <stddef.h>
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typedef enum ButtonSource {
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BUTTON_SOURCE_NOT_SET,
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@@ -20,20 +19,8 @@ typedef enum ButtonSource {
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} ButtonSource;
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union ButtonCode {
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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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typedef struct Button {
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enum ButtonSource source;
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union ButtonCode code;
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} Button;
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/* internal */
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typedef struct Button Button;
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/* represents the collective state of a group of buttons */
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@@ -58,13 +45,15 @@ typedef struct ActionHashItem {
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typedef struct InputState {
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ActionHashItem *action_hash;
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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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Vec2i mouse_window_position;
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Vec2i mouse_relative_position;
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ButtonSource last_active_source;
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bool is_anything_just_pressed;
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/* engine state */
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ActionHashItem *action_hash;
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} InputState;
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@@ -74,10 +63,10 @@ TWN_API void input_state_update(InputState *input);
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TWN_API void input_bind_action_scancode(InputState *input,
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char *action_name,
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SDL_Scancode scancode);
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Scancode scancode);
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TWN_API void input_unbind_action_scancode(InputState *input,
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char *action_name,
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SDL_Scancode scancode);
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Scancode scancode);
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TWN_API 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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