#ifndef TWN_INPUT_H #define TWN_INPUT_H #include "twn_config.h" #include "twn_vec.h" #include "twn_util.h" #include "twn_engine_api.h" #include #include #include typedef enum ButtonSource { BUTTON_SOURCE_NOT_SET, BUTTON_SOURCE_KEYBOARD_PHYSICAL, BUTTON_SOURCE_KEYBOARD_CHARACTER, BUTTON_SOURCE_GAMEPAD, BUTTON_SOURCE_MOUSE, } ButtonSource; union ButtonCode { 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 */ typedef struct Button { enum ButtonSource source; union ButtonCode code; } Button; /* represents the collective state of a group of buttons */ /* that is, changes in the states of any of the bound buttons will affect it */ typedef struct Action { size_t num_bindings; /* if you bind more than NUM_KEYBIND_SLOTS (set in config.h) */ /* it forgets the first Button to add the new one at the end */ Button bindings[NUM_KEYBIND_SLOTS]; Vec2 position; /* set if applicable, e.g. mouse click */ bool is_pressed; bool just_changed; } Action; typedef struct ActionHashItem { char *key; Action value; } ActionHashItem; typedef struct InputState { ActionHashItem *action_hash; const uint8_t *keyboard_state; /* array of booleans indexed by scancode */ uint32_t mouse_state; /* SDL mouse button bitmask */ Vec2i mouse_window_position; Vec2i mouse_relative_position; ButtonSource last_active_source; bool is_anything_just_pressed; } InputState; TWN_API void input_state_init(InputState *input); TWN_API void input_state_deinit(InputState *input); TWN_API void input_state_update(InputState *input); TWN_API void input_bind_action_scancode(InputState *input, char *action_name, SDL_Scancode scancode); TWN_API void input_unbind_action_scancode(InputState *input, char *action_name, SDL_Scancode scancode); TWN_API void input_bind_action_mouse(InputState *input, char *action_name, uint8_t mouse_button); TWN_API void input_unbind_action_mouse(InputState *input, char *action_name, uint8_t mouse_button); TWN_API void input_add_action(InputState *input, char *action_name); TWN_API void input_delete_action(InputState *input, char *action_name); TWN_API bool input_is_action_pressed(InputState *input, char *action_name); TWN_API bool input_is_action_just_pressed(InputState *input, char *action_name); TWN_API bool input_is_action_just_released(InputState *input, char *action_name); TWN_API Vec2 input_get_action_position(InputState *input, char *action_name); TWN_API void input_set_mouse_captured(InputState *input, bool value); TWN_API bool input_is_mouse_captured(InputState *input); #endif