#ifndef INPUT_H #define INPUT_H #include "config.h" #include "util.h" #include #include #include enum button_source { BUTTON_SOURCE_NOT_SET, BUTTON_SOURCE_KEYBOARD_PHYSICAL, BUTTON_SOURCE_KEYBOARD_CHARACTER, BUTTON_SOURCE_GAMEPAD, BUTTON_SOURCE_MOUSE, }; union button_code { 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 */ struct button { enum button_source source; union button_code code; }; /* represents the collective state of a group of buttons */ /* that is, changes in the states of any of the bound buttons will affect it */ struct action { size_t num_bindings; struct button bindings[NUM_KEYBIND_SLOTS]; t_fvec2 position; /* set if applicable */ bool is_pressed; bool just_changed; }; struct action_hash_item { char *key; struct action value; }; struct input_state { struct action_hash_item *action_hash; SDL_Renderer *renderer; /* some input relates to the screen in some way */ const uint8_t *keyboard_state; /* array of booleans indexed by scancode */ uint32_t mouse_state; /* SDL mouse button bitmask */ t_vec2 mouse_window_position; enum button_source last_active_source; bool is_anything_just_pressed; }; void input_state_init(struct input_state *input, SDL_Renderer *renderer); void input_state_deinit(struct input_state *input); void input_state_update(struct input_state *input); void input_bind_action_scancode(struct input_state *input, char *action_name, SDL_Scancode scancode); void input_unbind_action_scancode(struct input_state *input, char *action_name, SDL_Scancode scancode); void input_bind_action_mouse(struct input_state *input, char *action_name, uint8_t mouse_button); void input_unbind_action_mouse(struct input_state *input, char *action_name, uint8_t mouse_button); void input_add_action(struct input_state *input, char *action_name); void input_delete_action(struct input_state *input, char *action_name); bool input_is_action_pressed(struct input_state *input, char *action_name); bool input_is_action_just_pressed(struct input_state *input, char *action_name); bool input_is_action_just_released(struct input_state *input, char *action_name); t_fvec2 input_get_action_position(struct input_state *input, char *action_name); #endif