344 lines
11 KiB
C
344 lines
11 KiB
C
#include "twn_input_c.h"
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#include "twn_util.h"
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#include "twn_util_c.h"
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#include "twn_control.h"
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#include "twn_engine_context_c.h"
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#include "twn_input.h"
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#include <SDL2/SDL.h>
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#include <stb_ds.h>
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#include <stdbool.h>
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static void update_action_pressed_state(InputState *input, Action *action) {
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for (size_t i = 0; i < (uint64_t)ctx.keybind_slots; ++i) {
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switch (action->bindings[i].source) {
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case BUTTON_SOURCE_NOT_SET:
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break;
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case BUTTON_SOURCE_KEYBOARD_CHARACTER:
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CRY("Action pressed state updated failed", "BUTTON_SOURCE_KEYBOARD_CHARACTER isn't handled");
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break;
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case BUTTON_SOURCE_GAMEPAD:
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CRY("Action pressed state updated failed", "BUTTON_SOURCE_GAMEPAD isn't handled");
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break;
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case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
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/* not pressed */
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if (input->keyboard_state[action->bindings[i].code.scancode] == 0) {
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action->just_changed = action->is_pressed;
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action->is_pressed = false;
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}
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/* pressed */
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else {
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action->just_changed = !action->is_pressed;
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action->is_pressed = true;
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return;
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}
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break;
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case BUTTON_SOURCE_MOUSE:
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/* not pressed */
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if ((input->mouse_state & action->bindings[i].code.mouse_button) == 0) {
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action->just_changed = action->is_pressed;
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action->is_pressed = false;
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}
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/* pressed */
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else {
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action->just_changed = !action->is_pressed;
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action->is_pressed = true;
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action->position.x = ((float)input->mouse_window_position.x - ctx.viewport_rect.x) / ctx.viewport_scale;
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action->position.y = ((float)input->mouse_window_position.y - ctx.viewport_rect.y) / ctx.viewport_scale;
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/* TODO: */
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/*
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* SDL_RenderWindowToLogical will turn window mouse
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* coords into a position inside the logical render
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* area. this has to be done to get an accurate point
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* that can actually be used in game logic
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*/
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// SDL_RenderWindowToLogical(input->renderer,
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// input->mouse_window_position.x,
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// input->mouse_window_position.y,
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// &action->position.x,
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// &action->position.y);
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return;
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}
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break;
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default:
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break;
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}
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}
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}
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static ActionHashItem *input_add_action(char const *action_name) {
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SDL_assert(action_name);
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Action new_action = { 0 };
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new_action.bindings = SDL_calloc(ctx.keybind_slots, sizeof *new_action.bindings);
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shput(ctx.input.action_hash, action_name, new_action);
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return shgetp(ctx.input.action_hash, action_name);
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}
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static void input_delete_action(char const *action_name) {
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SDL_assert(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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SDL_assert(action);
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SDL_free(action->value.bindings);
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shdel(ctx.input.action_hash, action_name);
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}
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static void input_bind_code_to_action(InputState *input,
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char const *action_name,
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ButtonSource source,
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union ButtonCode code)
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{
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ActionHashItem *action_item = shgetp_null(input->action_hash, action_name);
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if (!action_item)
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action_item = input_add_action(action_name);
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Action *action = &action_item->value;
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/* check every binding to make sure this code isn't already bound */
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for (size_t i = 0; i < action->num_bindings; ++i) {
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Button *binding = &action->bindings[i];
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if (binding->source != source)
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break;
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bool is_already_bound = false;
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switch (binding->source) {
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case BUTTON_SOURCE_NOT_SET:
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break;
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case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
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is_already_bound = binding->code.scancode == code.scancode;
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break;
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case BUTTON_SOURCE_KEYBOARD_CHARACTER:
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is_already_bound = binding->code.keycode == code.keycode;
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break;
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case BUTTON_SOURCE_GAMEPAD:
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is_already_bound = binding->code.gamepad_button == code.gamepad_button;
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break;
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case BUTTON_SOURCE_MOUSE:
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is_already_bound = binding->code.mouse_button == code.mouse_button;
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break;
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default:
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SDL_assert(false);
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}
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if (is_already_bound) {
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/* keep it alive */
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binding->in_use = true;
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return;
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}
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}
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/* if we're at max bindings, forget the first element and shift the rest */
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if (action->num_bindings == (uint64_t)ctx.keybind_slots) {
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--action->num_bindings;
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size_t shifted_size = sizeof action->bindings[0] * (ctx.keybind_slots - 1);
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SDL_memmove(action->bindings, action->bindings + 1, shifted_size);
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}
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action->bindings[action->num_bindings++] = (Button) {
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.source = source,
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.code = code,
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.in_use = true,
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};
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}
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static void input_unbind_code_from_action(InputState *input,
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char const *action_name,
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ButtonSource source,
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union ButtonCode code)
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{
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ActionHashItem *action_item = shgetp_null(input->action_hash, action_name);
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if (!action_item)
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action_item = input_add_action(action_name);
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Action *action = &action_item->value;
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/* check every binding to make sure this code is bound */
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size_t index = 0;
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bool is_bound = false;
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for (index = 0; index < action->num_bindings; ++index) {
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Button *binding = &action->bindings[index];
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if (binding->source != source)
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continue;
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switch (binding->source) {
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case BUTTON_SOURCE_NOT_SET:
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break;
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case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
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is_bound = binding->code.scancode == code.scancode;
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break;
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case BUTTON_SOURCE_KEYBOARD_CHARACTER:
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is_bound = binding->code.keycode == code.keycode;
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break;
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case BUTTON_SOURCE_GAMEPAD:
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is_bound = binding->code.gamepad_button == code.gamepad_button;
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break;
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case BUTTON_SOURCE_MOUSE:
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is_bound = binding->code.mouse_button == code.mouse_button;
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break;
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default:
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SDL_assert(false);
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}
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/* stop early, this won't change */
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if (is_bound)
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break;
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}
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if (!is_bound)
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return;
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/* remove the element to unbind and shift the rest so there isn't a gap */
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size_t elements_after_index = action->num_bindings - index;
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size_t shifted_size = elements_after_index * sizeof action->bindings[0];
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SDL_memmove(action->bindings + index, action->bindings + index + 1, shifted_size);
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--action->num_bindings;
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}
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void input_state_init(InputState *input) {
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sh_new_strdup(input->action_hash);
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}
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void input_state_deinit(InputState *input) {
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input_reset_state(input);
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}
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void input_state_update_postframe(InputState *input) {
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/* TODO: don't spam it if it happens */
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if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture && ctx.window_mouse_resident) != 0)
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log_warn("(%s) Mouse capture isn't supported.", __func__);
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}
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void input_state_update(InputState *input) {
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int x, y;
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input->keyboard_state = SDL_GetKeyboardState(NULL);
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input->mouse_state = SDL_GetMouseState(&x, &y);
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input->mouse_window_position = (Vec2){ (float)x, (float)y };
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SDL_GetRelativeMouseState(&x, &y);
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input->mouse_relative_position = (Vec2){ (float)x, (float)y };
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ctx.game.mouse_position = input->mouse_window_position;
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if (ctx.window_mouse_resident)
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ctx.game.mouse_movement = input->mouse_relative_position;
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else
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ctx.game.mouse_movement = (Vec2){0};
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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Action *action = &input->action_hash[i].value;
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/* collect unused */
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for (size_t u = 0; u < action->num_bindings; ++u) {
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Button *button = &action->bindings[u];
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if (!button->in_use)
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input_unbind_code_from_action(input, input->action_hash[i].key, button->source, button->code);
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else
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button->in_use = false;
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}
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update_action_pressed_state(input, action);
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}
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size_t removed = 0;
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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if (input->action_hash[i - removed].value.num_bindings == 0)
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input_delete_action(input->action_hash[i - removed].key);
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}
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}
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void input_action(char const *action_name,
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Control control)
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{
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SDL_assert_always(action_name);
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if (CONTROL_SCANCODE_START <= control && control < CONTROL_SCANCODE_LIMIT)
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input_bind_code_to_action(&ctx.input,
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action_name,
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BUTTON_SOURCE_KEYBOARD_PHYSICAL,
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(union ButtonCode) { .scancode = (SDL_Scancode)control });
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else if (CONTROL_MOUSECODE_START <= control && control < CONTROL_MOUSECODE_LIMIT) {
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uint8_t const mouse_button = (uint8_t)(control - CONTROL_MOUSECODE_START);
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input_bind_code_to_action(&ctx.input,
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action_name,
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BUTTON_SOURCE_MOUSE,
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(union ButtonCode) { .mouse_button = (uint8_t)SDL_BUTTON(mouse_button)});
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} else
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log_warn("(%s) Invalid control value given: %i.", __func__, control);
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}
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bool input_action_pressed(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return false;
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}
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return action->value.is_pressed;
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}
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bool input_action_just_pressed(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return false;
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}
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return action->value.is_pressed && action->value.just_changed;
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}
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bool input_action_just_released(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return false;
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}
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return !action->value.is_pressed && action->value.just_changed;
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}
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Vec2 input_action_position(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return (Vec2) { 0 };
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}
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return action->value.position;
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}
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void input_reset_state(InputState *input) {
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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Action *action = &input->action_hash[i].value;
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SDL_free(action->bindings);
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}
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stbds_shfree(input->action_hash);
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}
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