wipeout-rewrite/src/input.c

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2023-08-10 13:34:04 +02:00
#include <string.h>
#include "input.h"
#include "utils.h"
static const char *button_names[] = {
NULL,
NULL,
NULL,
NULL,
[INPUT_KEY_A] = "a",
[INPUT_KEY_B] = "b",
[INPUT_KEY_C] = "c",
[INPUT_KEY_D] = "d",
[INPUT_KEY_E] = "e",
[INPUT_KEY_F] = "f",
[INPUT_KEY_G] = "g",
[INPUT_KEY_H] = "h",
[INPUT_KEY_I] = "i",
[INPUT_KEY_J] = "j",
[INPUT_KEY_K] = "k",
[INPUT_KEY_L] = "l",
[INPUT_KEY_M] = "m",
[INPUT_KEY_N] = "n",
[INPUT_KEY_O] = "o",
[INPUT_KEY_P] = "p",
[INPUT_KEY_Q] = "q",
[INPUT_KEY_R] = "r",
[INPUT_KEY_S] = "s",
[INPUT_KEY_T] = "t",
[INPUT_KEY_U] = "u",
[INPUT_KEY_V] = "v",
[INPUT_KEY_W] = "w",
[INPUT_KEY_X] = "x",
[INPUT_KEY_Y] = "y",
[INPUT_KEY_Z] = "z",
[INPUT_KEY_1] = "1",
[INPUT_KEY_2] = "2",
[INPUT_KEY_3] = "3",
[INPUT_KEY_4] = "4",
[INPUT_KEY_5] = "5",
[INPUT_KEY_6] = "6",
[INPUT_KEY_7] = "7",
[INPUT_KEY_8] = "8",
[INPUT_KEY_9] = "9",
[INPUT_KEY_0] = "0",
[INPUT_KEY_RETURN] = "return",
[INPUT_KEY_ESCAPE] = "escape",
[INPUT_KEY_BACKSPACE] = "backspace",
[INPUT_KEY_TAB] = "tab",
[INPUT_KEY_SPACE] = "space",
[INPUT_KEY_MINUS] = "minus",
[INPUT_KEY_EQUALS] = "equals",
[INPUT_KEY_LEFTBRACKET] = "left_bracket",
[INPUT_KEY_RIGHTBRACKET] = "right_bracket",
[INPUT_KEY_BACKSLASH] = "backslash",
[INPUT_KEY_HASH] = "hash",
[INPUT_KEY_SEMICOLON] = "semicolon",
[INPUT_KEY_APOSTROPHE] = "apostrophe",
[INPUT_KEY_TILDE] = "tilde",
[INPUT_KEY_COMMA] = "comma",
[INPUT_KEY_PERIOD] = "period",
[INPUT_KEY_SLASH] = "slash",
[INPUT_KEY_CAPSLOCK] = "capslock",
[INPUT_KEY_F1] = "f1",
[INPUT_KEY_F2] = "f2",
[INPUT_KEY_F3] = "f3",
[INPUT_KEY_F4] = "f4",
[INPUT_KEY_F5] = "f5",
[INPUT_KEY_F6] = "f6",
[INPUT_KEY_F7] = "f7",
[INPUT_KEY_F8] = "f8",
[INPUT_KEY_F9] = "f9",
[INPUT_KEY_F10] = "f10",
[INPUT_KEY_F11] = "f11",
[INPUT_KEY_F12] = "f12",
[INPUT_KEY_PRINTSCREEN] = "print_screen",
[INPUT_KEY_SCROLLLOCK] = "scroll_lock",
[INPUT_KEY_PAUSE] = "pause",
[INPUT_KEY_INSERT] = "insert",
[INPUT_KEY_HOME] = "home",
[INPUT_KEY_PAGEUP] = "page_up",
[INPUT_KEY_DELETE] = "delete",
[INPUT_KEY_END] = "end",
[INPUT_KEY_PAGEDOWN] = "page_down",
[INPUT_KEY_RIGHT] = "right",
[INPUT_KEY_LEFT] = "left",
[INPUT_KEY_DOWN] = "down",
[INPUT_KEY_UP] = "up",
[INPUT_KEY_NUMLOCK] = "num_lock",
[INPUT_KEY_KP_DIVIDE] = "keypad_divide",
[INPUT_KEY_KP_MULTIPLY] = "keypad_multiply",
[INPUT_KEY_KP_MINUS] = "keypad_minus",
[INPUT_KEY_KP_PLUS] = "keypad_plus",
[INPUT_KEY_KP_ENTER] = "keypad_enter",
[INPUT_KEY_KP_1] = "keypad_1",
[INPUT_KEY_KP_2] = "keypad_2",
[INPUT_KEY_KP_3] = "keypad_3",
[INPUT_KEY_KP_4] = "keypad_4",
[INPUT_KEY_KP_5] = "keypad_5",
[INPUT_KEY_KP_6] = "keypad_6",
[INPUT_KEY_KP_7] = "keypad_7",
[INPUT_KEY_KP_8] = "keypad_8",
[INPUT_KEY_KP_9] = "keypad_9",
[INPUT_KEY_KP_0] = "keypad_0",
[INPUT_KEY_KP_PERIOD] = "keypad_period",
[INPUT_KEY_LCTRL] = "left_ctrl",
[INPUT_KEY_LSHIFT] = "left_shift",
[INPUT_KEY_LALT] = "left_alt",
[INPUT_KEY_LGUI] = "left_gui",
[INPUT_KEY_RCTRL] = "right_ctrl",
[INPUT_KEY_RSHIFT] = "right_shift",
[INPUT_KEY_RALT] = "right_alt",
NULL,
[INPUT_GAMEPAD_A] = "gamepad_a",
[INPUT_GAMEPAD_Y] = "gamepad_y",
[INPUT_GAMEPAD_B] = "gamepad_b",
[INPUT_GAMEPAD_X] = "gamepad_x",
[INPUT_GAMEPAD_L_SHOULDER] = "gamepad_left_shoulder",
[INPUT_GAMEPAD_R_SHOULDER] = "gamepad_right_shoulder",
[INPUT_GAMEPAD_L_TRIGGER] = "gamepad_left_trigger",
[INPUT_GAMEPAD_R_TRIGGER] = "gamepad_right_trigger",
[INPUT_GAMEPAD_SELECT] = "gamepad_select",
[INPUT_GAMEPAD_START] = "gamepad_start",
[INPUT_GAMEPAD_L_STICK_PRESS] = "gamepad_left_stick_press",
[INPUT_GAMEPAD_R_STICK_PRESS] = "gamepad_right_stick_press",
[INPUT_GAMEPAD_DPAD_UP] = "gamepad_dpad_up",
[INPUT_GAMEPAD_DPAD_DOWN] = "gamepad_dpad_down",
[INPUT_GAMEPAD_DPAD_LEFT] = "gamepad_dpad_left",
[INPUT_GAMEPAD_DPAD_RIGHT] = "gamepad_dpad_right",
[INPUT_GAMEPAD_HOME] = "gamepad_home",
[INPUT_GAMEPAD_L_STICK_UP] = "gamepad_left_stick_up",
[INPUT_GAMEPAD_L_STICK_DOWN] = "gamepad_left_stick_down",
[INPUT_GAMEPAD_L_STICK_LEFT] = "gamepad_left_stick_left",
[INPUT_GAMEPAD_L_STICK_RIGHT] = "gamepad_left_stick_right",
[INPUT_GAMEPAD_R_STICK_UP] = "gamepad_right_stick_up",
[INPUT_GAMEPAD_R_STICK_DOWN] = "gamepad_right_stick_down",
[INPUT_GAMEPAD_R_STICK_LEFT] = "gamepad_right_stick_left",
[INPUT_GAMEPAD_R_STICK_RIGHT] = "gamepad_right_stick_right",
NULL,
[INPUT_MOUSE_LEFT] = "mouse_left",
[INPUT_MOUSE_MIDDLE] = "mouse_middle",
[INPUT_MOUSE_RIGHT] = "mouse_right",
[INPUT_MOUSE_WHEEL_UP] = "mouse_wheel_up",
[INPUT_MOUSE_WHEEL_DOWN] = "mouse_wheel_down",
};
static float actions_state[INPUT_ACTION_MAX];
static bool actions_pressed[INPUT_ACTION_MAX];
static bool actions_released[INPUT_ACTION_MAX];
static uint8_t expected_button[INPUT_ACTION_MAX];
static uint8_t bindings[INPUT_LAYER_MAX][INPUT_BUTTON_MAX];
static input_capture_callback_t capture_callback;
static void *capture_user;
static int32_t mouse_x;
static int32_t mouse_y;
void input_init() {
input_unbind_all(INPUT_LAYER_SYSTEM);
input_unbind_all(INPUT_LAYER_USER);
}
void input_cleanup() {
}
void input_clear() {
clear(actions_pressed);
clear(actions_released);
}
void input_set_layer_button_state(input_layer_t layer, button_t button, float state) {
error_if(layer < 0 || layer >= INPUT_LAYER_MAX, "Invalid input layer %d", layer);
uint8_t action = bindings[layer][button];
if (action == INPUT_ACTION_NONE) {
return;
}
uint8_t expected = expected_button[action];
if (!expected || expected == button) {
state = (state > INPUT_DEADZONE) ? state : 0;
if (state && !actions_state[action]) {
actions_pressed[action] = true;
expected_button[action] = button;
}
else if (!state && actions_state[action]) {
actions_released[action] = true;
expected_button[action] = INPUT_BUTTON_NONE;
}
actions_state[action] = state;
}
}
void input_set_button_state(button_t button, float state) {
error_if(button < 0 || button >= INPUT_BUTTON_MAX, "Invalid input button %d", button);
if (capture_callback) {
if (state) {
capture_callback(capture_user, button, 0);
}
return;
}
input_set_layer_button_state(INPUT_LAYER_SYSTEM, button, state);
input_set_layer_button_state(INPUT_LAYER_USER, button, state);
}
void input_set_mouse_pos(int32_t x, int32_t y) {
mouse_x = x;
mouse_y = y;
}
void input_capture(input_capture_callback_t cb, void *user) {
capture_callback = cb;
capture_user = user;
clear(actions_state);
}
void input_textinput(int32_t ascii_char) {
if (capture_callback) {
capture_callback(capture_user, 0, ascii_char);
}
}
void input_bind(input_layer_t layer, button_t button, uint8_t action) {
error_if(button < 0 || button >= INPUT_BUTTON_MAX, "Invalid input button %d", button);
error_if(action < 0 || action >= INPUT_ACTION_MAX, "Invalid input action %d", action);
error_if(layer < 0 || layer >= INPUT_LAYER_MAX, "Invalid input layer %d", layer);
bindings[layer][button] = action;
}
uint8_t input_bound_to_action(button_t button) {
error_if(button < 0 || button >= INPUT_BUTTON_MAX, "Invalid input button %d", button);
return bindings[INPUT_LAYER_USER][button];
}
void input_unbind(input_layer_t layer, button_t button) {
error_if(layer < 0 || layer >= INPUT_LAYER_MAX, "Invalid input layer %d", layer);
error_if(button < 0 || button >= INPUT_BUTTON_MAX, "Invalid input button %d", button);
bindings[layer][button] = INPUT_ACTION_NONE;
}
void input_unbind_all(input_layer_t layer) {
error_if(layer < 0 || layer >= INPUT_LAYER_MAX, "Invalid input layer %d", layer);
for (uint32_t button = 0; button < INPUT_BUTTON_MAX; button++) {
input_unbind(layer, button);
}
}
float input_state(uint8_t action) {
error_if(action < 0 || action >= INPUT_ACTION_MAX, "Invalid input action %d", action);
return actions_state[action];
}
bool input_pressed(uint8_t action) {
error_if(action < 0 || action >= INPUT_ACTION_MAX, "Invalid input action %d", action);
return actions_pressed[action];
}
bool input_released(uint8_t action) {
error_if(action < 0 || action >= INPUT_ACTION_MAX, "Invalid input action %d", action);
return actions_released[action];
}
vec2_t input_mouse_pos() {
return vec2(mouse_x, mouse_y);
}
button_t input_name_to_button(const char *name) {
for (int32_t i = 0; i < INPUT_BUTTON_MAX; i++) {
if (button_names[i] && strcmp(name, button_names[i]) == 0) {
return i;
}
}
return INPUT_INVALID;
}
const char *input_button_to_name(button_t button) {
if (
button < 0 || button >= INPUT_BUTTON_MAX ||
!button_names[button]
) {
return NULL;
}
return button_names[button];
}