A 3d fps game made in OpenGL
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Symmetry/src/input.c

234 lines
5.4 KiB

#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "input.h"
#include "array.h"
#include "platform.h"
#include "log.h"
#include "gui.h"
/* #define KS_INACTIVE -1; /\* state for input map is set to KS_INACTIVE(KeyState_Inactive) when */
/* the key is neither pressed nor released *\/ */
struct Input_Map
{
const char* name;
int* keys;
int state;
};
static void input_on_key(int key, int scancode, int state, int mod_ctrl, int mod_shift);
static void input_on_mousebutton(int button, int state, int x, int y, int8 num_clicks);
static void input_on_mousemotion(int x, int y, int xrel, int yrel);
static void input_on_mousewheel(int x, int y);
static int map_find(const char* name);
static struct Input_Map* input_map_list;
void input_init(void)
{
platform_keyboard_callback_set(&input_on_key);
platform_mousebutton_callback_set(&input_on_mousebutton);
platform_mousemotion_callback_set(&input_on_mousemotion);
platform_mousewheel_callback_set(&input_on_mousewheel);
input_map_list = array_new(struct Input_Map);
}
void input_cleanup(void)
{
for(int i = 0; i < array_len(input_map_list); i++)
{
struct Input_Map* map = &input_map_list[i];
array_free(map->keys);
}
array_free(input_map_list);
}
void input_on_mousemotion(int x, int y, int xrel, int yrel)
{
/* TODO: This is temporary. After proper event loop is added this code should not be here */
gui_handle_mousemotion_event(x, y, xrel, yrel);
}
void input_on_mousewheel(int x, int y)
{
/* TODO: This is temporary. After proper event loop is added this code should not be here */
gui_handle_mousewheel_event(x, y);
}
void input_mouse_pos_get(int* xpos, int* ypos)
{
assert(xpos && ypos);
platform_mouse_position_get(xpos, ypos);
}
void input_mouse_pos_set(int xpos, int ypos)
{
platform_mouse_global_position_set(xpos, ypos);
}
void input_on_key(int key, int scancode, int state, int mod_ctrl, int mod_shift)
{
for(int i = 0; i < array_len(input_map_list); i++)
{
struct Input_Map* map = &input_map_list[i];
for(int j = 0; j < array_len(map->keys); j++)
{
if(map->keys[j] == key)
{
map->state = state;
break;
}
}
}
/* TODO: This is temporary. After proper event loop is added this code should not be here */
gui_handle_keyboard_event(key, state, mod_ctrl, mod_shift);
}
void input_on_mousebutton(int button, int state, int x, int y, int8 num_clicks)
{
/* Probably add 'mouse maps', same as input maps for keyvboard but with buttons
Do we even need that?
*/
/* TODO: This is temporary. After proper event loop is added this code should not be here */
gui_handle_mousebutton_event(button, state, x, y);
}
void input_mouse_mode_set(enum Mouse_Mode mode)
{
platform_mouse_relative_mode_set(mode == MM_NORMAL ? 0 : 1);
}
int input_map_state_get(const char* map_name, int state)
{
int current_state = KS_INACTIVE;
for(int i = 0; i < array_len(input_map_list); i++)
{
struct Input_Map* map = &input_map_list[i];
if(strcmp(map->name, map_name) == 0)
{
current_state = map->state;
break;
}
}
int result = 0;
if(current_state == state)
{
result = 1;
}
return result;
}
int input_is_key_pressed(int key)
{
return platform_is_key_pressed(key);
}
int input_mousebutton_state_get(uint button, int state_type)
{
int current_state = platform_mousebutton_state_get(button);
return state_type == current_state ? 1 : 0;
}
void input_map_create(const char* name, int* keys, size_t num_keys)
{
assert(name && keys && num_keys > 0);
struct Input_Map* new_map = array_grow(input_map_list, struct Input_Map);
new_map->name = name;
new_map->keys = array_new(int);
new_map->state = KS_INACTIVE;
for(size_t i = 0; i < num_keys; i++)
{
array_push(new_map->keys, keys[i], int);
}
}
void input_update(void)
{
for(int i = 0; i < array_len(input_map_list); i++)
{
struct Input_Map* map = &input_map_list[i];
if(map->state == KS_RELEASED)
map->state = KS_INACTIVE;
}
}
int input_map_remove(const char* name)
{
assert(name);
int success = 0;
int index = map_find(name);
if(index > -1)
{
array_remove_at(input_map_list, (int)index);
success = 1;
}
if(!success) log_error("input:map_remove", "Map %s not found", name);
return success;
}
int input_map_keys_set(const char* name, int* keys, int num_keys)
{
assert(name && keys && num_keys > 0);
int success = 0;
int index = map_find(name);
if(index > -1)
{
struct Input_Map* map = &input_map_list[index];
array_reset(map->keys, num_keys);
for(int i = 0; i < num_keys; i++)
map->keys[i] = keys[i];
success = 1;
}
if(!success)
log_error("input:map_keys_set", "Map %s not found", name);
return success;
}
int input_map_name_set(const char* name, const char* new_name)
{
assert(name && new_name);
int success = 0;
int index = map_find(name);
if(index > -1)
{
struct Input_Map* map = &input_map_list[index];
map->name = new_name;
success = 1;
}
if(!success) log_error("input:map_name_set", "Map %s not found", name);
return success;
}
static int map_find(const char* name)
{
int index = -1;
for(int i = 0; i < array_len(input_map_list); i++)
{
struct Input_Map* map = &input_map_list[i];
if(strcmp(name, map->name) == 0)
{
index = i;
break;
}
}
return index;
}
int input_mouse_mode_get(void)
{
int mouse_mode = MM_NORMAL;
if(platform_mouse_relative_mode_get()) mouse_mode = MM_RELATIVE;
return mouse_mode;
}
void input_mouse_delta_get(int* xpos, int* ypos)
{
platform_mouse_delta_get(xpos, ypos);
}