ref: 3db2a5e65833c3da922f32ce5cc1396349fdbf1f
dir: /src/input.c/
#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]; }