6 #include "vg/vg_platform.h"
7 #include "vg/vg_console.h"
8 #include "vg/vg_input.h"
22 k_srbind_dead_respawn
,
32 k_srbind_replay_freecam
,
33 k_srbind_replay_resume
,
41 k_srbind_miniworld_teleport
,
42 k_srbind_miniworld_resume
,
48 k_srjoystick_steer
= 0,
64 #define INPUT_BASIC( KB, JS ) \
65 (vg_input_op[]){vg_keyboard, KB, vg_joy_button, JS, vg_end}
67 static vg_input_op
*input_button_list
[] = {
68 [k_srbind_jump
] = INPUT_BASIC( SDLK_SPACE
, SDL_CONTROLLER_BUTTON_A
),
69 [k_srbind_push
] = INPUT_BASIC( SDLK_w
, SDL_CONTROLLER_BUTTON_B
),
70 [k_srbind_trick0
] = (vg_input_op
[]){
71 vg_mouse
, SDL_BUTTON_LEFT
,
72 vg_joy_button
, SDL_CONTROLLER_BUTTON_A
, vg_end
74 [k_srbind_trick1
] = (vg_input_op
[]){
75 vg_mouse
, SDL_BUTTON_RIGHT
,
76 vg_joy_button
, SDL_CONTROLLER_BUTTON_B
, vg_end
78 [k_srbind_trick2
] = (vg_input_op
[]){
79 vg_mouse
, SDL_BUTTON_LEFT
, vg_mode_mul
, vg_mouse
, SDL_BUTTON_RIGHT
,
80 vg_mode_absmax
, vg_joy_button
, SDL_CONTROLLER_BUTTON_X
, vg_end
82 [k_srbind_use
] = INPUT_BASIC( SDLK_e
, SDL_CONTROLLER_BUTTON_Y
),
83 [k_srbind_reset
] = INPUT_BASIC( SDLK_r
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
84 [k_srbind_dead_respawn
] =
85 INPUT_BASIC( SDLK_q
, SDL_CONTROLLER_BUTTON_DPAD_RIGHT
),
86 [k_srbind_camera
]= INPUT_BASIC( SDLK_c
, SDL_CONTROLLER_BUTTON_DPAD_RIGHT
),
87 [k_srbind_mleft
] = INPUT_BASIC( SDLK_LEFT
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
88 [k_srbind_mright
]= INPUT_BASIC( SDLK_RIGHT
, SDL_CONTROLLER_BUTTON_DPAD_RIGHT
),
89 [k_srbind_world_left
] =
90 INPUT_BASIC( SDLK_LEFT
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
91 [k_srbind_world_right
] =
92 INPUT_BASIC( SDLK_RIGHT
, SDL_CONTROLLER_BUTTON_DPAD_RIGHT
),
93 [k_srbind_home
] = INPUT_BASIC( SDLK_h
, SDL_CONTROLLER_BUTTON_Y
),
94 [k_srbind_mup
] = INPUT_BASIC( SDLK_UP
, SDL_CONTROLLER_BUTTON_DPAD_UP
),
95 [k_srbind_mdown
] = INPUT_BASIC( SDLK_DOWN
, SDL_CONTROLLER_BUTTON_DPAD_DOWN
),
96 [k_srbind_mback
] = INPUT_BASIC( SDLK_ESCAPE
, SDL_CONTROLLER_BUTTON_B
),
97 [k_srbind_mopen
] = INPUT_BASIC( SDLK_ESCAPE
, SDL_CONTROLLER_BUTTON_START
),
98 [k_srbind_maccept
] = (vg_input_op
[]){
99 vg_keyboard
, SDLK_e
, vg_gui_visible
, 0,
100 vg_keyboard
, SDLK_RETURN
, vg_keyboard
, SDLK_RETURN2
,
102 vg_joy_button
, SDL_CONTROLLER_BUTTON_A
, vg_end
104 [k_srbind_replay_play
] = INPUT_BASIC( SDLK_g
, SDL_CONTROLLER_BUTTON_X
),
105 [k_srbind_replay_resume
] = INPUT_BASIC( SDLK_SPACE
, SDL_CONTROLLER_BUTTON_A
),
106 [k_srbind_replay_freecam
] = INPUT_BASIC( SDLK_f
, SDL_CONTROLLER_BUTTON_Y
),
107 [k_srbind_sit
] = INPUT_BASIC( SDLK_z
, SDL_CONTROLLER_BUTTON_B
),
108 [k_srbind_lobby
] = INPUT_BASIC( SDLK_TAB
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
109 [k_srbind_chat
] = (vg_input_op
[]){ vg_keyboard
, SDLK_y
, vg_end
},
110 [k_srbind_run
] = (vg_input_op
[]){ vg_keyboard
, SDLK_LSHIFT
,
111 vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERLEFT
, vg_end
},
113 [k_srbind_miniworld_resume
] = (vg_input_op
[]){
114 vg_keyboard
, SDLK_RETURN
, vg_gui_visible
, 0,
115 vg_keyboard
, SDLK_RETURN2
,
117 vg_joy_button
, SDL_CONTROLLER_BUTTON_X
, vg_end
119 [k_srbind_miniworld_teleport
]= INPUT_BASIC( SDLK_q
,
120 SDL_CONTROLLER_BUTTON_LEFTSHOULDER
),
121 [k_srbind_skid
] = (vg_input_op
[]){ vg_keyboard
, SDLK_LCTRL
, vg_end
},
122 [k_srbind_devbutton
] = (vg_input_op
[]){ vg_keyboard
, SDLK_3
, vg_end
},
126 static vg_input_op
*input_axis_list
[] = {
127 [k_sraxis_grab
] = (vg_input_op
[]){
128 vg_keyboard
, SDLK_LSHIFT
,
129 vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERRIGHT
, vg_end
131 [k_sraxis_mbrowse_h
] = (vg_input_op
[]){
132 vg_mode_sub
, vg_keyboard
, SDLK_LEFT
,
133 vg_mode_add
, vg_keyboard
, SDLK_RIGHT
,
134 vg_mode_add
, vg_joy_axis
, SDL_CONTROLLER_AXIS_LEFTX
,
137 [k_sraxis_mbrowse_v
] = (vg_input_op
[]){
138 vg_mode_add
, vg_keyboard
, SDLK_UP
,
139 vg_mode_sub
, vg_keyboard
, SDLK_DOWN
,
140 vg_mode_sub
, vg_joy_axis
, SDL_CONTROLLER_AXIS_LEFTY
,
143 [k_sraxis_replay_h
] = (vg_input_op
[]){
144 vg_mode_add
, vg_keyboard
, SDLK_e
,
145 vg_mode_sub
, vg_keyboard
, SDLK_q
,
146 vg_mode_add
, vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERRIGHT
,
147 vg_mode_sub
, vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERLEFT
,
150 [k_sraxis_skid
] = (vg_input_op
[]){
151 vg_mode_add
, vg_joy_button
, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
,
152 vg_mode_sub
, vg_joy_button
, SDL_CONTROLLER_BUTTON_LEFTSHOULDER
,
158 static vg_input_op
*input_joy_list
[] = {
159 [k_srjoystick_steer
] = (vg_input_op
[]){
160 vg_index
, 0, vg_mode_add
, vg_keyboard
, SDLK_d
,
161 vg_mode_sub
, vg_keyboard
, SDLK_a
,
162 vg_index
, 1, vg_mode_add
, vg_keyboard
, SDLK_s
,
163 vg_mode_sub
, vg_keyboard
, SDLK_w
,
164 vg_mode_absmax
, vg_joy_ls
,
167 [k_srjoystick_grab
] = (vg_input_op
[]){
170 [k_srjoystick_look
] = (vg_input_op
[]){
173 [k_srjoystick_max
]=NULL
177 float axis_states
[ k_sraxis_max
][2];
178 v2f joystick_states
[ k_srjoystick_max
][2];
179 u8 button_states
[ k_srbind_max
][2];
182 k_input_state_enabled
,
183 k_input_state_resume
,
184 k_input_state_resuming
,
191 static int input_filter_generic(void){
192 if( srinput
.state
!= k_input_state_enabled
||
193 vg_ui
.wants_mouse
|| vg_console
.enabled
)
199 static int buttons_filter_fixed(void){
200 if( input_filter_generic() )
203 if( vg
.engine_stage
== k_engine_stage_update_fixed
)
204 if( vg
.fixed_iterations
> 0 )
210 /* Rising edge of button */
211 static int button_down( enum sr_bind button
){
212 if( buttons_filter_fixed() ) return 0;
214 if( srinput
.button_states
[ button
][0] &&
215 !srinput
.button_states
[ button
][1] )
221 /* Falling edge of button */
222 static int button_up( enum sr_bind button
){
223 if( buttons_filter_fixed() ) return 0;
225 if( !srinput
.button_states
[ button
][0] &&
226 srinput
.button_states
[ button
][1] )
232 /* State of button */
233 static int button_press( enum sr_bind button
){
234 if( input_filter_generic() )
237 srinput
.button_states
[ button
][0];
240 static void joystick_state( enum sr_joystick joystick
, v2f state
){
241 if( input_filter_generic() )
244 v2_copy( srinput
.joystick_states
[ joystick
][0], state
);
247 static float axis_state( enum sr_axis axis
){
248 if( input_filter_generic() )
251 return srinput
.axis_states
[axis
][0];
254 static void skaterift_preupdate_inputs(void){
255 if( srinput
.state
== k_input_state_resuming
)
256 srinput
.state
= k_input_state_enabled
;
258 if( srinput
.state
== k_input_state_resume
)
259 srinput
.state
= k_input_state_resuming
;
261 for( u32 i
=0; i
<k_srbind_max
; i
++ ){
262 srinput
.button_states
[i
][1] = srinput
.button_states
[i
][0];
263 srinput
.button_states
[i
][0] = 0;
266 for( u32 i
=0; i
<k_srjoystick_max
; i
++ ){
267 v2_copy( srinput
.joystick_states
[i
][0], srinput
.joystick_states
[i
][1] );
268 v2_zero( srinput
.joystick_states
[i
][0] );
271 for( u32 i
=0; i
<k_sraxis_max
; i
++ ){
272 srinput
.axis_states
[i
][1] = srinput
.axis_states
[i
][0];
273 srinput
.axis_states
[i
][0] = 0.0f
;
276 for( int i
=0; i
<k_srbind_max
; i
++ ){
277 vg_input_op
*prog
= input_button_list
[i
];
279 vg_exec_input_program( k_vg_input_type_button_u8
, prog
,
280 &srinput
.button_states
[i
][0] );
284 for( int i
=0; i
<k_sraxis_max
; i
++ ){
285 vg_input_op
*prog
= input_axis_list
[i
];
287 vg_exec_input_program( k_vg_input_type_axis_f32
, prog
,
288 &srinput
.axis_states
[i
][0] );
292 for( int i
=0; i
<k_srjoystick_max
; i
++ ){
293 vg_input_op
*prog
= input_joy_list
[i
];
295 vg_exec_input_program( k_vg_input_type_joy_v2f
, prog
,
296 srinput
.joystick_states
[i
][0] );
300 f32 x
= srinput
.axis_states
[k_sraxis_mbrowse_h
][0],
301 y
= srinput
.axis_states
[k_sraxis_mbrowse_v
][0],
304 if( fabsf(x
) > sensitivity
){
305 if( x
> 0.0f
) srinput
.button_states
[k_srbind_mright
][0] = 1;
306 else srinput
.button_states
[k_srbind_mleft
][0] = 1;
309 if( fabsf(y
) > sensitivity
){
310 if( y
> 0.0f
) srinput
.button_states
[k_srbind_mup
][0] = 1;
311 else srinput
.button_states
[k_srbind_mdown
][0] = 1;