hand slides
[carveJwlIkooP6JGAAIwe30JlM.git] / input.h
1 #ifndef INPUT_H
2 #define INPUT_H
3
4 #define VG_GAME
5 #include "vg/vg.h"
6 #include "vg/vg_platform.h"
7 #include "vg/vg_console.h"
8 #include "vg/vg_input.h"
9 #include "vg/vg_m.h"
10 #include "font.h"
11
12 enum sr_bind{
13 k_srbind_jump = 0,
14 k_srbind_push,
15 k_srbind_trick0,
16 k_srbind_trick1,
17 k_srbind_trick2,
18 k_srbind_sit,
19 k_srbind_use,
20 k_srbind_reset,
21 k_srbind_dead_respawn,
22 k_srbind_camera,
23 k_srbind_mleft,
24 k_srbind_mright,
25 k_srbind_mup,
26 k_srbind_mdown,
27 k_srbind_mback,
28 k_srbind_maccept,
29 k_srbind_mopen,
30 k_srbind_replay_play,
31 k_srbind_replay_freecam,
32 k_srbind_replay_resume,
33 k_srbind_world_left,
34 k_srbind_world_right,
35 k_srbind_home,
36 k_srbind_lobby,
37 k_srbind_chat,
38
39 k_srbind_miniworld_teleport,
40 k_srbind_miniworld_resume,
41
42 k_srbind_max,
43 };
44
45 enum sr_joystick{
46 k_srjoystick_steer = 0,
47 k_srjoystick_grab,
48 k_srjoystick_look,
49 k_srjoystick_max
50 };
51
52 enum sr_axis{
53 k_sraxis_grab = 0,
54 k_sraxis_mbrowse_h,
55 k_sraxis_mbrowse_v,
56 k_sraxis_replay_h,
57 k_sraxis_skid,
58 k_sraxis_max
59 };
60
61
62 #define INPUT_BASIC( KB, JS ) \
63 (vg_input_op[]){vg_keyboard, KB, vg_joy_button, JS, vg_end}
64
65 static vg_input_op *input_button_list[] = {
66 [k_srbind_jump] = INPUT_BASIC( SDLK_SPACE, SDL_CONTROLLER_BUTTON_A ),
67 [k_srbind_push] = INPUT_BASIC( SDLK_w, SDL_CONTROLLER_BUTTON_B ),
68 [k_srbind_trick0] = (vg_input_op[]){
69 vg_mouse, SDL_BUTTON_LEFT,
70 vg_joy_button, SDL_CONTROLLER_BUTTON_A, vg_end
71 },
72 [k_srbind_trick1] = (vg_input_op[]){
73 vg_mouse, SDL_BUTTON_RIGHT,
74 vg_joy_button, SDL_CONTROLLER_BUTTON_B, vg_end
75 },
76 [k_srbind_trick2] = (vg_input_op[]){
77 vg_mouse, SDL_BUTTON_LEFT, vg_mode_mul, vg_mouse, SDL_BUTTON_RIGHT,
78 vg_mode_absmax, vg_joy_button, SDL_CONTROLLER_BUTTON_X, vg_end
79 },
80 [k_srbind_use] = INPUT_BASIC( SDLK_e, SDL_CONTROLLER_BUTTON_Y ),
81 [k_srbind_reset] = INPUT_BASIC( SDLK_r, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
82 [k_srbind_dead_respawn] =
83 INPUT_BASIC( SDLK_q, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
84 [k_srbind_camera]= INPUT_BASIC( SDLK_c, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
85 [k_srbind_mleft] = INPUT_BASIC( SDLK_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
86 [k_srbind_mright]= INPUT_BASIC( SDLK_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
87 [k_srbind_world_left] =
88 INPUT_BASIC( SDLK_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
89 [k_srbind_world_right] =
90 INPUT_BASIC( SDLK_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
91 [k_srbind_home] = INPUT_BASIC( SDLK_h, SDL_CONTROLLER_BUTTON_Y ),
92 [k_srbind_mup] = INPUT_BASIC( SDLK_UP, SDL_CONTROLLER_BUTTON_DPAD_UP ),
93 [k_srbind_mdown] = INPUT_BASIC( SDLK_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN ),
94 [k_srbind_mback] = INPUT_BASIC( SDLK_ESCAPE, SDL_CONTROLLER_BUTTON_B ),
95 [k_srbind_mopen] = INPUT_BASIC( SDLK_ESCAPE, SDL_CONTROLLER_BUTTON_START ),
96 [k_srbind_maccept] = (vg_input_op[]){
97 vg_keyboard, SDLK_e, vg_gui_visible, 0,
98 vg_keyboard, SDLK_RETURN, vg_keyboard, SDLK_RETURN2,
99 vg_gui_visible, 1,
100 vg_joy_button, SDL_CONTROLLER_BUTTON_A, vg_end
101 },
102 [k_srbind_replay_play] = INPUT_BASIC( SDLK_g, SDL_CONTROLLER_BUTTON_X ),
103 [k_srbind_replay_resume] = INPUT_BASIC( SDLK_SPACE, SDL_CONTROLLER_BUTTON_A ),
104 [k_srbind_replay_freecam] = INPUT_BASIC( SDLK_f, SDL_CONTROLLER_BUTTON_Y ),
105 [k_srbind_sit] = INPUT_BASIC( SDLK_z, SDL_CONTROLLER_BUTTON_B ),
106 [k_srbind_lobby] = INPUT_BASIC( SDLK_TAB, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
107 [k_srbind_chat ] = (vg_input_op[]){ vg_keyboard, SDLK_y, vg_end },
108
109 [k_srbind_miniworld_resume] = (vg_input_op[]){
110 vg_keyboard, SDLK_RETURN, vg_gui_visible, 0,
111 vg_keyboard, SDLK_RETURN2,
112 vg_gui_visible, 1,
113 vg_joy_button, SDL_CONTROLLER_BUTTON_X, vg_end
114 },
115 [k_srbind_miniworld_teleport]= INPUT_BASIC( SDLK_q,
116 SDL_CONTROLLER_BUTTON_LEFTSHOULDER ),
117
118 [k_srbind_max]=NULL
119 };
120
121 static vg_input_op *input_axis_list[] = {
122 [k_sraxis_grab] = (vg_input_op[]){
123 vg_keyboard, SDLK_LSHIFT,
124 vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, vg_end
125 },
126 [k_sraxis_mbrowse_h] = (vg_input_op[]){
127 vg_mode_sub, vg_keyboard, SDLK_LEFT,
128 vg_mode_add, vg_keyboard, SDLK_RIGHT,
129 vg_mode_add, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTX,
130 vg_end
131 },
132 [k_sraxis_mbrowse_v] = (vg_input_op[]){
133 vg_mode_add, vg_keyboard, SDLK_UP,
134 vg_mode_sub, vg_keyboard, SDLK_DOWN,
135 vg_mode_sub, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTY,
136 vg_end
137 },
138 [k_sraxis_replay_h] = (vg_input_op[]){
139 vg_mode_add, vg_keyboard, SDLK_e,
140 vg_mode_sub, vg_keyboard, SDLK_q,
141 vg_mode_add, vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
142 vg_mode_sub, vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERLEFT,
143 vg_end
144 },
145 [k_sraxis_skid] = (vg_input_op[]){
146 vg_mode_add, vg_joy_button, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
147 vg_mode_sub, vg_joy_button, SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
148 vg_end
149 },
150 [k_sraxis_max]=NULL
151 };
152
153 static vg_input_op *input_joy_list[] = {
154 [k_srjoystick_steer] = (vg_input_op[]){
155 vg_index, 0, vg_mode_add, vg_keyboard, SDLK_d,
156 vg_mode_sub, vg_keyboard, SDLK_a,
157 vg_index, 1, vg_mode_add, vg_keyboard, SDLK_s,
158 vg_mode_sub, vg_keyboard, SDLK_w,
159 vg_mode_absmax, vg_joy_ls,
160 vg_end
161 },
162 [k_srjoystick_grab] = (vg_input_op[]){
163 vg_joy_rs, vg_end
164 },
165 [k_srjoystick_look] = (vg_input_op[]){
166 vg_joy_rs, vg_end
167 },
168 [k_srjoystick_max]=NULL
169 };
170
171 struct {
172 float axis_states[ k_sraxis_max ][2];
173 v2f joystick_states[ k_srjoystick_max ][2];
174 u8 button_states[ k_srbind_max ][2];
175
176 enum input_state {
177 k_input_state_enabled,
178 k_input_state_resume,
179 k_input_state_resuming,
180 k_input_state_pause
181 }
182 state;
183 }
184 static srinput;
185
186 static int input_filter_generic(void){
187 if( srinput.state != k_input_state_enabled ||
188 vg_ui.wants_mouse || vg_console.enabled )
189 return 1;
190 else
191 return 0;
192 }
193
194 static int buttons_filter_fixed(void){
195 if( input_filter_generic() )
196 return 1;
197
198 if( vg.engine_stage == k_engine_stage_update_fixed )
199 if( vg.fixed_iterations > 0 )
200 return 1;
201
202 return 0;
203 }
204
205 /* Rising edge of button */
206 static int button_down( enum sr_bind button ){
207 if( buttons_filter_fixed() ) return 0;
208
209 if( srinput.button_states[ button ][0] &&
210 !srinput.button_states[ button ][1] )
211 return 1;
212 else
213 return 0;
214 }
215
216 /* Falling edge of button */
217 static int button_up( enum sr_bind button ){
218 if( buttons_filter_fixed() ) return 0;
219
220 if( !srinput.button_states[ button ][0] &&
221 srinput.button_states[ button ][1] )
222 return 1;
223 else
224 return 0;
225 }
226
227 /* State of button */
228 static int button_press( enum sr_bind button ){
229 if( input_filter_generic() )
230 return 0;
231 return
232 srinput.button_states[ button ][0];
233 }
234
235 static void joystick_state( enum sr_joystick joystick, v2f state ){
236 if( input_filter_generic() )
237 v2_zero( state );
238 else
239 v2_copy( srinput.joystick_states[ joystick ][0], state );
240 }
241
242 static float axis_state( enum sr_axis axis ){
243 if( input_filter_generic() )
244 return 0.0f;
245 else
246 return srinput.axis_states[axis][0];
247 }
248
249 static void skaterift_preupdate_inputs(void){
250 if( srinput.state == k_input_state_resuming )
251 srinput.state = k_input_state_enabled;
252
253 if( srinput.state == k_input_state_resume )
254 srinput.state = k_input_state_resuming;
255
256 for( u32 i=0; i<k_srbind_max; i++ ){
257 srinput.button_states[i][1] = srinput.button_states[i][0];
258 srinput.button_states[i][0] = 0;
259 }
260
261 for( u32 i=0; i<k_srjoystick_max; i++ ){
262 v2_copy( srinput.joystick_states[i][0], srinput.joystick_states[i][1] );
263 v2_zero( srinput.joystick_states[i][0] );
264 }
265
266 for( u32 i=0; i<k_sraxis_max; i++ ){
267 srinput.axis_states[i][1] = srinput.axis_states[i][0];
268 srinput.axis_states[i][0] = 0.0f;
269 }
270
271 for( int i=0; i<k_srbind_max; i++ ){
272 vg_input_op *prog = input_button_list[i];
273 if( prog ){
274 vg_exec_input_program( k_vg_input_type_button_u8, prog,
275 &srinput.button_states[i][0] );
276 }
277 }
278
279 for( int i=0; i<k_sraxis_max; i++ ){
280 vg_input_op *prog = input_axis_list[i];
281 if( prog ){
282 vg_exec_input_program( k_vg_input_type_axis_f32, prog,
283 &srinput.axis_states[i][0] );
284 }
285 }
286
287 for( int i=0; i<k_srjoystick_max; i++ ){
288 vg_input_op *prog = input_joy_list[i];
289 if( prog ){
290 vg_exec_input_program( k_vg_input_type_joy_v2f, prog,
291 srinput.joystick_states[i][0] );
292 }
293 }
294
295 f32 x = srinput.axis_states[k_sraxis_mbrowse_h][0],
296 y = srinput.axis_states[k_sraxis_mbrowse_v][0],
297 sensitivity = 0.35f;
298
299 if( fabsf(x) > sensitivity ){
300 if( x > 0.0f ) srinput.button_states[k_srbind_mright][0] = 1;
301 else srinput.button_states[k_srbind_mleft][0] = 1;
302 }
303
304 if( fabsf(y) > sensitivity ){
305 if( y > 0.0f ) srinput.button_states[k_srbind_mup][0] = 1;
306 else srinput.button_states[k_srbind_mdown][0] = 1;
307 }
308 }
309
310 #endif /* INPUT_H */