6 #include "vg/vg_platform.h"
7 #include "vg/vg_console.h"
8 #include "vg/vg_input.h"
21 k_srbind_dead_respawn
,
31 k_srbind_replay_freecam
,
32 k_srbind_replay_resume
,
39 k_srbind_miniworld_teleport
,
40 k_srbind_miniworld_resume
,
46 k_srjoystick_steer
= 0,
62 #define INPUT_BASIC( KB, JS ) \
63 (vg_input_op[]){vg_keyboard, KB, vg_joy_button, JS, vg_end}
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
72 [k_srbind_trick1
] = (vg_input_op
[]){
73 vg_mouse
, SDL_BUTTON_RIGHT
,
74 vg_joy_button
, SDL_CONTROLLER_BUTTON_B
, vg_end
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
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
,
100 vg_joy_button
, SDL_CONTROLLER_BUTTON_A
, vg_end
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
},
109 [k_srbind_miniworld_resume
] = (vg_input_op
[]){
110 vg_keyboard
, SDLK_RETURN
, vg_gui_visible
, 0,
111 vg_keyboard
, SDLK_RETURN2
,
113 vg_joy_button
, SDL_CONTROLLER_BUTTON_X
, vg_end
115 [k_srbind_miniworld_teleport
]= INPUT_BASIC( SDLK_q
,
116 SDL_CONTROLLER_BUTTON_LEFTSHOULDER
),
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
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
,
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
,
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
,
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
,
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
,
162 [k_srjoystick_grab
] = (vg_input_op
[]){
165 [k_srjoystick_look
] = (vg_input_op
[]){
168 [k_srjoystick_max
]=NULL
172 float axis_states
[ k_sraxis_max
][2];
173 v2f joystick_states
[ k_srjoystick_max
][2];
174 u8 button_states
[ k_srbind_max
][2];
177 k_input_state_enabled
,
178 k_input_state_resume
,
179 k_input_state_resuming
,
186 static int input_filter_generic(void){
187 if( srinput
.state
!= k_input_state_enabled
||
188 vg_ui
.wants_mouse
|| vg_console
.enabled
)
194 static int buttons_filter_fixed(void){
195 if( input_filter_generic() )
198 if( vg
.engine_stage
== k_engine_stage_update_fixed
)
199 if( vg
.fixed_iterations
> 0 )
205 /* Rising edge of button */
206 static int button_down( enum sr_bind button
){
207 if( buttons_filter_fixed() ) return 0;
209 if( srinput
.button_states
[ button
][0] &&
210 !srinput
.button_states
[ button
][1] )
216 /* Falling edge of button */
217 static int button_up( enum sr_bind button
){
218 if( buttons_filter_fixed() ) return 0;
220 if( !srinput
.button_states
[ button
][0] &&
221 srinput
.button_states
[ button
][1] )
227 /* State of button */
228 static int button_press( enum sr_bind button
){
229 if( input_filter_generic() )
232 srinput
.button_states
[ button
][0];
235 static void joystick_state( enum sr_joystick joystick
, v2f state
){
236 if( input_filter_generic() )
239 v2_copy( srinput
.joystick_states
[ joystick
][0], state
);
242 static float axis_state( enum sr_axis axis
){
243 if( input_filter_generic() )
246 return srinput
.axis_states
[axis
][0];
249 static void skaterift_preupdate_inputs(void){
250 if( srinput
.state
== k_input_state_resuming
)
251 srinput
.state
= k_input_state_enabled
;
253 if( srinput
.state
== k_input_state_resume
)
254 srinput
.state
= k_input_state_resuming
;
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;
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] );
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
;
271 for( int i
=0; i
<k_srbind_max
; i
++ ){
272 vg_input_op
*prog
= input_button_list
[i
];
274 vg_exec_input_program( k_vg_input_type_button_u8
, prog
,
275 &srinput
.button_states
[i
][0] );
279 for( int i
=0; i
<k_sraxis_max
; i
++ ){
280 vg_input_op
*prog
= input_axis_list
[i
];
282 vg_exec_input_program( k_vg_input_type_axis_f32
, prog
,
283 &srinput
.axis_states
[i
][0] );
287 for( int i
=0; i
<k_srjoystick_max
; i
++ ){
288 vg_input_op
*prog
= input_joy_list
[i
];
290 vg_exec_input_program( k_vg_input_type_joy_v2f
, prog
,
291 srinput
.joystick_states
[i
][0] );
295 f32 x
= srinput
.axis_states
[k_sraxis_mbrowse_h
][0],
296 y
= srinput
.axis_states
[k_sraxis_mbrowse_v
][0],
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;
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;