6 #include "vg/vg_platform.h"
7 #include "vg/vg_console.h"
8 #include "vg/vg_input.h"
30 k_srbind_replay_freecam
,
31 k_srbind_replay_resume
,
41 k_srjoystick_steer
= 0,
56 #define INPUT_BASIC( KB, JS ) \
57 (vg_input_op[]){vg_keyboard, KB, vg_joy_button, JS, vg_end}
59 static vg_input_op
*input_button_list
[] = {
60 [k_srbind_jump
] = INPUT_BASIC( SDLK_SPACE
, SDL_CONTROLLER_BUTTON_A
),
61 [k_srbind_push
] = INPUT_BASIC( SDLK_w
, SDL_CONTROLLER_BUTTON_B
),
62 [k_srbind_trick0
] = (vg_input_op
[]){
63 vg_mouse
, SDL_BUTTON_LEFT
,
64 vg_joy_button
, SDL_CONTROLLER_BUTTON_A
, vg_end
66 [k_srbind_trick1
] = (vg_input_op
[]){
67 vg_mouse
, SDL_BUTTON_RIGHT
,
68 vg_joy_button
, SDL_CONTROLLER_BUTTON_B
, vg_end
70 [k_srbind_trick2
] = (vg_input_op
[]){
71 vg_mouse
, SDL_BUTTON_LEFT
, vg_mode_mul
, vg_mouse
, SDL_BUTTON_RIGHT
,
72 vg_mode_absmax
, vg_joy_button
, SDL_CONTROLLER_BUTTON_X
, vg_end
74 [k_srbind_use
] = INPUT_BASIC( SDLK_e
, SDL_CONTROLLER_BUTTON_Y
),
75 [k_srbind_reset
] = INPUT_BASIC( SDLK_r
, SDL_CONTROLLER_BUTTON_LEFTSHOULDER
),
76 [k_srbind_camera
]= INPUT_BASIC( SDLK_c
, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
),
77 [k_srbind_mleft
] = INPUT_BASIC( SDLK_LEFT
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
78 [k_srbind_mright
]= INPUT_BASIC( SDLK_RIGHT
, SDL_CONTROLLER_BUTTON_DPAD_RIGHT
),
79 [k_srbind_world_left
] =
80 INPUT_BASIC( SDLK_LEFT
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
81 [k_srbind_world_right
] =
82 INPUT_BASIC( SDLK_RIGHT
, SDL_CONTROLLER_BUTTON_DPAD_RIGHT
),
83 [k_srbind_home
] = INPUT_BASIC( SDLK_h
, SDL_CONTROLLER_BUTTON_Y
),
84 [k_srbind_mup
] = INPUT_BASIC( SDLK_UP
, SDL_CONTROLLER_BUTTON_DPAD_UP
),
85 [k_srbind_mdown
] = INPUT_BASIC( SDLK_DOWN
, SDL_CONTROLLER_BUTTON_DPAD_DOWN
),
86 [k_srbind_mback
] = INPUT_BASIC( SDLK_ESCAPE
, SDL_CONTROLLER_BUTTON_B
),
87 [k_srbind_mopen
] = INPUT_BASIC( SDLK_ESCAPE
, SDL_CONTROLLER_BUTTON_START
),
88 [k_srbind_maccept
] = (vg_input_op
[]){
89 vg_keyboard
, SDLK_e
, vg_gui_visible
, 0,
90 vg_keyboard
, SDLK_RETURN
, vg_keyboard
, SDLK_RETURN2
,
92 vg_joy_button
, SDL_CONTROLLER_BUTTON_A
, vg_end
94 [k_srbind_replay_play
] = INPUT_BASIC( SDLK_g
, SDL_CONTROLLER_BUTTON_X
),
95 [k_srbind_replay_resume
] = INPUT_BASIC( SDLK_SPACE
, SDL_CONTROLLER_BUTTON_A
),
96 [k_srbind_replay_freecam
] = INPUT_BASIC( SDLK_f
, SDL_CONTROLLER_BUTTON_Y
),
97 [k_srbind_sit
] = INPUT_BASIC( SDLK_z
, SDL_CONTROLLER_BUTTON_B
),
98 [k_srbind_lobby
] = INPUT_BASIC( SDLK_TAB
, SDL_CONTROLLER_BUTTON_DPAD_LEFT
),
99 [k_srbind_chat
] = (vg_input_op
[]){ vg_keyboard
, SDLK_y
, vg_end
},
103 static vg_input_op
*input_axis_list
[] = {
104 [k_sraxis_grab
] = (vg_input_op
[]){
105 vg_keyboard
, SDLK_LSHIFT
,
106 vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERRIGHT
, vg_end
108 [k_sraxis_mbrowse_h
] = (vg_input_op
[]){
109 vg_mode_sub
, vg_keyboard
, SDLK_LEFT
,
110 vg_mode_add
, vg_keyboard
, SDLK_RIGHT
,
111 vg_mode_absmax
, vg_joy_axis
, SDL_CONTROLLER_AXIS_LEFTX
,
114 [k_sraxis_mbrowse_v
] = (vg_input_op
[]){
115 vg_mode_add
, vg_keyboard
, SDLK_UP
,
116 vg_mode_sub
, vg_keyboard
, SDLK_DOWN
,
117 vg_mode_absmax
, vg_joy_axis
, SDL_CONTROLLER_AXIS_LEFTY
,
120 [k_sraxis_replay_h
] = (vg_input_op
[]){
121 vg_mode_add
, vg_keyboard
, SDLK_e
,
122 vg_mode_sub
, vg_keyboard
, SDLK_q
,
123 vg_mode_add
, vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERRIGHT
,
124 vg_mode_sub
, vg_joy_axis
, SDL_CONTROLLER_AXIS_TRIGGERLEFT
,
130 static vg_input_op
*input_joy_list
[] = {
131 [k_srjoystick_steer
] = (vg_input_op
[]){
132 vg_index
, 0, vg_mode_add
, vg_keyboard
, SDLK_d
,
133 vg_mode_sub
, vg_keyboard
, SDLK_a
,
134 vg_index
, 1, vg_mode_add
, vg_keyboard
, SDLK_s
,
135 vg_mode_sub
, vg_keyboard
, SDLK_w
,
136 vg_mode_absmax
, vg_joy_ls
,
139 [k_srjoystick_grab
] = (vg_input_op
[]){
142 [k_srjoystick_look
] = (vg_input_op
[]){
145 [k_srjoystick_max
]=NULL
149 float axis_states
[ k_sraxis_max
][2];
150 v2f joystick_states
[ k_srjoystick_max
][2];
151 u8 button_states
[ k_srbind_max
][2];
154 k_input_state_enabled
,
155 k_input_state_resume
,
156 k_input_state_resuming
,
163 static int input_filter_generic(void){
164 if( srinput
.state
!= k_input_state_enabled
||
165 vg_ui
.wants_mouse
|| vg_console
.enabled
)
171 static int buttons_filter_fixed(void){
172 if( input_filter_generic() )
175 if( vg
.engine_stage
== k_engine_stage_update_fixed
)
176 if( vg
.fixed_iterations
> 0 )
182 /* Rising edge of button */
183 static int button_down( enum sr_bind button
){
184 if( buttons_filter_fixed() ) return 0;
186 if( srinput
.button_states
[ button
][0] &&
187 !srinput
.button_states
[ button
][1] )
193 /* Falling edge of button */
194 static int button_up( enum sr_bind button
){
195 if( buttons_filter_fixed() ) return 0;
197 if( !srinput
.button_states
[ button
][0] &&
198 srinput
.button_states
[ button
][1] )
204 /* State of button */
205 static int button_press( enum sr_bind button
){
206 if( input_filter_generic() )
209 srinput
.button_states
[ button
][0];
212 static void joystick_state( enum sr_joystick joystick
, v2f state
){
213 if( input_filter_generic() )
216 v2_copy( srinput
.joystick_states
[ joystick
][0], state
);
219 static float axis_state( enum sr_axis axis
){
220 if( input_filter_generic() )
223 return srinput
.axis_states
[axis
][0];
226 static void skaterift_preupdate_inputs(void){
227 if( srinput
.state
== k_input_state_resuming
)
228 srinput
.state
= k_input_state_enabled
;
230 if( srinput
.state
== k_input_state_resume
)
231 srinput
.state
= k_input_state_resuming
;
233 for( u32 i
=0; i
<k_srbind_max
; i
++ ){
234 srinput
.button_states
[i
][1] = srinput
.button_states
[i
][0];
235 srinput
.button_states
[i
][0] = 0;
238 for( u32 i
=0; i
<k_srjoystick_max
; i
++ ){
239 v2_copy( srinput
.joystick_states
[i
][0], srinput
.joystick_states
[i
][1] );
240 v2_zero( srinput
.joystick_states
[i
][0] );
243 for( u32 i
=0; i
<k_sraxis_max
; i
++ ){
244 srinput
.axis_states
[i
][1] = srinput
.axis_states
[i
][0];
245 srinput
.axis_states
[i
][0] = 0.0f
;
248 for( int i
=0; i
<k_srbind_max
; i
++ ){
249 vg_input_op
*prog
= input_button_list
[i
];
251 vg_exec_input_program( k_vg_input_type_button_u8
, prog
,
252 &srinput
.button_states
[i
][0] );
256 for( int i
=0; i
<k_sraxis_max
; i
++ ){
257 vg_input_op
*prog
= input_axis_list
[i
];
259 vg_exec_input_program( k_vg_input_type_axis_f32
, prog
,
260 &srinput
.axis_states
[i
][0] );
264 for( int i
=0; i
<k_srjoystick_max
; i
++ ){
265 vg_input_op
*prog
= input_joy_list
[i
];
267 vg_exec_input_program( k_vg_input_type_joy_v2f
, prog
,
268 srinput
.joystick_states
[i
][0] );
272 f32 x
= srinput
.axis_states
[k_sraxis_mbrowse_h
][0],
273 y
= srinput
.axis_states
[k_sraxis_mbrowse_v
][0],
276 if( fabsf(x
) > sensitivity
){
277 if( x
> 0.0f
) srinput
.button_states
[k_srbind_mright
][0] = 1;
278 else srinput
.button_states
[k_srbind_mleft
][0] = 1;
281 if( fabsf(y
) > sensitivity
){
282 if( y
> 0.0f
) srinput
.button_states
[k_srbind_mup
][0] = 1;
283 else srinput
.button_states
[k_srbind_mdown
][0] = 1;