-static inline int vg_get_button_up( const char *button )
-{
- struct button_binding *bind = vg_get_button_ptr( button );
- return bind->prev & (bind->value ^ bind->prev);
-}
-
-static inline int key_is_keyboard( int const id )
-{
- static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
- return id > GLFW_MOUSE_BUTTON_LAST;
-}
-
-// Mouse AND Keyboard get button press
-int get_button_cross_device( int const id )
-{
- if( key_is_keyboard( id ) )
- {
- return glfwGetKey( vg_window, id );
- }
- else
- {
- return glfwGetMouseButton( vg_window, id ) == GLFW_PRESS;
- }
-}
-
-void vg_update_inputs(void)
-{
- // Update button inputs
- for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
- {
- struct button_binding *binding = vg_button_binds + i;
- binding->prev = binding->value;
-
- if( vg_input_mode == k_EInputMode_pc )
- {
- binding->value = get_button_cross_device( binding->bind );
- }
- else
- {
- binding->value = vg_gamepad.buttons[ binding->bind ];
- }
- }
-
- // Update axis inputs
- for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
- {
- struct axis_binding *binding = vg_axis_binds + i;
-
- if( vg_input_mode == k_EInputMode_pc )
- {
- binding->value = get_button_cross_device( binding->positive );
- binding->value -= get_button_cross_device( binding->negative );
- }
- else
- {
- binding->value = vg_gamepad.axes[ binding->bind ];
- }
- }
-}