+++ /dev/null
-/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
-
-static inline float vg_get_axis( const char *axis );
-static inline int vg_get_button( const char *button );
-static inline int vg_get_button_down( const char *button );
-static inline int vg_get_button_up( const char *button );
-
-enum vg_button_state
-{
- k_button_state_down = 1,
- k_button_state_up = 3,
- k_button_state_pressed = 2,
- k_button_state_none = 0
-};
-
-GLFWgamepadstate vg_gamepad;
-int vg_gamepad_ready = 0;
-const char *vg_gamepad_name = NULL;
-int vg_gamepad_id;
-
-/* TODO: Fix this... */
-enum EInputMode
-{
- k_EInputMode_pc,
- k_EInputMode_gamepad
-}
-vg_input_mode;
-
-static struct axis_binding
-{
- const char *name;
- union
- {
- int positive;
- int bind;
- int axis;
- };
- int negative;
-
- float value;
-}
-vg_axis_binds[];
-
-static struct button_binding
-{
- const char *name;
- int bind;
-
- int value; int prev;
-}
-vg_button_binds[];
-
-#include "vg_config.h"
-
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wreturn-type"
-
-static inline float vg_get_axis( const char *axis )
-{
- for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
- {
- if( !strcmp( axis, vg_axis_binds[i].name ) )
- {
- return vg_axis_binds[i].value;
- }
- }
-}
-
-static inline struct button_binding *vg_get_button_ptr( const char *button )
-{
- for( int i=0; i<vg_list_size(vg_button_binds); i ++ )
- {
- if( !strcmp(button,vg_button_binds[i].name) )
- {
- return vg_button_binds + i;
- }
- }
-}
-#pragma GCC diagnostic pop
-
-static int vg_console_enabled(void);
-
-static inline int vg_get_button( const char *button )
-{
- return vg_get_button_ptr( button )->value && !vg_console_enabled();
-}
-
-static inline int vg_get_button_down( const char *button )
-{
- struct button_binding *bind = vg_get_button_ptr( button );
- return bind->value & (bind->value ^ bind->prev) && !vg_console_enabled();
-}
-
-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) && !vg_console_enabled();
-}
-
-static inline enum vg_button_state vg_get_button_state( const char *button )
-{
- if(vg_get_button_down( button )) return k_button_state_down;
- if(vg_get_button_up( button )) return k_button_state_up;
- if(vg_get_button( button )) return k_button_state_pressed;
- return k_button_state_none;
-}
-
-static inline int key_is_keyboard( int const id )
-{
- vg_static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE,
- "GLFW: Mouse has too many buttons" );
- return id > GLFW_MOUSE_BUTTON_LAST;
-}
-
-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)
-{
- if( !glfwGetGamepadState( GLFW_JOYSTICK_1, &vg_gamepad) )
- {
- vg_gamepad_ready = 0;
- }
-
-
- /* 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;
- binding->value = vg_gamepad.axes[ binding->bind ];
- }
-}
-
-static void vg_gamepad_init(void)
-{
- for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
- {
- if( glfwJoystickPresent( id ) )
- {
- vg_info( "Joystick found: '%s'\n", glfwGetJoystickName(id) );
- }
-
- if( glfwJoystickIsGamepad( id ) )
- {
- vg_gamepad_name = glfwGetGamepadName( id );
- vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
-
- vg_gamepad_ready = 1;
- vg_gamepad_id = id;
-
- break;
- }
- }
-}