bad char
[vg.git] / src / vg / vg_input.h
diff --git a/src/vg/vg_input.h b/src/vg/vg_input.h
deleted file mode 100644 (file)
index c338531..0000000
+++ /dev/null
@@ -1,206 +0,0 @@
-/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
-#ifndef VG_INPUT_H
-#define VG_INPUT_H
-
-#include "common.h"
-#include "vg/vg_loader.h"
-
-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
-};
-
-/* 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[],
-vg_controller_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;
-   return NULL;
-}
-
-static inline struct button_binding *vg_get_button_ptr_c( const char *button )
-{
-       for( int i=0; i<vg_list_size(vg_controller_binds); i ++ )
-               if( !strcmp(button,vg_controller_binds[i].name) )
-                       return vg_controller_binds + i;
-   return NULL;
-}
-
-#pragma GCC diagnostic pop
-
-static int vg_console_enabled(void);
-
-static inline void vg_get_button_states( const char *name, int *cur, int *prev )
-{
-       struct button_binding *bind = vg_get_button_ptr( name ),
-                        *bindc = vg_get_button_ptr_c( name );
-   
-   *cur = 0; *prev = 0;
-
-   if( bind ) 
-   {
-      *cur |= bind->value;
-      *prev |= bind->prev;
-   }
-
-   if( bindc ) 
-   {
-      *cur |= bindc->value;
-      *prev |= bindc->prev;
-   }
-}
-
-static inline int vg_get_button( const char *button )
-{
-   int cur, prev;
-   vg_get_button_states( button, &cur, &prev );
-
-       return cur && !vg_console_enabled();
-}
-
-static inline int vg_get_button_down( const char *button )
-{
-   int cur, prev;
-   vg_get_button_states( button, &cur, &prev );
-
-       return cur & (cur ^ prev) && !vg_console_enabled();
-}
-
-static inline int vg_get_button_up( const char *button )
-{
-   int cur, prev;
-   vg_get_button_states( button, &cur, &prev );
-
-       return prev & (cur ^ 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;
-      binding->value = get_button_cross_device( binding->bind );
-       }
-
-   for( int i=0; i<vg_list_size( vg_controller_binds ); i++ )
-   {
-               struct button_binding *binding = vg_controller_binds + i;
-               binding->prev = binding->value;
-      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)
-{
-   vg_acquire_thread_sync();
-
-   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 mapping registered: %s\n", vg.gamepad_name );
-         
-         vg.gamepad_ready = 1;
-         vg.gamepad_id = id;
-         break;
-      }
-   }
-
-   vg_release_thread_sync();
-}
-
-#endif