/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+#ifndef VG_INPUT_H
+#define VG_INPUT_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 );
+#include "common.h"
+#include "vg/vg_loader.h"
+
+VG_STATIC inline float vg_get_axis( const char *axis );
+VG_STATIC inline int vg_get_button( const char *button );
+
+/*
+ * Cannot be used in fixed update
+ */
+VG_STATIC inline int vg_get_button_down( const char *button );
+VG_STATIC inline int vg_get_button_up( const char *button );
enum vg_button_state
{
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
{
}
vg_input_mode;
-static struct axis_binding
+VG_STATIC struct axis_binding
{
const char *name;
union
}
vg_axis_binds[];
-static struct button_binding
+VG_STATIC struct button_binding
{
const char *name;
int bind;
- int controller;
int value; int prev;
}
-vg_button_binds[];
+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 )
+VG_STATIC 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 )
+VG_STATIC 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;
+}
+
+VG_STATIC 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);
+VG_STATIC int vg_console_enabled(void);
+
+VG_STATIC 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 )
+VG_STATIC int vg_get_button( const char *button )
{
- return vg_get_button_ptr( button )->value && !vg_console_enabled();
+ 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 )
+VG_STATIC 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();
+ if( vg.engine_stage == k_engine_stage_update_fixed )
+ vg_fatal_exit_loop( "Cannot use that here\n" );
+
+ 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 )
+VG_STATIC 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();
+ if( vg.engine_stage == k_engine_stage_update_fixed )
+ vg_fatal_exit_loop( "Cannot use that here\n" );
+
+ 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 )
+VG_STATIC 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;
return k_button_state_none;
}
-static inline int key_is_keyboard( int const id )
+VG_STATIC int key_is_keyboard( int const id )
{
vg_static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE,
"GLFW: Mouse has too many buttons" );
int get_button_cross_device( int const id )
{
if( key_is_keyboard( id ) )
- return glfwGetKey( vg_window, id );
+ return glfwGetKey( vg.window, id );
else
- return glfwGetMouseButton( vg_window, id ) == GLFW_PRESS;
+ return glfwGetMouseButton( vg.window, id ) == GLFW_PRESS;
}
void vg_update_inputs(void)
{
- if( !glfwGetGamepadState( GLFW_JOYSTICK_1, &vg_gamepad) )
- {
- vg_gamepad_ready = 0;
- }
+ 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( binding->controller )
- binding->value = vg_gamepad.buttons[ binding->controller ];
- else
- binding->value = get_button_cross_device( binding->bind );
+ 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 ];
+ binding->value = vg.gamepad.axes[ binding->bind ];
}
}
-static void vg_gamepad_init(void)
+VG_STATIC void vg_gamepad_init(void)
{
- for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
+ vg_acquire_thread_sync();
+
+ for( int id=0; id<=GLFW_JOYSTICK_LAST; id ++ )
{
if( glfwJoystickPresent( 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;
+ 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.gamepad.axes[ GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER ] = -1.0f;
+ vg.gamepad.axes[ GLFW_GAMEPAD_AXIS_LEFT_TRIGGER ] = -1.0f;
+
+ vg_release_thread_sync();
}
+
+#endif