switch to vgc system
[fishladder.git] / vg / vg_input.h
diff --git a/vg/vg_input.h b/vg/vg_input.h
deleted file mode 100644 (file)
index 62d4690..0000000
+++ /dev/null
@@ -1,160 +0,0 @@
-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
-
-static inline float vg_get_axis( const char *axis ) __attribute__((unused));
-static inline int vg_get_button( const char *button ) __attribute__((unused));
-static inline int vg_get_button_down( const char *button ) __attribute__((unused));
-static inline int vg_get_button_up( const char *button ) __attribute__((unused));
-
-enum vg_button_state
-{
-       k_button_state_down = 1,
-       k_button_state_up = 3,
-       k_button_state_pressed = 2,
-       k_button_state_none = 0
-};
-
-// Input
-// ===========================================================================================================
-GLFWgamepadstate vg_gamepad;
-int                    vg_gamepad_ready = 0;
-const char *vg_gamepad_name = NULL;
-int                    vg_gamepad_id;
-
-enum EInputMode
-{
-       k_EInputMode_pc,
-       k_EInputMode_gamepad
-}
-vg_input_mode;
-
-static struct axis_binding
-{
-       const char *name;
-       union
-       {
-               int positive;
-               int bind;
-       };
-       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;
-}
-
-// 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 ];
-               }
-       }
-}