Refactor, GLFW->SDL
[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 5b16287..0000000
+++ /dev/null
@@ -1,578 +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"
-
-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_down = 1,
-       k_button_state_up = 3,
-       k_button_state_pressed = 2,
-       k_button_state_none = 0
-};
-
-VG_STATIC struct input_binding
-{
-       const char *name;
-
-   enum input_type
-   {
-      k_input_type_button,
-      k_input_type_axis,
-      k_input_type_axis_norm,
-
-      k_input_type_unknown,
-      k_input_type_keyboard_key,
-      k_input_type_mouse_button, /* ? TODO */
-      k_input_type_gamepad_axis,
-      k_input_type_gamepad_button
-   }
-   type;
-
-   union
-   {
-      struct input_axis
-      {
-         u32 gamepad_axis,
-             keyboard_positive,
-             keyboard_negative;
-
-         int gamepad_inverted;
-         float value;
-      }
-      axis;
-
-      struct
-      {
-         u32 gamepad_id, keyboard_id;
-         int value, prev;
-      }
-      button;
-   };
-
-   int save_this;
-}
-vg_named_inputs[ 32 ];
-VG_STATIC u32 vg_named_input_count = 0;
-
-VG_STATIC void vg_create_unnamed_input( struct input_binding *bind,
-                                        enum input_type type )
-{
-   memset( bind, 0, sizeof(struct input_binding) );
-
-   bind->name = "API DEFINED";
-   bind->save_this = 0;
-   bind->type = type;
-
-   bind->axis.gamepad_axis = -1;
-   bind->axis.keyboard_positive = -1;
-   bind->axis.keyboard_negative = -1;
-   bind->button.gamepad_id = -1;
-   bind->button.keyboard_id = -1;
-}
-
-VG_STATIC struct input_binding *vg_create_named_input( const char *name,
-                                                       enum input_type type )
-{
-   struct input_binding *bind = &vg_named_inputs[ vg_named_input_count ++ ];
-   memset( bind, 0, sizeof(struct input_binding) );
-
-   bind->name = name;
-   bind->save_this = 0;
-   bind->type = type;
-
-   bind->axis.gamepad_axis = -1;
-   bind->axis.keyboard_positive = -1;
-   bind->axis.keyboard_negative = -1;
-   bind->button.gamepad_id = -1;
-   bind->button.keyboard_id = -1;
-
-   return bind;
-}
-
-VG_STATIC struct input_binding *vg_get_named_input( const char *name )
-{
-   if( name[0] == '+' || name[0] == '-' )
-      name ++;
-
-   for( u32 i=0; i<vg_named_input_count; i++ )
-   {
-      struct input_binding *bind = &vg_named_inputs[i];
-      if( !strcmp( bind->name, name ) )
-         return bind;
-   }
-
-   return NULL;
-}
-
-struct input_en
-{
-   enum input_type type;
-
-   const char *alias;
-   int id;
-}
-vg_all_bindable_inputs[] =
-{
- {k_input_type_keyboard_key, "space", GLFW_KEY_SPACE},
- {k_input_type_keyboard_key, ";", GLFW_KEY_SEMICOLON},
- {k_input_type_keyboard_key, "-", GLFW_KEY_MINUS},
- {k_input_type_keyboard_key, ".", GLFW_KEY_PERIOD},
- {k_input_type_keyboard_key, ",", GLFW_KEY_COMMA},
- {k_input_type_keyboard_key, "=", GLFW_KEY_EQUAL},
- {k_input_type_keyboard_key, "[", GLFW_KEY_LEFT_BRACKET},
- {k_input_type_keyboard_key, "]", GLFW_KEY_RIGHT_BRACKET},
- {k_input_type_keyboard_key, "left", GLFW_KEY_LEFT},
- {k_input_type_keyboard_key, "right", GLFW_KEY_RIGHT},
- {k_input_type_keyboard_key, "up", GLFW_KEY_UP},
- {k_input_type_keyboard_key, "down", GLFW_KEY_DOWN},
- {k_input_type_keyboard_key, "shift", GLFW_KEY_LEFT_SHIFT},
- {k_input_type_keyboard_key, "control", GLFW_KEY_LEFT_CONTROL},
- {k_input_type_keyboard_key, "\2enter", GLFW_KEY_ENTER},
- {k_input_type_keyboard_key, "\2escape", GLFW_KEY_ESCAPE },
- {k_input_type_gamepad_axis, "gp-lt", GLFW_GAMEPAD_AXIS_LEFT_TRIGGER},
- {k_input_type_gamepad_axis, "gp-rt", GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER},
- {k_input_type_gamepad_axis, "gp-ls-h", GLFW_GAMEPAD_AXIS_LEFT_X},
- {k_input_type_gamepad_axis, "gp-ls-v", GLFW_GAMEPAD_AXIS_LEFT_Y},
- {k_input_type_gamepad_axis, "gp-rs-h", GLFW_GAMEPAD_AXIS_RIGHT_X},
- {k_input_type_gamepad_axis, "gp-rs-v", GLFW_GAMEPAD_AXIS_RIGHT_Y},
- {k_input_type_gamepad_button, "gp-a", GLFW_GAMEPAD_BUTTON_A},
- {k_input_type_gamepad_button, "gp-b", GLFW_GAMEPAD_BUTTON_B},
- {k_input_type_gamepad_button, "gp-x", GLFW_GAMEPAD_BUTTON_X},
- {k_input_type_gamepad_button, "gp-y", GLFW_GAMEPAD_BUTTON_Y},
- {k_input_type_gamepad_button, "gp-rb", GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER},
- {k_input_type_gamepad_button, "gp-lb", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER},
- {k_input_type_gamepad_button, "gp-rs", GLFW_GAMEPAD_BUTTON_RIGHT_THUMB},
- {k_input_type_gamepad_button, "gp-ls", GLFW_GAMEPAD_BUTTON_LEFT_THUMB},
- {k_input_type_gamepad_button, "gp-dpad-down", GLFW_GAMEPAD_BUTTON_DPAD_DOWN},
- {k_input_type_gamepad_button, "gp-dpad-left", GLFW_GAMEPAD_BUTTON_DPAD_LEFT},
- {k_input_type_gamepad_button, "gp-dpad-right", GLFW_GAMEPAD_BUTTON_DPAD_RIGHT},
- {k_input_type_gamepad_button, "gp-dpad-up", GLFW_GAMEPAD_BUTTON_DPAD_UP},
- {k_input_type_gamepad_button, "\2gp-menu", GLFW_GAMEPAD_BUTTON_BACK}
-};
-
-VG_STATIC const char *vg_input_to_str( u32 input, enum input_type input_type )
-{
-   if( input == -1 )
-      return NULL;
-
-   if( input_type == k_input_type_keyboard_key )
-   {
-      if( (input >= GLFW_KEY_A) && (input <= GLFW_KEY_Z) )
-      {
-         return &"a\0b\0c\0d\0e\0f\0g\0h\0i\0j\0k\0l\0m\0n\0o\0p\0"
-                 "q\0r\0s\0t\0u\0v\0w\0x\0y\0z\0"[(input-GLFW_KEY_A)*2];
-      }
-
-      if( (input >= GLFW_KEY_0) && (input <= GLFW_KEY_9) )
-      {
-         return &"0\0" "1\0" "2\0" "3\0" "4\0" 
-                 "5\0" "6\0" "7\0" "8\0" "9\0"[(input-GLFW_KEY_0)*2];
-      }
-   }
-
-   for( int i=0; i<vg_list_size(vg_all_bindable_inputs); i++ )
-   {
-      struct input_en *desc = &vg_all_bindable_inputs[i];
-
-      if( (desc->type == input_type) && (desc->id == input) )
-         return desc->alias;
-   }
-
-   return NULL;
-}
-
-VG_STATIC enum input_type vg_str_to_input( const char *str, u32 *input )
-{
-   if( !str )
-   {
-      *input = -1;
-      return k_input_type_unknown;
-   }
-
-   u32 len = strlen(str);
-
-   if( len == 0 )
-   {
-      *input = -1;
-      return k_input_type_unknown;
-   }
-
-   if( len == 1 )
-   {
-      u8 uch = str[0];
-
-      if( (uch >= (u8)'a') && (uch <= (u8)'z') )
-      {
-         *input = GLFW_KEY_A + (uch-(u8)'a');
-         return k_input_type_keyboard_key;
-      }
-
-      if( (uch >= (u8)'0') && (uch <= (u8)'9') )
-      {
-         *input = GLFW_KEY_0 + (uch-(u8)'0');
-         return k_input_type_keyboard_key;
-      }
-   }
-
-   for( int i=0; i<vg_list_size(vg_all_bindable_inputs); i++ )
-   {
-      struct input_en *desc = &vg_all_bindable_inputs[i];
-
-      if( !strcmp( desc->alias, str ) )
-      {
-         *input = desc->id;
-         return desc->type;
-      }
-   }
-   
-   *input = -1;
-   return k_input_type_unknown;
-}
-
-VG_STATIC void vg_print_binding_info( struct input_binding *bind )
-{
-   vg_info( "    name: %s\n", bind->name );
-   vg_info( "    type: %s\n", (const char *[]){"button","axis","axis[0-1]"}
-                                                [ bind->type ] );
-   vg_info( "    save this? %d\n", bind->save_this );
-
-   if( (bind->type == k_input_type_axis) ||
-       (bind->type == k_input_type_axis_norm) )
-   {
-      vg_info( "      gamepad_axis: %s\n", 
-         vg_input_to_str(bind->axis.gamepad_axis, k_input_type_gamepad_axis));
-
-      vg_info( "      keyboard_positive: %s\n",
-         vg_input_to_str(bind->axis.keyboard_positive, 
-                         k_input_type_keyboard_key ));
-
-      vg_info( "      keyboard_negative: %s\n",
-         vg_input_to_str(bind->axis.keyboard_negative, 
-                         k_input_type_keyboard_key ));
-   }
-   else
-   {
-      vg_info( "      gamepad_id: %s\n", 
-         vg_input_to_str(bind->button.gamepad_id, k_input_type_gamepad_button));
-      vg_info( "      keyboard_id: %s\n",
-         vg_input_to_str(bind->button.keyboard_id,
-                         k_input_type_keyboard_key));
-   }
-}
-
-VG_STATIC void vg_apply_bind_str( struct input_binding *bind,
-                                  const char *mod,
-                                  const char *str )
-{
-   int axis_mod = 0;
-   char modch = ' ';
-   if( (mod[0] == '-') || (mod[0] == '+') )
-   {
-      axis_mod = 1;
-      modch = mod[0];
-      mod ++;
-   }
-   
-   int invert = 0;
-   if( (str[0] == '-' ) )
-   {
-      invert = 1;
-      str ++;
-   }
-
-   u32 id;
-   enum input_type type = vg_str_to_input( str, &id );
-
-   if( bind->type == k_input_type_button )
-   {
-      if( axis_mod )
-      {
-         vg_error( "Cannot use axis modifiers on button input!\n" );
-         return;
-      }
-
-      if( invert )
-      {
-         vg_error( "Cannot invert button input!\n" );
-         return;
-      }
-
-      if( type == k_input_type_keyboard_key )
-         bind->button.keyboard_id = id;
-      else if( type == k_input_type_gamepad_button )
-         bind->button.gamepad_id = id;
-      else
-      {
-         vg_error( "Unknown button or key '%s'\n", str );
-         return;
-      }
-   }
-   else if( (bind->type == k_input_type_axis ) ||
-            (bind->type == k_input_type_axis_norm))
-   {
-      if( axis_mod )
-      {
-         if( type == k_input_type_keyboard_key )
-         {
-            if( invert )
-            {
-               vg_error( "Cannot invert a keyboard key!\n" );
-               return;
-            }
-
-            if( modch == '+' )
-               bind->axis.keyboard_positive = id;
-            else
-               bind->axis.keyboard_negative = id;
-         }
-         else
-         {
-            vg_error( "You can only bind keyboard keys to +- axises\n" );
-            return;
-         }
-      }
-      else
-      {
-         if( type == k_input_type_gamepad_axis )
-         {
-            bind->axis.gamepad_inverted = invert;
-            bind->axis.gamepad_axis = id;
-         }
-         else
-         {
-            vg_error( "You can only bind gamepad axises to this\n" );
-            return;
-         }
-      }
-   }
-}
-
-/* 
- * bind x jump 
- * bind a -horizontal
- * bind d +horizontal
- * bind -gp-ls-h horizontal
- */
-
-VG_STATIC int vg_rebind_input_cmd( int argc, const char *argv[] )
-{
-   if( argc == 0 )
-   {
-      vg_info( "Usage: bind jump x\n" );
-      vg_info( "       bind -steerh j\n" );
-      vg_info( "       bind steerh gp-ls-h\n" );
-      return 0;
-   }
-
-   const char *str_bind_name = argv[0];
-   struct input_binding *bind = vg_get_named_input( str_bind_name );
-
-   if( !bind )
-   {
-      vg_error( "There is no bind with that name '%s'\n", str_bind_name );
-      return 0;
-   }
-
-   if( argc == 1 )
-   {
-      vg_print_binding_info( bind );
-      return 0;
-   }
-
-   if( argc == 2 )
-   {
-      const char *str_input_id  = argv[1];
-
-      vg_apply_bind_str( bind, str_bind_name, str_input_id );
-      return 0;
-   }
-
-   return 0;
-}
-
-VG_STATIC void vg_input_update( u32 num, struct input_binding *binds )
-{
-   if( vg_console.enabled )
-   {
-      for( i32 i=0; i<num; i++ )
-      {
-         struct input_binding *bind = &binds[i];
-
-         if( bind->type == k_input_type_button )
-         {
-            bind->button.prev = bind->button.value;
-            bind->button.value = 0;
-         }
-      }
-
-      return;
-   }
-
-   for( i32 i=0; i<num; i++ )
-   {
-      struct input_binding *bind = &binds[i];
-
-      if( bind->type == k_input_type_button )
-      {
-         bind->button.prev = bind->button.value;
-         bind->button.value = 0;
-
-         if( bind->button.gamepad_id != -1 )
-            bind->button.value |= vg.gamepad.buttons[ bind->button.gamepad_id ];
-
-         if( bind->button.keyboard_id != -1 )
-            bind->button.value |= glfwGetKey( vg.window, 
-                                              bind->button.keyboard_id );
-      }
-      else if( bind->type == k_input_type_axis )
-      {
-         float keyboard_value = 0.0f,
-               gamepad_value = 0.0f;
-
-         if( bind->axis.keyboard_positive != -1 )
-            if( glfwGetKey( vg.window, bind->axis.keyboard_positive ) )
-               keyboard_value += 1.0f;
-
-         if( bind->axis.keyboard_negative != -1 )
-            if( glfwGetKey( vg.window, bind->axis.keyboard_negative ) )
-               keyboard_value -= 1.0f;
-
-         if( bind->axis.gamepad_axis != -1 )
-         {
-            gamepad_value = vg.gamepad.axes[ bind->axis.gamepad_axis ];
-            if( bind->axis.gamepad_inverted )
-               gamepad_value *= -1.0f;
-         }
-
-         if( fabsf(gamepad_value) <= 0.01f )
-            gamepad_value = 0.0f;
-
-         if( fabsf(keyboard_value) > fabsf(gamepad_value) )
-            bind->axis.value = keyboard_value;
-         else
-            bind->axis.value = gamepad_value;
-      }
-      else if( bind->type == k_input_type_axis_norm )
-      {
-         float value = -1.0f;
-         if( bind->axis.keyboard_positive != -1 )
-            if( glfwGetKey( vg.window, bind->axis.keyboard_positive ))
-               value = 1.0f;
-         
-         if( bind->axis.gamepad_axis != -1 )
-            value = vg_maxf( value, vg.gamepad.axes[bind->axis.gamepad_axis] );
-
-         bind->axis.value = value * 0.5f + 0.5f;
-      }
-   }
-}
-
-VG_STATIC int vg_console_enabled(void);
-VG_STATIC int vg_input_button_down( struct input_binding *bind )
-{
-   if( bind->button.value && !bind->button.prev )
-      return 1;
-   return 0;
-}
-#if 0
-
-VG_STATIC float vg_get_axis( const char *axis )
-{
-   return 0.0f;
-}
-
-
-VG_STATIC void vg_get_button_states( const char *name, int *cur, int *prev )
-{
-}
-
-VG_STATIC int vg_get_button( const char *button )
-{
-   return 0;
-}
-
-VG_STATIC int vg_get_button_down( const char *button )
-{
-   return 0;
-}
-
-VG_STATIC int vg_get_button_up( const char *button )
-{
-   return 0;
-}
-
-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;
-       if(vg_get_button( button )) return k_button_state_pressed;
-       return k_button_state_none;
-}
-#endif
-
-void vg_update_inputs(void)
-{
-   if( !glfwGetGamepadState( GLFW_JOYSTICK_1, &vg.gamepad) )
-   {
-      vg.gamepad_ready = 0;
-      vg.gamepad.axes[ GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER ] = -1.0f;
-      vg.gamepad.axes[ GLFW_GAMEPAD_AXIS_LEFT_TRIGGER  ] = -1.0f;
-   }
-
-   /* update all inputs */
-   vg_input_update( vg_named_input_count, vg_named_inputs );
-}
-
-VG_STATIC void vg_gamepad_init(void)
-{
-   vg_acquire_thread_sync();
-
-   vg_function_push( (struct vg_cmd)
-   {
-      .name = "bind",
-      .function = vg_rebind_input_cmd
-   });
-
-   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 );
-         
-         /* This path usually only gets chosen when starting outside of steam */
-         if( !strcmp(vg.gamepad_name, "Steam Controller") )
-            vg.gamepad_use_trackpad_look = 1;
-         
-         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