Refactor, GLFW->SDL
[vg.git] / vg_input.h
diff --git a/vg_input.h b/vg_input.h
new file mode 100644 (file)
index 0000000..f97a41a
--- /dev/null
@@ -0,0 +1,617 @@
+/* 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
+};
+
+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
+      {
+         SDL_GameControllerAxis gamepad_axis;
+         SDL_Keycode            keyboard_positive,
+                                keyboard_negative;
+
+         int gamepad_inverted;
+         float value;
+      }
+      axis;
+
+      struct
+      {
+         SDL_GameControllerButton gamepad_id;
+         SDL_Keycode              keyboard_id;
+         int value, prev;
+      }
+      button;
+   };
+
+   int save_this;
+};
+
+struct
+{
+   const u8            *sdl_keys;
+   struct input_binding named_inputs[ 32 ];
+   u32                  named_input_count;
+
+   const char          *controller_name;
+   SDL_GameController  *controller_handle; /* null if unplugged */
+   SDL_JoystickID       controller_joystick_id;
+   int                  controller_should_use_trackpad_look;
+
+   float                controller_axises[ SDL_CONTROLLER_AXIS_MAX ];
+   int                  controller_buttons[ SDL_CONTROLLER_BUTTON_MAX ];
+}
+VG_STATIC vg_input;
+
+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_input.named_inputs[ vg_input.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_input.named_input_count; i++ )
+   {
+      struct input_binding *bind = &vg_input.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", SDLK_SPACE},
+ {k_input_type_keyboard_key, ";", SDLK_SEMICOLON},
+ {k_input_type_keyboard_key, "-", SDLK_MINUS},
+ {k_input_type_keyboard_key, ".", SDLK_PERIOD},
+ {k_input_type_keyboard_key, ",", SDLK_COMMA},
+ {k_input_type_keyboard_key, "=", SDLK_EQUALS},
+ {k_input_type_keyboard_key, "[", SDLK_LEFTBRACKET},
+ {k_input_type_keyboard_key, "]", SDLK_RIGHTBRACKET},
+ {k_input_type_keyboard_key, "left", SDLK_LEFT},
+ {k_input_type_keyboard_key, "right", SDLK_RIGHT},
+ {k_input_type_keyboard_key, "up", SDLK_UP},
+ {k_input_type_keyboard_key, "down", SDLK_DOWN},
+ {k_input_type_keyboard_key, "shift", SDLK_LSHIFT},
+ {k_input_type_keyboard_key, "control", SDLK_LCTRL},
+ {k_input_type_keyboard_key, "\2enter", SDLK_RETURN},
+ {k_input_type_keyboard_key, "\2escape", SDLK_ESCAPE },
+ {k_input_type_gamepad_axis, "gp-lt",  SDL_CONTROLLER_AXIS_TRIGGERLEFT},
+ {k_input_type_gamepad_axis, "gp-rt", SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
+ {k_input_type_gamepad_axis, "gp-ls-h", SDL_CONTROLLER_AXIS_LEFTX},
+ {k_input_type_gamepad_axis, "gp-ls-v", SDL_CONTROLLER_AXIS_LEFTY},
+ {k_input_type_gamepad_axis, "gp-rs-h", SDL_CONTROLLER_AXIS_RIGHTX},
+ {k_input_type_gamepad_axis, "gp-rs-v", SDL_CONTROLLER_AXIS_RIGHTY},
+ {k_input_type_gamepad_button, "gp-a", SDL_CONTROLLER_BUTTON_A},
+ {k_input_type_gamepad_button, "gp-b", SDL_CONTROLLER_BUTTON_B},
+ {k_input_type_gamepad_button, "gp-x", SDL_CONTROLLER_BUTTON_X},
+ {k_input_type_gamepad_button, "gp-y", SDL_CONTROLLER_BUTTON_Y},
+ {k_input_type_gamepad_button, "gp-rb", SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
+ {k_input_type_gamepad_button, "gp-lb", SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
+ {k_input_type_gamepad_button, "gp-rs", SDL_CONTROLLER_BUTTON_RIGHTSTICK},
+ {k_input_type_gamepad_button, "gp-ls", SDL_CONTROLLER_BUTTON_LEFTSTICK},
+ {k_input_type_gamepad_button, "gp-dpad-down", SDL_CONTROLLER_BUTTON_DPAD_DOWN},
+ {k_input_type_gamepad_button, "gp-dpad-left", SDL_CONTROLLER_BUTTON_DPAD_LEFT},
+ {k_input_type_gamepad_button,"gp-dpad-right",SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
+ {k_input_type_gamepad_button, "gp-dpad-up", SDL_CONTROLLER_BUTTON_DPAD_UP},
+ {k_input_type_gamepad_button, "\2gp-menu", SDL_CONTROLLER_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 >= SDLK_a) && (input <= SDLK_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-SDLK_a)*2];
+      }
+
+      if( (input >= SDLK_0) && (input <= SDLK_9) )
+      {
+         return &"0\0" "1\0" "2\0" "3\0" "4\0" 
+                 "5\0" "6\0" "7\0" "8\0" "9\0"[(input-SDLK_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 = SDLK_a + (uch-(u8)'a');
+         return k_input_type_keyboard_key;
+      }
+
+      if( (uch >= (u8)'0') && (uch <= (u8)'9') )
+      {
+         *input = SDLK_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 u8 vg_getkey( SDL_Keycode kc )
+{
+   SDL_Scancode sc = SDL_GetScancodeFromKey( kc );
+   return vg_input.sdl_keys[sc];
+}
+
+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_input.controller_buttons[ bind->button.gamepad_id ];
+
+         if( bind->button.keyboard_id != -1 )
+            bind->button.value |= vg_getkey( 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( vg_getkey( bind->axis.keyboard_positive ) )
+               keyboard_value += 1.0f;
+
+         if( bind->axis.keyboard_negative != -1 )
+            if( vg_getkey( bind->axis.keyboard_negative ) )
+               keyboard_value -= 1.0f;
+
+         if( bind->axis.gamepad_axis != -1 )
+         {
+            gamepad_value = 
+               vg_input.controller_axises[ 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 = 0.0f;
+         if( bind->axis.keyboard_positive != -1 )
+            if( vg_getkey( bind->axis.keyboard_positive ))
+               value = 1.0f;
+         
+         if( bind->axis.gamepad_axis != -1 )
+            value = vg_maxf( value, 
+                  vg_input.controller_axises[bind->axis.gamepad_axis] );
+
+         bind->axis.value = value;
+      }
+   }
+}
+
+VG_STATIC void vg_input_controller_event( SDL_Event *ev )
+{
+   if( ev->type == SDL_CONTROLLERAXISMOTION )
+   {
+      if( ev->caxis.which == vg_input.controller_joystick_id )
+      {
+         vg_input.controller_axises[ ev->caxis.axis ] = 
+            (float)ev->caxis.value / 32767.0f;
+      }
+   }
+   else if( ev->type == SDL_CONTROLLERBUTTONDOWN )
+   {
+      if( ev->cbutton.which == vg_input.controller_joystick_id )
+         vg_input.controller_buttons[ ev->cbutton.button ] = 1;
+   }
+   else if( ev->type == SDL_CONTROLLERBUTTONUP )
+   {
+      if( ev->cbutton.which == vg_input.controller_joystick_id )
+         vg_input.controller_buttons[ ev->cbutton.button ] = 0;
+   }
+}
+
+VG_STATIC void vg_try_attach_controller(void)
+{
+   int joy_count = SDL_NumJoysticks();
+   for( int i=0; i<joy_count; i++ ) 
+   {
+      if( SDL_IsGameController(i) ) 
+      {
+         vg_input.controller_handle = SDL_GameControllerOpen(i);
+         vg_input.controller_joystick_id = i;
+         vg_success( "Attached game controller with joystick ID %d\n", i );
+         return;
+      }
+   }
+}
+
+
+VG_STATIC void vg_update_inputs(void)
+{
+   vg_input.sdl_keys = SDL_GetKeyboardState(NULL);
+
+   if( vg_input.controller_handle )
+   {
+      if( !SDL_GameControllerGetAttached( vg_input.controller_handle ) )
+      {
+         SDL_GameControllerClose( vg_input.controller_handle );
+         vg_input.controller_handle = NULL;
+      }
+   }
+
+   if( !vg_input.controller_handle )
+   {
+      vg_input.controller_axises[ SDL_CONTROLLER_AXIS_TRIGGERLEFT ] = -1.0f;
+      vg_input.controller_axises[ SDL_CONTROLLER_AXIS_TRIGGERRIGHT ] = -1.0f;
+      vg_try_attach_controller();
+   }
+
+   /* update all inputs */
+   vg_input_update( vg_input.named_input_count, vg_input.named_inputs );
+}
+
+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;
+}
+
+VG_STATIC void vg_input_init(void)
+{
+   vg_acquire_thread_sync();
+
+   vg_function_push( (struct vg_cmd)
+   {
+      .name = "bind",
+      .function = vg_rebind_input_cmd
+   });
+
+   vg_info( "Checking for controller\n" );
+   SDL_GameControllerAddMappingsFromFile( "gamecontrollerdb.txt" );
+   
+   int joy_count = SDL_NumJoysticks();
+   for( int i=0; i<joy_count; i++ ) 
+   {
+      vg_info( "joystick %d: %s [gamecontroller: %d]\n", 
+            i, SDL_JoystickNameForIndex( i ),
+            SDL_IsGameController(i) );
+   }
+
+   vg_try_attach_controller();
+
+   vg_input.controller_axises[ SDL_CONTROLLER_AXIS_TRIGGERLEFT ] = -1.0f;
+   vg_input.controller_axises[ SDL_CONTROLLER_AXIS_TRIGGERRIGHT ] = -1.0f;
+
+   vg_release_thread_sync();
+}
+
+VG_STATIC void vg_input_free(void *_)
+{
+   if( vg_input.controller_handle )
+   {
+      SDL_GameControllerClose( vg_input.controller_handle );
+      vg_input.controller_handle = NULL;
+   }
+}
+
+#endif