-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_info( " mouse_id: %s\n",
- vg_input_to_str(bind->button.mouse_id,
- k_input_type_mouse_button));
- }
-}
-
-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_mouse_button )
- bind->button.mouse_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 jump x
- * bind -horizontal a
- * bind +horizontal d
- * bind horizontal -gp-ls-h
- */
-
-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_rebind_input_cmd_poll( int argc, const char *argv[] )
-{
- if( argc == 0 )
- return;
-
- const char *str_bind_name = argv[0];
-
- if( argc == 1 ){
- for( u32 i=0; i<vg_input.named_input_count; i++ ){
- struct input_binding *bind = &vg_input.named_inputs[i];
- console_suggest_score_text( bind->name, argv[argc-1], 0 );
- }
- }
- else if( argc == 2 ){
- for( int i=0; i<vg_list_size(vg_all_bindable_inputs); i++ ){
- struct input_en *desc = &vg_all_bindable_inputs[i];
- console_suggest_score_text( desc->alias, argv[argc-1], 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 );
- }
-
- if( bind->button.mouse_id != -1 ){
- if( SDL_GetMouseState(NULL, NULL) &
- SDL_BUTTON( bind->button.mouse_id ) )
- bind->button.value |= 1;
- }
- }
- 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;
- }
-
- float deadz = vg_clampf( controller_deadzone, 0.0f, 0.999f ),
- high = vg_maxf( 0.0f, fabsf(gamepad_value) - deadz ),
- norm = high / (1.0f-deadz);
-
- gamepad_value = vg_signf( gamepad_value ) * norm;
-
- 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 async_vg_input_init( void *payload, u32 size )
-{
- vg_console_reg_cmd( "bind", vg_rebind_input_cmd, vg_rebind_input_cmd_poll );
-
- VG_VAR_F32( controller_deadzone, flags=VG_VAR_PERSISTENT );
- 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_STATIC void vg_input_init(void)
-{
- vg_async_call( async_vg_input_init, NULL, 0 );
-}
-
-VG_STATIC void vg_input_free(void)
-{
- if( vg_input.controller_handle ){
- SDL_GameControllerClose( vg_input.controller_handle );
- vg_input.controller_handle = NULL;
- }
-}