-static vg_input = { .active_controller_index = -2 };
-
-static u8 vg_getkey( SDL_Keycode kc )
-{
- SDL_Scancode sc = SDL_GetScancodeFromKey( kc );
- return vg_input.sdl_keys[sc];
-}
-
-/*
- * takes SDL device index, and tries to open that on any free channel
- */
-static int vg_open_gamecontroller( Sint32 index )
-{
- struct vg_controller *controller = NULL;
- int vg_id = 0;
- const char *name = SDL_GameControllerNameForIndex( index );
- SDL_JoystickID instance_id = SDL_JoystickGetDeviceInstanceID( index );
-
- if( instance_id == -1 ){
- vg_error( ". Invalid device index (vg_open_gamecontroller)\n" );
- return -1;
- }
-
- for( int j=0; j<VG_MAX_CONTROLLERS; j++ ){
- struct vg_controller *esta = &vg_input.controllers[j];
-
- if( esta->handle ){
- if( esta->instance_id == instance_id ){
- vg_warn( " . SDL_JoystickID[%d] is already in open at index #%d\n",
- esta->instance_id, j );
- return -1;
- }
- }
- else{
- if( !controller ){
- controller = &vg_input.controllers[j];
- vg_id = j;
- }
- }
- }
-
- if( controller ){
- controller->handle = SDL_GameControllerOpen( index );
- controller->instance_id = instance_id;
-
- if( controller->handle ){
- vg_success(
- " . opened SDL_JoystickID[%d] as controller '%s' at index #%d\n",
- instance_id, name, vg_id );
-
- for( u32 i=0; i< SDL_CONTROLLER_BUTTON_MAX; i++ )
- controller->buttons[i] = 0;
-
- for( u32 i=0; i< SDL_CONTROLLER_AXIS_MAX; i++ )
- controller->axises[i] = 0.0f;
-
- if( vg_input.active_controller_index == -2 ){
- vg_input.active_controller_index = vg_id;
- vg_input.display_input_method = k_input_method_controller;
- vg_input.display_input_type =
- SDL_GameControllerGetType( controller->handle );
- }
-
- return vg_id;
- }
- else{
- vg_error( ". Failed to attach game controller '%s'. Reason: %s\n",
- name, SDL_GetError() );
- return -1;
- }
- }
- else{
- vg_error( ". Too many controllers open! ignoring '%s'\n", name );
- return -1;
- }
-}
-
-static void vg_input_device_event( SDL_Event *ev )
-{
- if( ev->type == SDL_CONTROLLERDEVICEADDED ){
- int is_controller = SDL_IsGameController( ev->cdevice.which );
- const char *name = SDL_JoystickNameForIndex( ev->cdevice.which );
-
- Sint32 index = ev->cdevice.which;
- SDL_JoystickID instance_id = SDL_JoystickGetDeviceInstanceID( index );
- vg_info( "SDL_CONTROLLERDEVICEADDED | device index: %d, name: '%s'\n",
- index, name );
-
- if( is_controller ){
- vg_open_gamecontroller( index );
- }
- }
- else if( ev->type == SDL_CONTROLLERDEVICEREMOVED ){
- vg_info( "SDL_CONTROLLERDEVICEREMOVED | instance_id: %d\n",
- ev->cdevice.which );
-
- for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
- struct vg_controller *controller = &vg_input.controllers[i];
-
- if( controller->handle ){
- if( controller->instance_id == ev->cdevice.which ){
- vg_info( " . closing controller at index #%d\n", i );
- SDL_GameControllerClose( controller->handle );
- controller->handle = NULL;
- controller->instance_id = -1;
-
- if( vg_input.active_controller_index == i ){
- vg_input.active_controller_index = -1;
- vg_input.display_input_method = k_input_method_kbm;
- vg_info( "display_input: k_input_method_kbm\n" );
- }
- break;
- }
- }
- }
- }
-}
-
-static void vg_input_controller_event( SDL_Event *ev )
-{
- if( ev->type == SDL_CONTROLLERAXISMOTION ){
- for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
- struct vg_controller *esta = &vg_input.controllers[i];
-
- if( ev->caxis.which == esta->instance_id ){
- float value = (float)ev->caxis.value / 32767.0f;
-
- if( ev->caxis.axis == SDL_CONTROLLER_AXIS_LEFTX ||
- ev->caxis.axis == SDL_CONTROLLER_AXIS_LEFTY ||
- ev->caxis.axis == SDL_CONTROLLER_AXIS_RIGHTX ||
- ev->caxis.axis == SDL_CONTROLLER_AXIS_RIGHTY )
- {
- float deadz = vg_clampf( controller_deadzone, 0.0f, 0.999f ),
- high = vg_maxf( 0.0f, fabsf(value) - deadz );
-
- value = vg_signf(value) * (high / (1.0f-deadz));
- }
-
- esta->axises[ ev->caxis.axis ] = value;
- break;
- }
- }
- }
- else if( ev->type == SDL_CONTROLLERBUTTONDOWN ){
- struct vg_controller *active = NULL;
-
- if( vg_input.active_controller_index >= 0 )
- active = &vg_input.controllers[vg_input.active_controller_index];
-
- if( !active || (ev->cbutton.which != active->instance_id) ){
- active = NULL;
- vg_input.active_controller_index = -1;
- vg_input.display_input_method = k_input_method_kbm;
-
- for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
- if( vg_input.controllers[i].instance_id == ev->cbutton.which ){
- active = &vg_input.controllers[i];
- vg_input.active_controller_index = i;
- vg_input.display_input_type =
- SDL_GameControllerGetType(active->handle);
- break;
- }
- }
-
- if( active ){
- vg_info( "Switching active controller index to #%d\n",
- vg_input.active_controller_index );
- }
- else{
- vg_error( "Input out of range (SDL_JoystickID#%d)\n",
- ev->cbutton.which );
- }
- }
-
- if( active ){
- if( vg_input.display_input_method != k_input_method_controller ){
- vg_input.display_input_method = k_input_method_controller;
- vg_info( "display_input: k_input_method_controller\n" );
- }
- active->buttons[ ev->cbutton.button ] = 1;
- }
- }
- else if( ev->type == SDL_CONTROLLERBUTTONUP ){
- for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
- struct vg_controller *esta = &vg_input.controllers[i];
-
- if( ev->cbutton.which == esta->instance_id ){
- esta->buttons[ ev->cbutton.button ] = 0;
- break;
- }
- }
- }
-}
-
-static void vg_process_inputs(void)
-{
- int count;
- vg_input.sdl_keys = SDL_GetKeyboardState( &count );
- vg_input.sdl_mouse = SDL_GetMouseState(NULL,NULL);
-
- if( vg_input.display_input_method != k_input_method_kbm ){
- /* check for giving keyboard priority */
- for( int i=0; i<count; i++ ){
- if( vg_input.sdl_keys[i] ){
- vg_input.display_input_method = k_input_method_kbm;
- vg_info( "display_input: k_input_method_kbm (keyboard %d)\n", i );
- break;
- }
- }
-
- /* check for giving mouse priority */
- if( vg_input.sdl_mouse &
- (SDL_BUTTON(SDL_BUTTON_LEFT)|SDL_BUTTON(SDL_BUTTON_RIGHT)|
- SDL_BUTTON(SDL_BUTTON_MIDDLE)) )
- {
- vg_input.display_input_method = k_input_method_kbm;
- vg_info( "display_input: k_input_method_kbm (mouse)\n" );
- }
- }
-}
-
-static void async_vg_input_init( void *payload, u32 size )
-{
- VG_VAR_F32( controller_deadzone, flags=VG_VAR_PERSISTENT );
-
- vg_info( "Checking for controllers\n" );
- SDL_GameControllerAddMappingsFromFile( "gamecontrollerdb.txt" );
-
- int joy_count = SDL_NumJoysticks();
- for( int i=0; i<joy_count; i++ ) {
- const char *name = SDL_JoystickNameForIndex( i );
- int is_controller = SDL_IsGameController(i);
-
- vg_info( "%d: %s [controller: %d]\n", i, name, is_controller );
-
- if( is_controller ){
- vg_open_gamecontroller( i );
- }
- }
-}
-
-static void vg_input_init(void)
-{
- vg_async_call( async_vg_input_init, NULL, 0 );
-}
-
-static void vg_input_free(void)
-{
- for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
- struct vg_controller *controller = &vg_input.controllers[i];
-
- if( controller->handle ){
- SDL_GameControllerClose( controller->handle );
- controller->handle = NULL;
- }
- }
-}
-
-struct vg_controller *vg_active_controller(void){
- if( vg_input.active_controller_index >= 0 )
- return &vg_input.controllers[vg_input.active_controller_index];
- else
- return NULL;
-}
-
-static u8 vg_controller_button( SDL_GameControllerButton button ){
- struct vg_controller *c = vg_active_controller();
- if( c ) return c->buttons[ button ];
- else return 0;
-}
-
-static f32 vg_controller_axis( SDL_GameControllerAxis axis ){
- struct vg_controller *c = vg_active_controller();
- if( c ) return c->axises[ axis ];
- else return 0;
-}
-
-static void vg_input_apply_to_u8( vg_input_op mode, u8 data, u8 *inout_result ){
- if ( mode == vg_mode_absmax ) *inout_result |= data;
- else if( mode == vg_mode_mul ) *inout_result &= data;
- else vg_fatal_error( "mode not supported for destination type (%d)", mode );
-}
-
-static void vg_input_apply_to_f32( vg_input_op mode, f32 data,
- f32 *inout_result ){
- if ( mode == vg_mode_absmax ){
- if( fabsf(data) > fabsf(*inout_result) )
- *inout_result = data;
- }
- else if( mode == vg_mode_max ) *inout_result = vg_maxf(*inout_result,data);
- else if( mode == vg_mode_mul ) *inout_result *= (f32)data;
- else if( mode == vg_mode_sub ) *inout_result -= (f32)data;
- else if( mode == vg_mode_add ) *inout_result += (f32)data;
- else vg_fatal_error( "mode not supported for destination type (%d)", mode );
-}
-
-/*
- * Run an input program. out_result must point to memory with sufficient
- * storage respective to the size set by type.
- */
-static void vg_exec_input_program( enum vg_input_type type, vg_input_op *ops,
- void *out_result ){
- u8 *out_button = NULL;
- f32 *out_joy = NULL;
-
- if( type == k_vg_input_type_button_u8 ){
- out_button = out_result;
- *out_button = 0;
- }
- else if( type == k_vg_input_type_axis_f32 ){
- out_joy = out_result;
- out_joy[0] = 0.0f;
- }
- else if( type == k_vg_input_type_joy_v2f ){
- out_joy = out_result;
- out_joy[0] = 0.0f;
- out_joy[1] = 0.0f;
- }
-
- /* computer state */
- vg_input_op mode = vg_mode_absmax;
- u32 pc = 0, index = 0;
-
-next_code:;
- vg_input_op op = ops[ pc ++ ];
-
- if( (op >= vg_mode_mul) && (op <= vg_mode_max) )
- mode = op;
- else if( (op == vg_keyboard) || (op == vg_mouse) || (op == vg_joy_button) ){
- u8 state = 0;
-
- if( op == vg_keyboard )
- state = vg_getkey(ops[pc ++]);
- else if( op == vg_mouse )
- state = (vg_input.sdl_mouse & SDL_BUTTON(ops[pc ++]))?1:0;
- else
- state = vg_controller_button(ops[pc ++]);
-
- if( type == k_vg_input_type_button_u8 )
- vg_input_apply_to_u8( mode, state, out_button );
- else
- vg_input_apply_to_f32( mode, (f32)state, &out_joy[index] );
- }
- else if( op == vg_joy_axis ){
- f32 state = vg_controller_axis( ops[pc ++] );
- if( type == k_vg_input_type_button_u8 )
- vg_input_apply_to_u8( mode, state>0.5f?1:0, out_button );
- else
- vg_input_apply_to_f32( mode, state, &out_joy[index] );
- }
- else if( (op == vg_joy_ls) || (op == vg_joy_rs) ){
- if( type == k_vg_input_type_joy_v2f ){
- vg_input_apply_to_f32( mode,
- vg_controller_axis( op==vg_joy_ls? SDL_CONTROLLER_AXIS_LEFTX:
- SDL_CONTROLLER_AXIS_RIGHTX),
- &out_joy[0] );
- vg_input_apply_to_f32( mode,
- vg_controller_axis( op==vg_joy_ls? SDL_CONTROLLER_AXIS_LEFTY:
- SDL_CONTROLLER_AXIS_RIGHTY),
- &out_joy[1] );
- }
- }
- else if( op == vg_index )
- index = ops[pc ++];
- else if( op == vg_end )
- return;
- else if( op == vg_normalize )
- v2_normalize( out_joy );
- else if( op == vg_gui_visible )
- pc ++;
- else
- vg_fatal_error( "unknown op\n" );
-
- goto next_code;
-}
-
-/*
- * Get vendor specific button glyphs based on SDL button ID
- */
-static const char *controller_button_str( SDL_GameControllerButton button ){
- static const char *controller_glyphs[ SDL_CONTROLLER_BUTTON_MAX ][2] = {
- /* xbox/generic playstation */
- [ SDL_CONTROLLER_BUTTON_A ] = { "\x1e\x85","\x1e\x82" },
- [ SDL_CONTROLLER_BUTTON_B ] = { "\x1e\x86","\x1e\x81" },
- [ SDL_CONTROLLER_BUTTON_X ] = { "\x1e\x83","\x1e\x7f" },
- [ SDL_CONTROLLER_BUTTON_Y ] = { "\x1e\x84","\x1e\x80" },
- [ SDL_CONTROLLER_BUTTON_LEFTSTICK ] = { "\x87", "\x87" },
- [ SDL_CONTROLLER_BUTTON_RIGHTSTICK ] = { "\x8b", "\x8b" },
- [ SDL_CONTROLLER_BUTTON_LEFTSHOULDER ] = { "\x91", "\x91" },
- [ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ]= { "\x92", "\x92" },
- [ SDL_CONTROLLER_BUTTON_DPAD_LEFT ] = { "\x1e\x93","\x1e\x93" },
- [ SDL_CONTROLLER_BUTTON_DPAD_UP ] = { "\x1e\x94","\x1e\x94" },
- [ SDL_CONTROLLER_BUTTON_DPAD_RIGHT ] = { "\x1e\x95","\x1e\x95" },
- [ SDL_CONTROLLER_BUTTON_DPAD_DOWN ] = { "\x1e\x96","\x1e\x96" },
- [ SDL_CONTROLLER_BUTTON_GUIDE ] = { "\x91", "\x91" },
- };
-
- if( vg_input.display_input_type == SDL_CONTROLLER_TYPE_PS3 ||
- vg_input.display_input_type == SDL_CONTROLLER_TYPE_PS4 ||
- vg_input.display_input_type == SDL_CONTROLLER_TYPE_PS5 )
- {
- return controller_glyphs[ button ][ 1 ];
- }
- else if( vg_input.display_input_type ==
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO ||
- vg_input.display_input_type ==
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ||
- vg_input.display_input_type ==
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR ||
- vg_input.display_input_type ==
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT )
- {
- return NULL;
- }
- else
- return controller_glyphs[ button ][ 0 ];
-}
-
-/*
- * Cat keyboard key string. special_glyphs include SR glyphs
- */
-static void vg_keyboard_key_string( vg_str *str, u32 key, int special_glyphs ){
- if( (key >= SDLK_a) && (key <= SDLK_z) ){
- key = (key-SDLK_a)+(u32)'A';
-
- if( special_glyphs ){
- vg_strcatch( str, '\x1f' );
- vg_strcatch( str, key );
- vg_strcatch( str, ' ' );
- }
- else
- vg_strcatch( str, key );
- }
- else if( (key == SDLK_LSHIFT) || (key == SDLK_RSHIFT) )
- vg_strcat( str, special_glyphs? "\x9e": "shift" );
- else if( (key == SDLK_LCTRL) || (key == SDLK_RCTRL) )
- vg_strcat( str, special_glyphs? "\x9f": "ctrl" );
- else if( (key == SDLK_LALT) || (key == SDLK_RALT) )
- vg_strcat( str, special_glyphs? "\xa0": "alt" );
- else if( key == SDLK_SPACE )
- vg_strcat( str, special_glyphs? "\xa1": "space" );
- else if( (key == SDLK_RETURN) || (key == SDLK_RETURN2) )
- vg_strcat( str, special_glyphs? "\xa2": "return" );
- else if( key == SDLK_ESCAPE )
- vg_strcat( str, special_glyphs? "\xa3": "escape" );
- else if( key == SDLK_RIGHT )
- vg_strcat( str, special_glyphs? "\x1f\x95 ": "right" );
- else if( key == SDLK_LEFT )
- vg_strcat( str, special_glyphs? "\x1f\x93 ": "left" );
- else if( key == SDLK_UP )
- vg_strcat( str, special_glyphs? "\x1f\x94 ": "up" );
- else if( key == SDLK_DOWN )
- vg_strcat( str, special_glyphs? "\x1f\x96 ": "down" );
- else {
- vg_strcat( str, "keyboard key #" );
- vg_strcati32( str, key );
- }
-}
-
-/*
- * Cat mouse button string. special_glyphs include SR glyphs
- */
-static void vg_mouse_button_string( vg_str *str, u32 button,
- int special_glyphs ){
- if ( button == SDL_BUTTON_LEFT )
- vg_strcat( str, special_glyphs? "\x99": "left mouse" );
- else if( button == SDL_BUTTON_RIGHT )
- vg_strcat( str, special_glyphs? "\x9a": "right mouse" );
- else if( button == SDL_BUTTON_MIDDLE )
- vg_strcat( str, special_glyphs? "\x9c": "middle mouse" );
- else{
- vg_strcat( str, "mouse button #" );
- vg_strcati32( str, button );
- }
-}
-
-/*
- * Cat string represeinting single axis
- */
-static void vg_joy_axis_string( vg_str *str,
- SDL_GameControllerAxis axis, int special_glyphs ){
- if( axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT )
- vg_strcat( str, special_glyphs?"\x8f":"left trigger" );
- else if( axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT )
- vg_strcat( str, special_glyphs?"\x90":"right trigger" );
- else if( axis == SDL_CONTROLLER_AXIS_LEFTX )
- vg_strcat( str, special_glyphs?"\x88":"left stick horizontal" );
- else if( axis == SDL_CONTROLLER_AXIS_LEFTY )
- vg_strcat( str, special_glyphs?"\x89":"left stick vertical" );
- else if( axis == SDL_CONTROLLER_AXIS_RIGHTX )
- vg_strcat( str, special_glyphs?"\x8c":"right stick horizontal" );
- else if( axis == SDL_CONTROLLER_AXIS_RIGHTY )
- vg_strcat( str, special_glyphs?"\x8d":"right stick vertical" );
- else{
- vg_strcat( str, "axis " );
- vg_strcati32( str, axis );
- }
-}
-
-/*
- * Cat string represeinting whole joystick
- */
-static void vg_joy_string( vg_str *str, vg_input_op op, int special_glyphs ){
- if( op == vg_joy_ls )
- vg_strcat( str, special_glyphs? "\x87": "left stick" );
- else
- vg_strcat( str, special_glyphs? "\x8b": "right stick" );
-}
-
-/*
- * Convert an input program into a readable string
- */
-static void vg_input_string( vg_str *str, vg_input_op *ops, int glyphs ){
- u32 pc = 0;
- int applicable = 0, visible = 1;
-
-next_code:;
- vg_input_op op = ops[ pc ++ ];
-
- if( (op == vg_keyboard) || (op == vg_mouse) ){
- if( (vg_input.display_input_method == k_input_method_kbm) && visible ){
- applicable = 1;
-
- if( op == vg_keyboard )
- vg_keyboard_key_string( str, ops[pc], glyphs );
- else
- vg_mouse_button_string( str, ops[pc], glyphs );
- }
- else applicable = 0;
- pc ++;
- }
- else if( (op == vg_joy_button) || (op == vg_joy_axis) ){
- if( (vg_input.display_input_method == k_input_method_controller)
- && visible ){
- applicable = 1;
-
- if( op == vg_joy_button )
- vg_strcat( str, controller_button_str(ops[pc]) );
- else
- vg_joy_axis_string( str, ops[pc], glyphs );
- }
- else applicable = 0;
- pc ++;
- }
- else if( (op == vg_joy_ls) || (op == vg_joy_rs) ){
- if( (vg_input.display_input_method == k_input_method_controller)
- && visible ){
- applicable = 1;
- vg_joy_string( str, op, glyphs );
- }
- else applicable = 0;
- }
- else if( op == vg_mode_mul ){
- if( applicable && visible )
- vg_strcat( str, " + " );
- }
- else if( op == vg_index )
- pc ++;
- else if( op == vg_gui_visible )
- visible = ops[pc++];
- else if( op == vg_end )
- return;
-
- goto next_code;
-}
-
-#endif