X-Git-Url: https://harrygodden.com/git/?p=vg.git;a=blobdiff_plain;f=vg_input.h;h=d8e398cf8d9edd9e8c995445913307ea1b811a59;hp=af0ac6882d9ff285cdbe6e95ba91d71a930553a8;hb=HEAD;hpb=0aea2ef68a5ed32fc940673402a1b4b67f38d4d3 diff --git a/vg_input.h b/vg_input.h index af0ac68..1636e07 100644 --- a/vg_input.h +++ b/vg_input.h @@ -1,677 +1,93 @@ -/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */ -#ifndef VG_INPUT_H -#define VG_INPUT_H +#pragma once -#include "common.h" -#include "vg/vg_loader.h" +/* Copyright (C) 2021-2024 Harry Godden (hgn) - All Rights Reserved */ +#define VG_MAX_CONTROLLERS 4 -VG_STATIC inline float vg_get_axis( const char *axis ); -VG_STATIC inline int vg_get_button( const char *button ); +#include "vg_platform.h" -/* - * 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 ); +extern f32 controller_deadzone; -VG_STATIC float g_controller_deadzone = 0.05f; +typedef u32 vg_input_op; +typedef vg_input_op *vg_input_program; -enum vg_button_state +enum vg_input_type { - k_button_state_down = 1, - k_button_state_up = 3, - k_button_state_pressed = 2, - k_button_state_none = 0 + k_vg_input_type_button_u8, + k_vg_input_type_axis_f32, + k_vg_input_type_joy_v2f }; -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 mouse_id; - int value, prev; - } - button; - }; - - int save_this; +enum vg_input_op +{ + /* data source */ + vg_keyboard, + vg_mouse, + vg_joy_button, + vg_joy_axis, + vg_joy_ls, + vg_joy_rs, + + /* modes */ + vg_mode_mul, + vg_mode_sub, + vg_mode_add, + vg_mode_absmax, + vg_mode_max, + + /* control */ + vg_index, + vg_end, + vg_gui_visible, + + /* math */ + vg_normalize }; -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; - bind->button.mouse_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; - bind->button.mouse_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; iname, 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}, - - {k_input_type_mouse_button, "mouse1", SDL_BUTTON_LEFT }, - {k_input_type_mouse_button, "mouse2", SDL_BUTTON_RIGHT } -}; - -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; itype == 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; ialias, 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; iname, argv[argc-1], 0 ); - } - } - - else if( argc == 2 ) - { - for( int i=0; ialias, 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; itype == k_input_type_button ) - { - bind->button.prev = bind->button.value; - bind->button.value = 0; - } - } - - return; - } - - for( i32 i=0; itype == 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( g_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; ibutton.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, - .poll_suggest = vg_rebind_input_cmd_poll - }); - - vg_var_push( (struct vg_var){ - .name = "controller_deadzone", - .data = &g_controller_deadzone, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 1 - }); - - vg_info( "Checking for controller\n" ); - SDL_GameControllerAddMappingsFromFile( "gamecontrollerdb.txt" ); - - int joy_count = SDL_NumJoysticks(); - for( int i=0; i