better input
authorhgn <hgodden00@gmail.com>
Sun, 6 Nov 2022 18:51:13 +0000 (18:51 +0000)
committerhgn <hgodden00@gmail.com>
Sun, 6 Nov 2022 18:51:13 +0000 (18:51 +0000)
src/vg/vg_input.h

index f7df7511b860b16c4c21ccea526ea2d94eacc0e9..19e1f36ce796725fe15a718f6e167df24e9b4732 100644 (file)
@@ -22,119 +22,409 @@ enum vg_button_state
        k_button_state_none = 0
 };
 
-/* TODO: Fix this... */
-enum EInputMode
-{
-       k_EInputMode_pc,
-       k_EInputMode_gamepad
-}
-vg_input_mode;
-
-VG_STATIC struct axis_binding
+VG_STATIC struct input_binding
 {
        const char *name;
-       union
-       {
-               int positive;
-               int bind;
-      int axis;
-       };
-       int negative;
-       
-       float value;
+
+   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_gamepad_axis,
+      k_input_type_gamepad_button
+   }
+   type;
+
+   union
+   {
+      struct input_axis
+      {
+         u32 gamepad_axis,
+             keyboard_positive,
+             keyboard_negative;
+
+         float value;
+      }
+      axis;
+
+      struct
+      {
+         u32 gamepad_id, keyboard_id;
+         int value, prev;
+      }
+      button;
+   };
+
+   int save_this;
 }
-vg_axis_binds[];
+vg_named_inputs[ 32 ];
+VG_STATIC u32 vg_named_input_count = 0;
 
-VG_STATIC struct button_binding
+VG_STATIC struct input_binding *vg_create_named_input( const char *name,
+                                                       enum input_type type )
 {
-       const char *name;
-       int bind;
-       
-       int value; int prev;
+   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;
+
+   return bind;
 }
-vg_button_binds[],
-vg_controller_binds[];
 
-#include "vg_config.h"
+VG_STATIC struct input_binding *vg_get_named_input( const char *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;
+   }
 
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wreturn-type"
+   return NULL;
+}
 
-VG_STATIC float vg_get_axis( const char *axis )
+struct input_en
 {
-       for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
-               if( !strcmp( axis, vg_axis_binds[i].name ) )
-                       return vg_axis_binds[i].value;
+   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_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}
+};
 
-VG_STATIC struct button_binding *vg_get_button_ptr( const char *button )
+VG_STATIC const char *vg_input_to_str( u32 input, enum input_type input_type )
 {
-       for( int i=0; i<vg_list_size(vg_button_binds); i ++ )
-               if( !strcmp(button,vg_button_binds[i].name) )
-                       return vg_button_binds + i;
+   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 struct button_binding *vg_get_button_ptr_c( const char *button )
+VG_STATIC enum input_type vg_str_to_input( const char *str, u32 *input )
 {
-       for( int i=0; i<vg_list_size(vg_controller_binds); i ++ )
-               if( !strcmp(button,vg_controller_binds[i].name) )
-                       return vg_controller_binds + i;
-   return NULL;
+   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;
 }
 
-#pragma GCC diagnostic pop
+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"}[ 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_STATIC int vg_console_enabled(void);
+      vg_info( "      keyboard_positive: %s\n",
+         vg_input_to_str(bind->axis.keyboard_positive, 
+                         k_input_type_keyboard_key ));
 
-VG_STATIC void vg_get_button_states( const char *name, int *cur, int *prev )
+      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));
+   }
+}
+
+/* 
+ * bind x jump 
+ * bind a -horizontal
+ * bind d +horizontal
+ */
+
+VG_STATIC int vg_rebind_input_cmd( int argc, const char *argv[] )
 {
-       struct button_binding *bind = vg_get_button_ptr( name ),
-                        *bindc = vg_get_button_ptr_c( name );
-   
-   *cur = 0; *prev = 0;
+   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;
+   }
+
+   if( strlen(argv[0]) == 0 )
+      return 0;
+
+   int axis_mod = 0;
+   if( (argv[0][0] == '-') || (argv[0][0] == '+') )
+      axis_mod = 1;
+
+   struct input_binding *bind = vg_get_named_input( argv[0]+axis_mod );
 
-   if( bind ) 
+   if( !bind )
    {
-      *cur |= bind->value;
-      *prev |= bind->prev;
+      vg_error( "There is no named input called %s\n", argv[0]+axis_mod );
+      return 0;
    }
 
-   if( bindc ) 
+   if( argc == 1 )
    {
-      *cur |= bindc->value;
-      *prev |= bindc->prev;
+      vg_print_binding_info( bind );
+      return 0;
+   }
+
+   if( argc == 2 )
+   {
+      u32 id;
+      enum input_type type = vg_str_to_input( argv[1], &id );
+
+      if( bind->type == k_input_type_button )
+      {
+         if( axis_mod )
+         {
+            vg_error( "Cannot use axis modifiers on button input!\n" );
+            return 0;
+         }
+
+         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", argv[1] );
+            return 0;
+         }
+      }
+      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( argv[0][0] == '+' )
+                  bind->axis.keyboard_positive = id;
+               else
+                  bind->axis.keyboard_negative = id;
+            }
+            else
+            {
+               vg_error( "You can only bind keyboard keys to +- axises\n" );
+               return 0;
+            }
+         }
+         else
+         {
+            if( type == k_input_type_gamepad_axis )
+               bind->axis.gamepad_axis = id;
+            else
+            {
+               vg_error( "You can only bind gamepad axises to this\n" );
+               return 0;
+            }
+         }
+      }
    }
+
+   return 0;
 }
 
-VG_STATIC int vg_get_button( const char *button )
+VG_STATIC void vg_input_update( u32 num, struct input_binding *binds )
 {
-   int cur, prev;
-   vg_get_button_states( button, &cur, &prev );
+   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( fabsf(gamepad_value) <= 0.01f )
+            gamepad_value = 0.0f;
 
-       return cur && !vg_console_enabled();
+         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_get_button_down( const char *button )
+VG_STATIC int vg_input_button_down( struct input_binding *bind )
 {
-   if( vg.engine_stage == k_engine_stage_update_fixed )
-      vg_fatal_exit_loop( "Cannot use that here\n" );
+   if( bind->button.value && !bind->button.prev )
+      return 1;
+   return 0;
+}
 
-   int cur, prev;
-   vg_get_button_states( button, &cur, &prev );
+VG_STATIC float vg_get_axis( const char *axis )
+{
+   return 0.0f;
+}
+
+VG_STATIC int vg_console_enabled(void);
 
-       return cur & (cur ^ prev) && !vg_console_enabled();
+VG_STATIC void vg_get_button_states( const char *name, int *cur, int *prev )
+{
 }
 
-VG_STATIC int vg_get_button_up( const char *button )
+VG_STATIC int vg_get_button( const char *button )
 {
-   if( vg.engine_stage == k_engine_stage_update_fixed )
-      vg_fatal_exit_loop( "Cannot use that here\n" );
+   return 0;
+}
 
-   int cur, prev;
-   vg_get_button_states( button, &cur, &prev );
+VG_STATIC int vg_get_button_down( const char *button )
+{
+   return 0;
+}
 
-       return prev & (cur ^ prev) && !vg_console_enabled();
+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 )
@@ -145,21 +435,6 @@ VG_STATIC enum vg_button_state vg_get_button_state( const char *button )
        return k_button_state_none;
 }
 
-VG_STATIC int key_is_keyboard( int const id )
-{
-       vg_static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, 
-         "GLFW: Mouse has too many buttons" );
-       return id > GLFW_MOUSE_BUTTON_LAST;
-}
-
-int get_button_cross_device( int const id )
-{
-       if( key_is_keyboard( id ) )
-               return glfwGetKey( vg.window, id );
-       else
-               return glfwGetMouseButton( vg.window, id ) == GLFW_PRESS;
-}
-
 void vg_update_inputs(void)
 {
    if( !glfwGetGamepadState( GLFW_JOYSTICK_1, &vg.gamepad) )
@@ -169,33 +444,20 @@ void vg_update_inputs(void)
       vg.gamepad.axes[ GLFW_GAMEPAD_AXIS_LEFT_TRIGGER  ] = -1.0f;
    }
 
-       /* Update button inputs */
-       for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
-       {
-               struct button_binding *binding = vg_button_binds + i;
-               binding->prev = binding->value;
-      binding->value = get_button_cross_device( binding->bind );
-       }
-
-   for( int i=0; i<vg_list_size( vg_controller_binds ); i++ )
-   {
-               struct button_binding *binding = vg_controller_binds + i;
-               binding->prev = binding->value;
-      binding->value = vg.gamepad.buttons[ binding->bind ];
-   }
-       
-       /* Update axis inputs */
-       for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
-       {
-               struct axis_binding *binding = vg_axis_binds + i;
-      binding->value = vg.gamepad.axes[ binding->bind ];
-       }
+   /* 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 ) )