Initial commit
This commit is contained in:
389
input/input.jai
Normal file
389
input/input.jai
Normal file
@@ -0,0 +1,389 @@
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#load "sdl_input.jai";
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LEFT_STICK_DEADZONE :: 0.239;
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RIGHT_STICK_DEADZONE :: 0.265;
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Key_Flags :: enum_flags u8 {
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NONE :: 0;
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DOWN :: 1;
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START :: 2;
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END :: 4;
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EATEN :: 8;
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}
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Key_Code :: enum {
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INVALID :: 0;
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A;
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B;
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C;
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D;
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E;
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F;
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G;
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H;
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I;
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J;
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K;
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L;
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M;
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N;
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O;
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P;
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Q;
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R;
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S;
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T;
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U;
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V;
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W;
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X;
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Y;
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Z;
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ZERO;
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ONE;
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TWO;
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THREE;
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FOUR;
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FIVE;
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SIX;
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SEVEN;
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EIGHT;
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NINE;
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F1;
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F2;
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F3;
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F4;
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F5;
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F6;
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F7;
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F8;
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F9;
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F10;
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F11;
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F12;
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SPACE;
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BACKSPACE;
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RETURN;
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TAB;
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SHIFT;
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CTRL;
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ALT;
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DELETE;
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TILDE;
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ESCAPE;
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LEFT;
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RIGHT;
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UP;
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DOWN;
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MOUSE_LEFT;
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MOUSE_RIGHT;
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KEYS_MAX;
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}
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Gamepad_Button :: enum {
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SPECIAL_BOTTOM;
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SPECIAL_TOP;
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SPECIAL_LEFT;
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SPECIAL_RIGHT;
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LEFT_STICK_LEFT;
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LEFT_STICK_RIGHT;
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LEFT_STICK_UP;
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LEFT_STICK_DOWN;
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LEFT_STICK_BUTTON;
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RIGHT_STICK_BUTTON;
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DPAD_LEFT;
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DPAD_RIGHT;
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DPAD_UP;
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DPAD_DOWN;
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LEFT_BUMPER;
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RIGHT_BUMPER;
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LEFT_TRIGGER;
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RIGHT_TRIGGER;
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GAMEPAD_MAX;
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}
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Gamepad :: struct {
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id : s32;
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left_stick_x : float;
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left_stick_y : float;
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right_stick_x : float;
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right_stick_y : float;
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buttons : [Gamepad_Button.GAMEPAD_MAX] Key_Flags;
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}
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MAX_GAMEPADS :: 4;
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MAX_MAPPINGS :: 4;
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Action :: enum {}
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Action_Mapping :: struct {
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gamepad_buttons: [MAX_MAPPINGS] Gamepad_Button;
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keys: [MAX_MAPPINGS] Key_Code;
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gamepad_mapping_count: s32;
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key_mapping_count: s32;
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}
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Last_Touched_State :: enum {
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KEYBOARD_AND_MOUSE;
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GAMEPAD;
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}
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Input_State :: struct {
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exit : bool;
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action_mappings: [..] Action_Mapping;
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keys: [Key_Code.KEYS_MAX] Key_Flags;
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mouse : struct {
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x : float;
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y : float;
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delta_x : float;
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delta_y : float;
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first: bool = true;
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wheel: float;
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}
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gamepads: [MAX_GAMEPADS] Gamepad;
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num_gamepads: s32;
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has_char : bool;
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current_char: s8;
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last_touched: Last_Touched_State;
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}
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input : Input_State;
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init_input :: () {
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input = .{};
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input.has_char = false;
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init_sdl_input();
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}
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update_key_state :: (key: Key_Code, down: bool) {
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using input;
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flags := keys[key];
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if down {
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if !(flags & Key_Flags.DOWN) {
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flags = Key_Flags.DOWN | Key_Flags.START;
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}
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} else {
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flags = Key_Flags.END;
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}
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keys[key] = flags;
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input.last_touched = .KEYBOARD_AND_MOUSE;
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}
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update_gamepad_state :: (gamepad: *Gamepad, button: Gamepad_Button, down: bool) {
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flags := gamepad.buttons[button];
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if down {
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if !(flags & Key_Flags.DOWN) {
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flags = Key_Flags.DOWN | Key_Flags.START;
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input.last_touched = .GAMEPAD;
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}
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} else if flags & Key_Flags.DOWN {
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flags = Key_Flags.END;
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}
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gamepad.buttons[button] = flags;
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}
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update_input :: () {
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input.mouse.delta_x = 0.0;
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input.mouse.delta_y = 0.0;
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input.mouse.wheel = 0.0;
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input.has_char = false;
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remove_all_temp_key_flags(*input);
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update_sdl_input();
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update_gamepad_input();
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}
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remove_all_temp_key_flags :: (using input_state: *Input_State) {
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for 0..Key_Code.KEYS_MAX - 1 {
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keys[it] &= ~Key_Flags.START;
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keys[it] &= ~Key_Flags.END;
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keys[it] &= ~Key_Flags.EATEN;
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}
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for g: 0..num_gamepads-1 {
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for 0..Gamepad_Button.GAMEPAD_MAX-1 {
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gamepads[g].buttons[it] &= ~Key_Flags.START;
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gamepads[g].buttons[it] &= ~Key_Flags.END;
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}
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}
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}
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eat_all_input :: (using input_state: *Input_State) {
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for 0..Key_Code.KEYS_MAX - 1 {
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eat_key(cast(Key_Code)it);
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}
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}
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eat_mouse_input :: (using input_state: *Input_State) {
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eat_key(.MOUSE_LEFT);
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eat_key(.MOUSE_RIGHT);
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}
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eat_key :: (key: Key_Code) {
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input.keys[key] |= Key_Flags.EATEN;
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}
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action_down :: (action: Action) -> bool {
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mapping := input.action_mappings[action];
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for 0..mapping.key_mapping_count-1 {
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if key_down(mapping.keys[it]) {
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return true;
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}
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}
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for 0..mapping.gamepad_mapping_count-1 {
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if gamepad_down(0, mapping.gamepad_buttons[it]) {
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return true;
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}
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}
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return false;
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}
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action_pressed :: (action: Action) -> bool {
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mapping := input.action_mappings[action];
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for 0..mapping.key_mapping_count-1 {
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if key_pressed(mapping.keys[it]) {
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return true;
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}
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}
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for 0..mapping.gamepad_mapping_count-1 {
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if gamepad_pressed(0, mapping.gamepad_buttons[it]) {
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return true;
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}
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}
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return false;
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}
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action_up :: (action: Action) -> bool {
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mapping := input.action_mappings[action];
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for 0..mapping.key_mapping_count-1 {
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if key_up(mapping.keys[it]) {
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return true;
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}
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}
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for 0..mapping.gamepad_mapping_count-1 {
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if gamepad_up(0, mapping.gamepad_buttons[it]) {
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return true;
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}
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}
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return false;
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}
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get_mouse_delta_x :: inline () -> float {
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return input.mouse.delta_x;
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}
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get_mouse_delta_y :: inline () -> float {
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return input.mouse.delta_y;
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}
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get_mouse_delta :: () -> float, float {
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return get_mouse_delta_x(), get_mouse_delta_y();
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}
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get_mouse_wheel_input :: () -> float {
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return input.mouse.wheel;
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}
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get_horizontal_axis :: () -> float {
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if #complete input.last_touched == {
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case .KEYBOARD_AND_MOUSE;
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if key_pressed(.A) || key_pressed(.LEFT) return -1.0;
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else if key_pressed(.D) || key_pressed(.RIGHT) return 1.0;
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else return 0.0;
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case .GAMEPAD;
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if gamepad_pressed(0, .DPAD_LEFT) return -1.0;
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else if gamepad_pressed(0, .DPAD_RIGHT) return 1.0;
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return input.gamepads[0].left_stick_x;
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}
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}
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get_vertical_axis :: () -> float {
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if #complete input.last_touched == {
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case .KEYBOARD_AND_MOUSE;
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if key_pressed(.S) || key_pressed(.DOWN) return -1.0;
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else if key_pressed(.W) || key_pressed(.UP) return 1.0;
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else return 0.0;
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case .GAMEPAD;
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if gamepad_pressed(0, .DPAD_DOWN) return -1.0;
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else if gamepad_pressed(0, .DPAD_UP) return 1.0;
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return -input.gamepads[0].left_stick_y;
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}
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}
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get_right_horizontal_axis :: () -> float {
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if #complete input.last_touched == {
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case .KEYBOARD_AND_MOUSE;
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return input.mouse.delta_x;
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case .GAMEPAD;
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return input.gamepads[0].right_stick_x;
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}
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}
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get_right_vertical_axis :: () -> float {
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if #complete input.last_touched == {
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case .KEYBOARD_AND_MOUSE;
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return input.mouse.delta_y;
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case .GAMEPAD;
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return -input.gamepads[0].right_stick_y;
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}
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}
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key_down :: (key: Key_Code) -> bool {
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flags := input.keys[key];
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return flags & .START && !(flags & .EATEN);
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}
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key_pressed :: (key: Key_Code) -> bool {
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flags := input.keys[key];
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return flags & .DOWN && !(flags & .EATEN);
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}
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key_up :: (key: Key_Code) -> bool {
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flags := input.keys[key];
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return flags & .END && !(flags & .EATEN);
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}
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gamepad_down :: (index: s32, button: Gamepad_Button) -> bool {
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return cast(bool)(input.gamepads[index].buttons[button] & .START);
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}
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gamepad_pressed :: (index: s32, button: Gamepad_Button) -> bool {
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return cast(bool)(input.gamepads[index].buttons[button] & .DOWN);
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}
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gamepad_up :: (index: s32, button: Gamepad_Button) -> bool {
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return cast(bool)(input.gamepads[index].buttons[button] & .END);
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}
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260
input/sdl_input.jai
Normal file
260
input/sdl_input.jai
Normal file
@@ -0,0 +1,260 @@
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key_mappings : Table(SDL_Keycode, Key_Code);
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sdl_button_map : [SDL_CONTROLLER_BUTTON_MAX] Gamepad_Button;
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init_sdl_input :: () {
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table_add(*key_mappings, SDLK_a, .A);//[SDLK_a] = .A;
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table_add(*key_mappings, SDLK_b, .B);
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table_add(*key_mappings, SDLK_c, .C);
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table_add(*key_mappings, SDLK_d, .D);
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table_add(*key_mappings, SDLK_e, .E);
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table_add(*key_mappings, SDLK_f, .F);
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table_add(*key_mappings, SDLK_g, .G);
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table_add(*key_mappings, SDLK_h, .H);
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table_add(*key_mappings, SDLK_i, .I);
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table_add(*key_mappings, SDLK_j, .J);
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table_add(*key_mappings, SDLK_k, .K);
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table_add(*key_mappings, SDLK_l, .L);
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table_add(*key_mappings, SDLK_m, .M);
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table_add(*key_mappings, SDLK_n, .N);
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table_add(*key_mappings, SDLK_o, .O);
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table_add(*key_mappings, SDLK_p, .P);
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table_add(*key_mappings, SDLK_q, .Q);
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table_add(*key_mappings, SDLK_r, .R);
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table_add(*key_mappings, SDLK_s, .S);
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table_add(*key_mappings, SDLK_t, .T);
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table_add(*key_mappings, SDLK_u, .U);
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table_add(*key_mappings, SDLK_v, .V);
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table_add(*key_mappings, SDLK_w, .W);
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table_add(*key_mappings, SDLK_x, .X);
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table_add(*key_mappings, SDLK_y, .Y);
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table_add(*key_mappings, SDLK_z, .Z);
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table_add(*key_mappings, SDLK_0, .ZERO);
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table_add(*key_mappings, SDLK_1, .ONE);
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table_add(*key_mappings, SDLK_2, .TWO);
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table_add(*key_mappings, SDLK_3, .THREE);
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table_add(*key_mappings, SDLK_4, .FOUR);
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table_add(*key_mappings, SDLK_5, .FIVE);
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table_add(*key_mappings, SDLK_6, .SIX);
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table_add(*key_mappings, SDLK_7, .SEVEN);
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table_add(*key_mappings, SDLK_8, .EIGHT);
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table_add(*key_mappings, SDLK_9, .NINE);
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table_add(*key_mappings, SDLK_F1, .F1);
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table_add(*key_mappings, SDLK_F1, .F2);
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table_add(*key_mappings, SDLK_F2, .F3);
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table_add(*key_mappings, SDLK_F3, .F3);
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table_add(*key_mappings, SDLK_F4, .F4);
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table_add(*key_mappings, SDLK_F5, .F5);
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table_add(*key_mappings, SDLK_F6, .F6);
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table_add(*key_mappings, SDLK_F7, .F7);
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table_add(*key_mappings, SDLK_F8, .F8);
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table_add(*key_mappings, SDLK_F9, .F9);
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table_add(*key_mappings, SDLK_F10, .F10);
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table_add(*key_mappings, SDLK_F11, .F11);
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table_add(*key_mappings, SDLK_F12, .F12);
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table_add(*key_mappings, SDLK_SPACE, .SPACE);
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table_add(*key_mappings, SDLK_BACKSPACE, .BACKSPACE);
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table_add(*key_mappings, SDLK_ESCAPE, .ESCAPE);
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table_add(*key_mappings, SDLK_RETURN, .RETURN);
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table_add(*key_mappings, SDLK_TAB, .TAB);
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table_add(*key_mappings, SDLK_LSHIFT, .SHIFT); // @Incomplete
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table_add(*key_mappings, SDLK_LCTRL, .CTRL); // @Incomplete
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table_add(*key_mappings, SDLK_LALT, .ALT); // @Incomplete
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table_add(*key_mappings, SDLK_DELETE, .DELETE);
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table_add(*key_mappings, SDLK_BACKQUOTE, .TILDE);
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table_add(*key_mappings, SDLK_LEFT, .LEFT);
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table_add(*key_mappings, SDLK_RIGHT, .RIGHT);
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table_add(*key_mappings, SDLK_UP, .UP);
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table_add(*key_mappings, SDLK_DOWN, .DOWN);
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//glfw_key_map[GLFW_MOUSE_BUTTON_LEFT] = .MOUSE_LEFT;
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//glfw_key_map[GLFW_MOUSE_BUTTON_RIGHT] = .MOUSE_RIGHT;
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}
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update_sdl_input :: () {
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event : SDL_Event;
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while SDL_PollEvent(*event) {
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if event.type == {
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case SDL_QUIT; {
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input.exit = true;
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}
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case SDL_KEYDOWN; {
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keycode, success := table_find(*key_mappings, event.key.keysym.sym);
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if success {
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update_key_state(keycode, true);
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}
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}
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case SDL_KEYUP; {
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keycode, success := table_find(*key_mappings, event.key.keysym.sym);
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if success {
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update_key_state(keycode, false);
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}
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}
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case SDL_TEXTINPUT; {
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input.current_char = event.text.text[0];
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input.has_char = true;
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}
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case .SDL_MOUSEMOTION; {
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input.mouse.delta_x += xx event.motion.xrel;
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input.mouse.delta_y += xx event.motion.yrel;
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input.mouse.x = xx event.motion.x;
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input.mouse.y = xx event.motion.y;
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}
|
||||
case .SDL_MOUSEWHEEL; {
|
||||
input.mouse.wheel += event.wheel.y;
|
||||
}
|
||||
case .SDL_CONTROLLERAXISMOTION; {
|
||||
sdl_gamepad_axis_update(event.caxis);
|
||||
}
|
||||
case .SDL_MOUSEBUTTONDOWN; {
|
||||
button := event.button.button;
|
||||
if button == SDL_BUTTON_LEFT {
|
||||
update_key_state(.MOUSE_LEFT, true);
|
||||
} else if button == SDL_BUTTON_RIGHT {
|
||||
update_key_state(.MOUSE_RIGHT, true);
|
||||
}
|
||||
}
|
||||
case .SDL_MOUSEBUTTONUP; {
|
||||
button := event.button.button;
|
||||
if button == SDL_BUTTON_LEFT {
|
||||
update_key_state(.MOUSE_LEFT, false);
|
||||
} else if button == SDL_BUTTON_RIGHT {
|
||||
update_key_state(.MOUSE_RIGHT, false);
|
||||
}
|
||||
}
|
||||
case SDL_CONTROLLERBUTTONDOWN; #through;
|
||||
case SDL_CONTROLLERBUTTONUP; {
|
||||
sdl_gamepad_button_update(event.cbutton);
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED; #through;
|
||||
case SDL_CONTROLLERDEVICEREMOVED; {
|
||||
sdl_gamepad_device_event(event.cdevice);
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEREMAPPED; {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//mouse_x, mouse_y : s32;
|
||||
//SDL_GetRelativeMouseState(*mouse_x, *mouse_y);
|
||||
//input.mouse.delta_x = xx mouse_x;
|
||||
//input.mouse.delta_y = xx mouse_y;
|
||||
}
|
||||
|
||||
sdl_connect_gamepad :: (input : *Input_State, id : SDL_JoystickID) {
|
||||
if !SDL_IsGameController(id) {
|
||||
return;
|
||||
} else if input.num_gamepads >= MAX_GAMEPADS {
|
||||
return;
|
||||
}
|
||||
|
||||
// @Incomplete: Is this necessary?
|
||||
//if input.gamepads[id].controller != null {
|
||||
// print("Already connected gamepad with id %\n", id);
|
||||
// return;
|
||||
//}
|
||||
|
||||
gamepad : Gamepad;
|
||||
controller := xx SDL_GameControllerOpen(id);
|
||||
input.gamepads[id] = gamepad;
|
||||
input.num_gamepads += 1;
|
||||
}
|
||||
|
||||
sdl_disconnect_gamepad :: (input : *Input_State, id : SDL_JoystickID) {
|
||||
if !SDL_IsGameController(id) {
|
||||
return;
|
||||
}
|
||||
|
||||
gamepad := input.gamepads[id];
|
||||
//if !gamepad.controller {
|
||||
// return;
|
||||
//}
|
||||
|
||||
//input.gamepads[id].controller = null;
|
||||
}
|
||||
|
||||
update_gamepad_input :: () {
|
||||
// Deadzone checks
|
||||
for 0..input.num_gamepads-1 {
|
||||
gamepad := *input.gamepads[it];
|
||||
|
||||
if abs(gamepad.left_stick_x) + abs(gamepad.left_stick_y) < LEFT_STICK_DEADZONE {
|
||||
gamepad.left_stick_x = 0.0;
|
||||
gamepad.left_stick_y = 0.0;
|
||||
}
|
||||
|
||||
if abs(gamepad.right_stick_x) + abs(gamepad.right_stick_y) < RIGHT_STICK_DEADZONE {
|
||||
gamepad.right_stick_x = 0.0;
|
||||
gamepad.right_stick_y = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sdl_gamepad_axis_update :: (using event : SDL_ControllerAxisEvent) {
|
||||
if which < 0 || which >= input.num_gamepads {
|
||||
return;
|
||||
}
|
||||
gamepad := *input.gamepads[which];
|
||||
|
||||
if cast(SDL_GameControllerAxis) axis == {
|
||||
case SDL_CONTROLLER_AXIS_LEFTX; {
|
||||
gamepad.left_stick_x = cast(float)value / 32767.0;
|
||||
//update_gamepad_state(gamepad, .LEFT_STICK_LEFT, gamepad.left_stick_x < -0.1);
|
||||
//update_gamepad_state(gamepad, .LEFT_STICK_RIGHT, gamepad.left_stick_x > 0.1);
|
||||
}
|
||||
case SDL_CONTROLLER_AXIS_LEFTY; {
|
||||
gamepad.left_stick_y = cast(float)value / 32767.0;
|
||||
//update_gamepad_state(gamepad, .LEFT_STICK_UP, gamepad.left_stick_y > 0.1);
|
||||
//update_gamepad_state(gamepad, .LEFT_STICK_DOWN, gamepad.left_stick_y < -0.1);
|
||||
}
|
||||
case SDL_CONTROLLER_AXIS_RIGHTX; {
|
||||
gamepad.right_stick_x = cast(float)value / 32767.0;
|
||||
//update_gamepad_state(gamepad, .RIGHT_STICK_LEFT, gamepad.right_stick_x < -0.1);
|
||||
//update_gamepad_state(gamepad, .RIGHT_STICK_RIGHT, gamepad.right_stick_x > 0.1);
|
||||
}
|
||||
case SDL_CONTROLLER_AXIS_RIGHTY; {
|
||||
gamepad.right_stick_y = cast(float)value / 32767.0;
|
||||
///update_gamepad_state(gamepad, .RIGHT_STICK_UP, gamepad.right_stick_y > 0.1);
|
||||
///update_gamepad_state(gamepad, .RIGHT_STICK_DOWN, gamepad.right_stick_y < -0.1);
|
||||
}
|
||||
case SDL_CONTROLLER_AXIS_TRIGGERLEFT; {
|
||||
//gamepad.trigger_left = cast(float)value;
|
||||
}
|
||||
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT; {
|
||||
//gamepad.trigger_right = cast(float)value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sdl_gamepad_button_update :: (using event : SDL_ControllerButtonEvent) {
|
||||
if which < 0 || which >= input.num_gamepads {
|
||||
return;
|
||||
}
|
||||
down := state == SDL_PRESSED;
|
||||
gamepad_button := sdl_button_map[button];
|
||||
|
||||
gamepad := *input.gamepads[which];
|
||||
|
||||
update_gamepad_state(gamepad, gamepad_button, down);
|
||||
}
|
||||
|
||||
sdl_gamepad_device_event :: (using event : SDL_ControllerDeviceEvent) {
|
||||
if which < 0 || which >= MAX_GAMEPADS {
|
||||
return;
|
||||
}
|
||||
|
||||
if type == {
|
||||
case SDL_CONTROLLERDEVICEADDED; {
|
||||
sdl_connect_gamepad(*input, which);
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEREMOVED; {
|
||||
sdl_disconnect_gamepad(*input, which);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user