blah/src/input.cpp

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#include <blah/input.h>
#include <blah/app.h>
#include <blah/time.h>
#include <blah/common.h>
#include <blah/numerics/point.h>
#include <blah/numerics/calc.h>
#include "internal/input_backend.h"
#include <cstring>
using namespace Blah;
namespace
{
InputState g_next_state;
InputState g_empty_state;
ControllerState g_empty_controller;
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Vector<WeakRef<ButtonBinding>> g_buttons;
Vector<WeakRef<AxisBinding>> g_axes;
Vector<WeakRef<StickBinding>> g_sticks;
}
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InputState Blah::Input::state;
InputState Blah::Input::last_state;
void InputBackend::init()
{
g_empty_controller.name = "Disconnected";
for (int i = 0; i < Blah::Input::max_controllers; i++)
g_empty_state.controllers[i].name = g_empty_controller.name;
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Input::last_state = g_empty_state;
Input::state = g_empty_state;
g_next_state = g_empty_state;
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g_buttons.dispose();
g_axes.dispose();
g_sticks.dispose();
}
void InputBackend::frame()
{
// cycle states
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Input::last_state = Input::state;
Input::state = g_next_state;
// copy state, clear pressed / released values
{
for (int i = 0; i < Blah::Input::max_keyboard_keys; i++)
{
g_next_state.keyboard.pressed[i] = false;
g_next_state.keyboard.released[i] = false;
}
for (int i = 0; i < Blah::Input::max_mouse_buttons; i++)
{
g_next_state.mouse.pressed[i] = false;
g_next_state.mouse.released[i] = false;
}
g_next_state.mouse.wheel = Point::zero;
g_next_state.keyboard.text.clear();
for (int i = 0; i < Blah::Input::max_controllers; i++)
{
ControllerState* controller = &(g_next_state.controllers[i]);
if (!controller->is_connected)
controller->name = nullptr;
for (int j = 0; j < Blah::Input::max_controller_buttons; j++)
{
controller->pressed[j] = false;
controller->released[j] = false;
}
}
}
// update bindings
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for (int i = 0; i < g_buttons.size(); i++)
{
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if (g_buttons[i].use_count() <= 0)
{
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g_buttons.erase(i);
i--;
}
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else if (auto binding = g_buttons[i].lock())
{
binding->update();
}
}
for (int i = 0; i < g_axes.size(); i++)
{
if (g_axes[i].use_count() <= 0)
{
g_axes.erase(i);
i--;
}
else if (auto binding = g_axes[i].lock())
{
binding->update();
}
}
for (int i = 0; i < g_sticks.size(); i++)
{
if (g_sticks[i].use_count() <= 0)
{
g_sticks.erase(i);
i--;
}
else if (auto binding = g_sticks[i].lock())
{
binding->update();
}
}
}
void InputBackend::on_mouse_move(float x, float y)
{
g_next_state.mouse.position.x = x;
g_next_state.mouse.position.y = y;
Point size = Point(App::width(), App::height());
Point draw = Point(App::draw_width(), App::draw_height());
g_next_state.mouse.draw_position.x = (x / (float)size.x) * draw.x;
g_next_state.mouse.draw_position.y = (y / (float)size.y) * draw.y;
}
void InputBackend::on_mouse_screen_move(float x, float y)
{
g_next_state.mouse.screen_position.x = x;
g_next_state.mouse.screen_position.y = y;
}
void InputBackend::on_mouse_down(MouseButton button)
{
int i = (int)button;
if (i >= 0 && i < Blah::Input::max_mouse_buttons)
{
g_next_state.mouse.down[i] = true;
g_next_state.mouse.pressed[i] = true;
g_next_state.mouse.timestamp[i] = Time::ticks;
}
}
void InputBackend::on_mouse_up(MouseButton button)
{
int i = (int)button;
if (i >= 0 && i < Blah::Input::max_mouse_buttons)
{
g_next_state.mouse.down[i] = false;
g_next_state.mouse.released[i] = true;
}
}
void InputBackend::on_key_down(Key key)
{
int i = (int)key;
if (i >= 0 && i < Blah::Input::max_keyboard_keys)
{
g_next_state.keyboard.down[i] = true;
g_next_state.keyboard.pressed[i] = true;
g_next_state.keyboard.timestamp[i] = Time::ticks;
}
}
void InputBackend::on_mouse_wheel(Point wheel)
{
g_next_state.mouse.wheel = wheel;
}
void InputBackend::on_key_up(Key key)
{
int i = (int)key;
if (i >= 0 && i < Blah::Input::max_keyboard_keys)
{
g_next_state.keyboard.down[i] = false;
g_next_state.keyboard.released[i] = true;
}
}
void InputBackend::on_text_utf8(const char* text)
{
g_next_state.keyboard.text += text;
}
void InputBackend::on_controller_connect(int index, const char* name, int is_gamepad, int button_count, int axis_count, u16 vendor, u16 product, u16 version)
{
if (index < Blah::Input::max_controllers)
{
ControllerState* controller = &(g_next_state.controllers[index]);
*controller = g_empty_controller;
controller->name = name;
controller->is_connected = true;
controller->is_gamepad = is_gamepad;
controller->button_count = button_count;
controller->axis_count = axis_count;
controller->vendor = vendor;
controller->product = product;
controller->version = version;
}
}
void InputBackend::on_controller_disconnect(int index)
{
if (index < Blah::Input::max_controllers)
g_next_state.controllers[index] = g_empty_controller;
}
void InputBackend::on_button_down(int index, int button)
{
if (index < Blah::Input::max_controllers &&
button < Blah::Input::max_controller_buttons &&
g_next_state.controllers[index].is_connected &&
button < g_next_state.controllers[index].button_count)
{
g_next_state.controllers[index].down[button] = true;
g_next_state.controllers[index].pressed[button] = true;
g_next_state.controllers[index].button_timestamp[button] = Time::ticks;
}
}
void InputBackend::on_button_up(int index, int button)
{
if (index < Blah::Input::max_controllers &&
button < Blah::Input::max_controller_buttons &&
g_next_state.controllers[index].is_connected &&
button < g_next_state.controllers[index].button_count)
{
g_next_state.controllers[index].down[button] = false;
g_next_state.controllers[index].released[button] = true;
}
}
void InputBackend::on_axis_move(int index, int axis, float value)
{
if (index < Blah::Input::max_controllers &&
axis < Blah::Input::max_controller_axis &&
g_next_state.controllers[index].is_connected &&
axis < g_next_state.controllers[index].axis_count)
{
g_next_state.controllers[index].axis[axis] = value;
g_next_state.controllers[index].axis_timestamp[axis] = Time::ticks;
}
}
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bool KeyboardState::ctrl()
{
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return down[Key::LeftControl] || down[Key::RightControl];
}
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bool KeyboardState::shift()
{
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return down[Key::LeftShift] || down[Key::RightShift];
}
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bool KeyboardState::alt()
{
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return down[Key::LeftAlt] || down[Key::RightAlt];
}
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Vec2 Input::mouse()
{
return state.mouse.position;
}
Vec2 Input::mouse_draw()
{
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return state.mouse.draw_position;
}
Vec2 Input::mouse_screen()
{
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return state.mouse.screen_position;
}
bool Input::pressed(MouseButton button)
{
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return state.mouse.pressed[button];
}
bool Input::down(MouseButton button)
{
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return state.mouse.down[button];
}
bool Input::released(MouseButton button)
{
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return state.mouse.released[button];
}
Point Input::mouse_wheel()
{
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return state.mouse.wheel;
}
bool Input::pressed(Key key)
{
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return state.keyboard.pressed[key];
}
bool Input::down(Key key)
{
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return state.keyboard.down[key];
}
bool Input::released(Key key)
{
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return state.keyboard.released[key];
}
bool Input::ctrl()
{
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return state.keyboard.ctrl();
}
bool Input::shift()
{
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return state.keyboard.shift();
}
bool Input::alt()
{
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return state.keyboard.alt();
}
const char* Input::name_of(Key key)
{
switch (key)
{
#define DEFINE_KEY(name, value) case Key::name: return #name;
BLAH_KEY_DEFINITIONS
#undef DEFINE_KEY
}
return "Unknown";
}
const char* Input::name_of(Button button)
{
switch (button)
{
#define DEFINE_BTN(name, value) case Button::name: return #name;
BLAH_BUTTON_DEFINITIONS
#undef DEFINE_BTN
}
return "Unknown";
}
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ButtonBindingRef Input::register_binding(const ButtonBinding& binding)
{
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auto result = std::make_shared<ButtonBinding>(binding);
g_buttons.push_back(WeakRef<ButtonBinding>(result));
return result;
}
AxisBindingRef Input::register_binding(const AxisBinding& binding)
{
auto result = std::make_shared<AxisBinding>(binding);
g_axes.push_back(WeakRef<AxisBinding>(result));
return result;
}
StickBindingRef Input::register_binding(const StickBinding& binding)
{
auto result = std::make_shared<StickBinding>(binding);
g_sticks.push_back(WeakRef<StickBinding>(result));
return result;
}
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ButtonBinding::TriggerBind::TriggerBind(Axis axis)
: axis(axis)
{
}
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ButtonBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
: controller(controller), axis(axis), threshold(threshold), positive(positive)
{
}
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bool ButtonBinding::TriggerBind::is_down(float axis_value) const
{
if ((axis_value > 0 && positive) || (axis_value < 0 && !positive))
{
if (Calc::abs(axis_value) >= threshold)
return true;
}
return false;
}
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ButtonBinding::ButtonBind::ButtonBind(Button button)
: button(button) {}
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ButtonBinding::ButtonBind::ButtonBind(int controller, Button button)
: controller(controller), button(button) {}
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bool ButtonBinding::pressed() const
{
if (m_press_consumed)
return false;
if (m_last_press_time >= 0 && (Time::seconds - m_last_press_time) <= press_buffer)
return true;
return m_pressed;
}
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bool ButtonBinding::released() const
{
if (m_release_consumed)
return false;
if (m_last_release_time >= 0 && (Time::seconds - m_last_release_time) <= release_buffer)
return true;
return m_released;
}
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bool ButtonBinding::down() const
{
return m_down;
}
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float ButtonBinding::value() const
{
return m_value;
}
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int ButtonBinding::sign() const
{
return (int)Calc::sign(m_value);
}
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double ButtonBinding::timestamp() const
{
return m_last_timestamp;
}
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void ButtonBinding::update()
{
m_press_consumed = false;
m_release_consumed = false;
if (get_pressed())
{
m_last_timestamp = Time::seconds;
m_last_press_time = Time::seconds;
m_pressed = true;
}
else
{
m_pressed = false;
}
if (get_released())
{
m_last_release_time = Time::seconds;
m_released = true;
}
else
{
m_released = false;
}
m_down = get_down();
m_value = get_value();
}
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void ButtonBinding::consume_press()
{
m_press_consumed = true;
m_last_press_time = -1;
}
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void ButtonBinding::consume_release()
{
m_release_consumed = true;
m_last_release_time = -1;
}
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ButtonBinding& ButtonBinding::add(Key key)
{
keys.push_back(key);
return *this;
}
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ButtonBinding& ButtonBinding::add(ButtonBind button)
{
buttons.push_back(button);
return *this;
}
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ButtonBinding& ButtonBinding::add(TriggerBind trigger)
{
triggers.push_back(trigger);
return *this;
}
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ButtonBinding& ButtonBinding::add(MouseButton button)
{
mouse.push_back(button);
return *this;
}
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ButtonBinding& ButtonBinding::add_left_trigger(int controller, float threshold)
{
triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
return *this;
}
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ButtonBinding& ButtonBinding::add_right_trigger(int controller, float threshold)
{
triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
return *this;
}
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ButtonBinding& ButtonBinding::set_controller(int index)
{
for (auto& it : buttons)
it.controller = index;
for (auto& it : triggers)
it.controller = index;
return *this;
}
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void ButtonBinding::clear()
{
keys.clear();
buttons.clear();
triggers.clear();
mouse.clear();
}
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bool ButtonBinding::get_pressed() const
{
for (auto& it : keys)
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if (Input::state.keyboard.pressed[it])
return true;
for (auto& it : mouse)
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if (Input::state.mouse.pressed[it])
return true;
for (auto& it : buttons)
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if (Input::state.controllers[it.controller].pressed[it.button])
return true;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
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if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
!it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
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bool ButtonBinding::get_released() const
{
for (auto& it : keys)
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if (Input::state.keyboard.released[it])
return true;
for (auto& it : mouse)
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if (Input::state.mouse.released[it])
return true;
for (auto& it : buttons)
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if (Input::state.controllers[it.controller].released[it.button])
return true;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
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if (!it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
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bool ButtonBinding::get_down() const
{
for (auto& it : keys)
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if (Input::state.keyboard.down[it])
return true;
for (auto& it : mouse)
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if (Input::state.mouse.down[it])
return true;
for (auto& it : buttons)
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if (Input::state.controllers[it.controller].down[it.button])
return true;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
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if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
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float ButtonBinding::get_value() const
{
for (auto& it : keys)
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if (Input::state.keyboard.down[it])
return 1.0f;
for (auto& it : mouse)
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if (Input::state.mouse.down[it])
return 1.0f;
for (auto& it : buttons)
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if (Input::state.controllers[it.controller].down[it.button])
return 1.0f;
float highest = 0;
for (auto& it : triggers)
{
if (it.controller < 0 || it.controller >= Input::max_controllers)
continue;
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
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float raw_value = Input::state.controllers[it.controller].axis[(int)it.axis];
if (it.is_down(raw_value))
{
float mapped_value = Calc::clamped_map(Calc::abs(raw_value), it.threshold, 1.0f, 0.0f, 1.0f);
if (mapped_value > highest)
highest = mapped_value;
}
}
return highest;
}
float AxisBinding::value() const
{
float neg = negative.value();
float pos = positive.value();
// neither are down
if (neg <= 0 && pos <= 0)
return 0;
// negative-only is down
if (neg > 0 && pos <= 0)
return -neg;
// positive-only is down
if (pos > 0 && neg <= 0)
return pos;
// both are down:
// overlap cancel out
if (overlap == Overlap::Cancel)
return 0;
// overlap takes older
if (overlap == Overlap::Older)
{
if (negative.timestamp() < positive.timestamp())
return -neg;
else
return pos;
}
// overlap takes newer
if (negative.timestamp() > positive.timestamp())
return -neg;
else
return pos;
}
int AxisBinding::sign() const
{
return (int)Calc::sign(value());
}
void AxisBinding::update()
{
negative.update();
positive.update();
}
void AxisBinding::consume_press()
{
negative.consume_press();
positive.consume_press();
}
void AxisBinding::consume_release()
{
negative.consume_release();
positive.consume_release();
}
AxisBinding& AxisBinding::add_left_stick_x(int controller, float threshold)
{
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negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold)
{
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negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold)
{
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negative.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold)
{
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negative.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, true));
return *this;
}
AxisBinding& AxisBinding::set_controller(int index)
{
negative.set_controller(index);
positive.set_controller(index);
return *this;
}
void AxisBinding::clear()
{
negative.clear();
positive.clear();
}
Vec2 StickBinding::value() const
{
Vec2 result = Vec2(x.value(), y.value());
if (round_threshold > 0 && result.length() < round_threshold)
return Vec2::zero;
return result;
}
Point StickBinding::sign() const
{
Vec2 result = value();
return Point((int)Calc::sign(result.x), (int)Calc::sign(result.y));
}
void StickBinding::update()
{
x.update();
y.update();
}
void StickBinding::consume_press()
{
x.consume_press();
y.consume_press();
}
void StickBinding::consume_release()
{
x.consume_release();
y.consume_release();
}
StickBinding& StickBinding::add_dpad(int controller)
{
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x.negative.add(ButtonBinding::ButtonBind(controller, Button::Left));
x.positive.add(ButtonBinding::ButtonBind(controller, Button::Right));
y.negative.add(ButtonBinding::ButtonBind(controller, Button::Up));
y.positive.add(ButtonBinding::ButtonBind(controller, Button::Down));
return *this;
}
StickBinding& StickBinding::add_left_stick(int controller, float threshold)
{
x.add_left_stick_x(controller, threshold);
y.add_left_stick_y(controller, threshold);
return *this;
}
StickBinding& StickBinding::add_right_stick(int controller, float threshold)
{
x.add_right_stick_x(controller, threshold);
y.add_right_stick_y(controller, threshold);
return *this;
}
StickBinding& StickBinding::set_controller(int index)
{
x.set_controller(index);
y.set_controller(index);
return *this;
}
void StickBinding::clear()
{
x.clear();
y.clear();
}