mirror of
https://github.com/NoelFB/blah.git
synced 2025-06-29 19:25:26 +08:00
large organizational & cleanup refactor
This commit is contained in:
@ -1,11 +1,11 @@
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#include <blah/core/app.h>
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#include <blah/core/common.h>
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#include <blah/core/time.h>
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#include <blah/math/point.h>
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#include <blah/graphics/framebuffer.h>
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#include "../internal/platform_backend.h"
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#include "../internal/graphics_backend.h"
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#include "../internal/input_backend.h"
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#include <blah/app.h>
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#include <blah/common.h>
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#include <blah/time.h>
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#include <blah/numerics/point.h>
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#include <blah/graphics/target.h>
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#include "internal/platform_backend.h"
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#include "internal/graphics_backend.h"
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#include "internal/input_backend.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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@ -261,21 +261,20 @@ namespace
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{
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// A dummy Frame Buffer that represents the Back Buffer
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// it doesn't actually contain any textures or details.
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class BackBuffer final : public FrameBuffer
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class BackBuffer final : public Target
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{
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Attachments empty_attachments;
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TextureRef empty_texture;
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Attachments empty_textures;
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Attachments& attachments() override
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Attachments& textures() override
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{
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BLAH_ASSERT(false, "Backbuffer doesn't have any attachments");
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return empty_attachments;
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BLAH_ASSERT(false, "Backbuffer doesn't have any textures");
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return empty_textures;
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}
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const Attachments& attachments() const override
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const Attachments& textures() const override
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{
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BLAH_ASSERT(false, "Backbuffer doesn't have any attachments");
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return empty_attachments;
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BLAH_ASSERT(false, "Backbuffer doesn't have any textures");
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return empty_textures;
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}
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int width() const override
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@ -296,4 +295,4 @@ namespace
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}
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extern const FrameBufferRef App::backbuffer = FrameBufferRef(new BackBuffer());
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extern const TargetRef App::backbuffer = TargetRef(new BackBuffer());
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@ -1,5 +1,5 @@
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#include <blah/core/common.h>
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#include <blah/core/app.h>
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#include <blah/common.h>
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#include <blah/app.h>
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#include <stdarg.h> // for logging methods
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#include <stdio.h> // for sprintf
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@ -1,24 +1,24 @@
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#include <blah/core/filesystem.h>
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#include <blah/filesystem.h>
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#include <blah/streams/filestream.h>
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#include "../internal/platform_backend.h"
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#include "internal/platform_backend.h"
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using namespace Blah;
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FileRef File::open(const FilePath& path, FileMode mode)
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{
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return PlatformBackend::file_open(path.cstr(), mode);
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}
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bool File::exists(const FilePath& path)
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{
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return PlatformBackend::file_exists(path.cstr());
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}
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bool File::remove(const FilePath& path)
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bool File::destroy(const FilePath& path)
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{
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return PlatformBackend::file_delete(path.cstr());
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}
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FileStream File::open(const FilePath& path , FileMode mode)
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{
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return FileStream(path, mode);
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}
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bool Directory::create(const FilePath& path)
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{
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return PlatformBackend::dir_create(path.cstr());
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@ -29,7 +29,7 @@ bool Directory::exists(const FilePath& path)
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return PlatformBackend::dir_exists(path.cstr());
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}
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bool Directory::remove(const FilePath& path)
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bool Directory::destroy(const FilePath& path)
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{
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return PlatformBackend::dir_delete(path.cstr());
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}
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@ -56,11 +56,11 @@ void Directory::explore(const FilePath& path)
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FilePath Path::get_file_name(const FilePath& path)
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{
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const char* cstr = path.cstr();
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for (int n = path.length() - 2; n >= 0; n --)
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if (*(cstr + n) == '/')
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{
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return FilePath(cstr + n + 1);
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}
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auto length = path.length();
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for (auto n = length; n > 0; n--)
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if (*(cstr + n - 1) == '/')
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return FilePath(cstr + n);
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return path;
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}
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@ -85,7 +85,7 @@ FilePath Path::get_directory_name(const FilePath& path)
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FilePath directory = path;
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while (directory.ends_with("/"))
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directory = directory.substr(0, -1);
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int last = directory.last_index_of('/');
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auto last = directory.last_index_of('/');
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if (last >= 0)
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directory = directory.substr(0, last + 1);
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return directory;
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@ -107,8 +107,8 @@ FilePath Path::normalize(const FilePath& path)
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{
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FilePath normalized;
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int len = path.length();
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for (int n = 0; n < len; n++)
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auto len = path.length();
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for (auto n = 0; n < len; n++)
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{
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// normalize slashes
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if (path[n] == '\\' || path[n] == '/')
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@ -120,16 +120,19 @@ FilePath Path::normalize(const FilePath& path)
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else if (path[n] == '.' && n < len - 1 && path[n + 1] == '.')
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{
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// search backwards for last /
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bool couldMoveUp = false;
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for (int k = normalized.length() - 2; k >= 0; k--)
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if (normalized[k] == '/')
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{
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normalized = normalized.substr(0, k);
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couldMoveUp = true;
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break;
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}
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bool could_move_up = false;
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if (normalized.length() > 0)
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{
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for (auto k = normalized.length() - 1; k > 0; k--)
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if (normalized[k - 1] == '/')
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{
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normalized = normalized.substr(0, k - 1);
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could_move_up = true;
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break;
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}
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}
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if (!couldMoveUp)
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if (!could_move_up)
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normalized.append('.');
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else
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n++;
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@ -1,11 +1,11 @@
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#include <blah/graphics/batch.h>
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#include <blah/graphics/texture.h>
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#include <blah/graphics/framebuffer.h>
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#include <blah/graphics/target.h>
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#include <blah/graphics/mesh.h>
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#include <blah/graphics/shader.h>
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#include <blah/graphics/material.h>
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#include <blah/math/calc.h>
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#include <blah/core/app.h>
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#include <blah/numerics/calc.h>
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#include <blah/app.h>
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#include <cmath>
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using namespace Blah;
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@ -185,7 +185,7 @@ namespace
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#define INSERT_BATCH() \
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do { \
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m_batches.expand(); \
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for (int i = m_batches.size() - 1; i > m_batch_insert; i --) \
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for (auto i = m_batches.size() - 1; i > m_batch_insert; i --) \
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m_batches[i] = std::move(m_batches[i - 1]); \
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m_batches[m_batch_insert++] = m_batch; \
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m_batch.offset += m_batch.elements; \
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@ -378,7 +378,7 @@ void Batch::set_sampler(const TextureSampler& sampler)
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m_batch.sampler = sampler;
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}
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void Batch::render(const FrameBufferRef& target)
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void Batch::render(const TargetRef& target)
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{
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Point size;
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if (!target)
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@ -389,7 +389,7 @@ void Batch::render(const FrameBufferRef& target)
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render(target, Mat4x4::create_ortho_offcenter(0, (float)size.x, (float)size.y, 0, 0.01f, 1000.0f));
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}
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void Batch::render(const FrameBufferRef& target, const Mat4x4& matrix)
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void Batch::render(const TargetRef& target, const Mat4x4& matrix)
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{
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// nothing to draw
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if ((m_batches.size() <= 0 && m_batch.elements <= 0) || m_indices.size() <= 0)
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@ -1,53 +0,0 @@
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#include <blah/graphics/framebuffer.h>
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#include "../internal/graphics_backend.h"
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using namespace Blah;
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FrameBufferRef FrameBuffer::create(int width, int height)
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{
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return create(width, height, { TextureFormat::RGBA });
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}
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FrameBufferRef FrameBuffer::create(int width, int height, const AttachmentFormats& attachments)
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{
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BLAH_ASSERT(width > 0 && height > 0, "FrameBuffer width and height must be larger than 0");
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BLAH_ASSERT(attachments.size() > 0, "At least one attachment must be provided");
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int color_count = 0;
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int depth_count = 0;
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for (int i = 0; i < attachments.size(); i++)
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{
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BLAH_ASSERT((int)attachments[i] > (int)TextureFormat::None && (int)attachments[i] < (int)TextureFormat::Count, "Invalid texture format");
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if (attachments[i] == TextureFormat::DepthStencil)
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depth_count++;
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else
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color_count++;
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}
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BLAH_ASSERT(depth_count <= 1, "FrameBuffer can only have 1 Depth/Stencil Texture");
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BLAH_ASSERT(color_count <= Attachments::MaxCapacity - 1, "Exceeded maximum Color attachment count");
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return GraphicsBackend::create_framebuffer(width, height, attachments.data(), attachments.size());
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}
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TextureRef& FrameBuffer::attachment(int index)
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{
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return attachments()[index];
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}
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const TextureRef& FrameBuffer::attachment(int index) const
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{
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return attachments()[index];
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}
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int FrameBuffer::width() const
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{
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return attachments()[0]->width();
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}
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int FrameBuffer::height() const
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{
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return attachments()[0]->height();
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}
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@ -1,5 +1,5 @@
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#include <blah/graphics/material.h>
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#include <blah/core/common.h>
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#include <blah/common.h>
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#include <cstring>
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using namespace Blah;
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@ -19,7 +19,7 @@ namespace
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case UniformType::Mat3x2: components = 6; break;
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case UniformType::Mat4x4: components = 16; break;
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default:
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BLAH_ERROR("Unespected Uniform Type");
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BLAH_ASSERT(false, "Unespected Uniform Type");
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break;
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}
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@ -1,5 +1,5 @@
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#include <blah/graphics/renderpass.h>
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#include <blah/core/common.h>
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#include <blah/common.h>
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#include "../internal/graphics_backend.h"
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using namespace Blah;
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@ -66,11 +66,7 @@ void RenderPass::perform()
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}
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// get the total drawable size
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Vec2 draw_size;
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if (!pass.target)
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draw_size = Vec2(App::draw_width(), App::draw_height());
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else
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draw_size = Vec2(pass.target->width(), pass.target->height());
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auto draw_size = Vec2(pass.target->width(), pass.target->height());
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// Validate Viewport
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if (!pass.has_viewport)
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@ -1,5 +1,5 @@
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#include <blah/graphics/shader.h>
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#include <blah/core/app.h>
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#include <blah/app.h>
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#include "../internal/graphics_backend.h"
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using namespace Blah;
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@ -21,7 +21,8 @@ ShaderRef Shader::create(const ShaderData& data)
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for (auto& it : uniforms)
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if (it.type == UniformType::None)
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{
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BLAH_ERROR_FMT("Uniform '%s' has an invalid type!\n\tOnly Float/Float2/Float3/Float4/Mat3x2/Mat4x4/Texture are allowed!", it.name.cstr());
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auto error = String::fmt("Uniform '%s' has an invalid type!\n\tOnly Float/Float2/Float3/Float4/Mat3x2/Mat4x4/Texture are allowed!", it.name.cstr());
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BLAH_ASSERT(false, error.cstr());
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return ShaderRef();
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}
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@ -30,7 +31,8 @@ ShaderRef Shader::create(const ShaderData& data)
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for (int j = i + 1; j < uniforms.size(); j ++)
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if (uniforms[i].name == uniforms[j].name)
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{
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BLAH_ERROR_FMT("Shader Uniform names '%s' overlap! All Names must be unique.", uniforms[0].name.cstr());
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auto error = String::fmt("Shader Uniform names '%s' overlap! All Names must be unique.", uniforms[0].name.cstr());
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BLAH_ASSERT(false, error.cstr());
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return ShaderRef();
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}
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}
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@ -1,7 +1,7 @@
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#include <blah/graphics/spritefont.h>
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#include <blah/images/font.h>
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#include <blah/images/packer.h>
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#include <blah/core/common.h>
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#include <blah/common.h>
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using namespace Blah;
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@ -123,7 +123,7 @@ float SpriteFont::width_of_line(const String& text, int start) const
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float width = 0;
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Codepoint last = 0;
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for (int i = start; i < text.length(); i ++)
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for (auto i = start; i < text.length(); i ++)
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{
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if (text[i] == '\n')
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return width;
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@ -139,7 +139,9 @@ float SpriteFont::width_of_line(const String& text, int start) const
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width += get_kerning(last, next);
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// move to thext utf8 character
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i += text.utf8_length(i) - 1;
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auto len = text.utf8_length(i);
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if (len > 0)
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i += len - 1;
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last = next;
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}
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@ -153,7 +155,7 @@ float SpriteFont::height_of(const String& text) const
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return 0;
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float height = line_height();
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for (int i = 0; i < text.length(); i ++)
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for (auto i = 0; i < text.length(); i ++)
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{
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if (text[i] == '\n')
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height += line_height();
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|
@ -1,5 +1,5 @@
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#include <blah/graphics/subtexture.h>
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#include <blah/math/calc.h>
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#include <blah/numerics/calc.h>
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using namespace Blah;
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|
53
src/graphics/target.cpp
Normal file
53
src/graphics/target.cpp
Normal file
@ -0,0 +1,53 @@
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#include <blah/graphics/target.h>
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#include "../internal/graphics_backend.h"
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using namespace Blah;
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TargetRef Target::create(int width, int height)
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{
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return create(width, height, { TextureFormat::RGBA });
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}
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|
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TargetRef Target::create(int width, int height, const AttachmentFormats& textures)
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{
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BLAH_ASSERT(width > 0 && height > 0, "Target width and height must be larger than 0");
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BLAH_ASSERT(textures.size() > 0, "At least one texture must be provided");
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int color_count = 0;
|
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int depth_count = 0;
|
||||
|
||||
for (int i = 0; i < textures.size(); i++)
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{
|
||||
BLAH_ASSERT((int)textures[i] > (int)TextureFormat::None && (int)textures[i] < (int)TextureFormat::Count, "Invalid texture format");
|
||||
|
||||
if (textures[i] == TextureFormat::DepthStencil)
|
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depth_count++;
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else
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color_count++;
|
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}
|
||||
|
||||
BLAH_ASSERT(depth_count <= 1, "Target can only have 1 Depth/Stencil Texture");
|
||||
BLAH_ASSERT(color_count <= Attachments::capacity - 1, "Exceeded maximum Color texture count");
|
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|
||||
return GraphicsBackend::create_target(width, height, textures.data(), textures.size());
|
||||
}
|
||||
|
||||
TextureRef& Target::texture(int index)
|
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{
|
||||
return textures()[index];
|
||||
}
|
||||
|
||||
const TextureRef& Target::texture(int index) const
|
||||
{
|
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return textures()[index];
|
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}
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||||
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||||
int Target::width() const
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||||
{
|
||||
return textures()[0]->width();
|
||||
}
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||||
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||||
int Target::height() const
|
||||
{
|
||||
return textures()[0]->height();
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||||
}
|
@ -1,7 +1,7 @@
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#include <blah/graphics/texture.h>
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#include <blah/images/image.h>
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#include <blah/streams/stream.h>
|
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#include <blah/core/common.h>
|
||||
#include <blah/common.h>
|
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#include "../internal/graphics_backend.h"
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using namespace Blah;
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|
@ -1,8 +1,8 @@
|
||||
#include <blah/images/aseprite.h>
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||||
#include <blah/streams/filestream.h>
|
||||
#include <blah/core/filesystem.h>
|
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#include <blah/core/common.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/filesystem.h>
|
||||
#include <blah/common.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
#define STBI_NO_STDIO
|
||||
#define STBI_ONLY_ZLIB
|
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@ -81,7 +81,7 @@ void Aseprite::parse(Stream& stream)
|
||||
{
|
||||
if (!stream.is_readable())
|
||||
{
|
||||
BLAH_ERROR("Stream is not readable");
|
||||
BLAH_ASSERT(false, "Stream is not readable");
|
||||
return;
|
||||
}
|
||||
|
||||
@ -96,7 +96,7 @@ void Aseprite::parse(Stream& stream)
|
||||
auto magic = stream.read<u16>(Endian::Little);
|
||||
if (magic != 0xA5E0)
|
||||
{
|
||||
BLAH_ERROR("File is not a valid Aseprite file");
|
||||
BLAH_ASSERT(false, "File is not a valid Aseprite file");
|
||||
return;
|
||||
}
|
||||
|
||||
@ -133,7 +133,7 @@ void Aseprite::parse(Stream& stream)
|
||||
auto magic = stream.read<u16>(Endian::Little); // magic number
|
||||
if (magic != 0xF1FA)
|
||||
{
|
||||
BLAH_ERROR("File is not a valid Aseprite file");
|
||||
BLAH_ASSERT(false, "File is not a valid Aseprite file");
|
||||
return;
|
||||
}
|
||||
|
||||
@ -247,7 +247,7 @@ void Aseprite::parse_cel(Stream& stream, int frameIndex, size_t maxPosition)
|
||||
|
||||
if (res < 0)
|
||||
{
|
||||
BLAH_ERROR("Unable to parse Aseprite file");
|
||||
BLAH_ASSERT(false, "Unable to parse Aseprite file");
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -460,6 +460,6 @@ void Aseprite::render_cel(Cel* cel, Frame* frame)
|
||||
}
|
||||
else
|
||||
{
|
||||
BLAH_ERROR("Aseprite blendmodes aren't implemented");
|
||||
BLAH_ASSERT(false, "Aseprite blendmodes aren't implemented");
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include <blah/images/font.h>
|
||||
#include <blah/streams/filestream.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
#include <blah/common.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
@ -111,7 +111,7 @@ void Font::load(Stream& stream)
|
||||
|
||||
if (!stream.is_readable())
|
||||
{
|
||||
BLAH_ERROR("Unable to load a font as the Stream was not readable");
|
||||
BLAH_ASSERT(false, "Unable to load a font as the Stream was not readable");
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include <blah/images/image.h>
|
||||
#include <blah/streams/stream.h>
|
||||
#include <blah/streams/filestream.h>
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/common.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
@ -148,7 +148,7 @@ void Image::from_stream(Stream& stream)
|
||||
|
||||
if (!stream.is_readable())
|
||||
{
|
||||
BLAH_ERROR("Unable to load image as the Stream was not readable");
|
||||
BLAH_ASSERT(false, "Unable to load image as the Stream was not readable");
|
||||
return;
|
||||
}
|
||||
|
||||
@ -162,7 +162,7 @@ void Image::from_stream(Stream& stream)
|
||||
|
||||
if (data == nullptr)
|
||||
{
|
||||
BLAH_ERROR("Unable to load image as the Stream's data was not a valid image");
|
||||
BLAH_ASSERT(false, "Unable to load image as the Stream's data was not a valid image");
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include <blah/images/packer.h>
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/common.h>
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
|
||||
@ -169,7 +169,7 @@ void Packer::pack()
|
||||
// make sure the largest isn't too large
|
||||
if (sources[0]->packed.w + padding * 2 > max_size || sources[0]->packed.h + padding * 2 > max_size)
|
||||
{
|
||||
BLAH_ERROR("Source image is larger than max atlas size");
|
||||
BLAH_ASSERT(false, "Source image is larger than max atlas size");
|
||||
return;
|
||||
}
|
||||
|
||||
|
937
src/input.cpp
Normal file
937
src/input.cpp
Normal file
@ -0,0 +1,937 @@
|
||||
#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_last_state;
|
||||
InputState g_curr_state;
|
||||
InputState g_next_state;
|
||||
InputState g_empty_state;
|
||||
ControllerState g_empty_controller;
|
||||
Vector<WeakRef<InputBinding>> g_bindings;
|
||||
Vector<WeakRef<AxisBinding>> g_axes;
|
||||
Vector<WeakRef<StickBinding>> g_sticks;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
g_last_state = g_empty_state;
|
||||
g_curr_state = g_empty_state;
|
||||
g_next_state = g_empty_state;
|
||||
g_bindings.dispose();
|
||||
g_axes.dispose();
|
||||
g_sticks.dispose();
|
||||
}
|
||||
|
||||
void InputBackend::frame()
|
||||
{
|
||||
// cycle states
|
||||
g_last_state = g_curr_state;
|
||||
g_curr_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
|
||||
|
||||
for (int i = 0; i < g_bindings.size(); i++)
|
||||
{
|
||||
if (g_bindings[i].use_count() <= 0)
|
||||
{
|
||||
g_bindings.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = g_bindings[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;
|
||||
}
|
||||
}
|
||||
|
||||
const InputState* Input::state()
|
||||
{
|
||||
return &g_curr_state;
|
||||
}
|
||||
|
||||
const InputState* Input::last_state()
|
||||
{
|
||||
return &g_last_state;
|
||||
}
|
||||
|
||||
Vec2 Input::mouse()
|
||||
{
|
||||
return g_curr_state.mouse.position;
|
||||
}
|
||||
|
||||
|
||||
Vec2 Input::mouse_draw()
|
||||
{
|
||||
return Vec2(g_curr_state.mouse.draw_position);
|
||||
}
|
||||
|
||||
Vec2 Input::mouse_screen()
|
||||
{
|
||||
return Vec2(g_curr_state.mouse.screen_position);
|
||||
}
|
||||
|
||||
bool Input::pressed(MouseButton button)
|
||||
{
|
||||
int i = (int)button;
|
||||
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.pressed[i];
|
||||
}
|
||||
|
||||
bool Input::down(MouseButton button)
|
||||
{
|
||||
int i = (int)button;
|
||||
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.down[i];
|
||||
}
|
||||
|
||||
bool Input::released(MouseButton button)
|
||||
{
|
||||
int i = (int)button;
|
||||
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.released[i];
|
||||
}
|
||||
|
||||
Point Input::mouse_wheel()
|
||||
{
|
||||
return g_curr_state.mouse.wheel;
|
||||
}
|
||||
|
||||
bool Input::pressed(Key key)
|
||||
{
|
||||
int i = (int)key;
|
||||
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.pressed[i];
|
||||
}
|
||||
|
||||
bool Input::down(Key key)
|
||||
{
|
||||
int i = (int)key;
|
||||
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.down[i];
|
||||
}
|
||||
|
||||
bool Input::released(Key key)
|
||||
{
|
||||
int i = (int)key;
|
||||
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.released[i];
|
||||
}
|
||||
|
||||
bool Input::ctrl()
|
||||
{
|
||||
return down(Key::LeftControl) || down(Key::RightControl);
|
||||
}
|
||||
|
||||
bool Input::shift()
|
||||
{
|
||||
return down(Key::LeftShift) || down(Key::RightShift);
|
||||
}
|
||||
|
||||
bool Input::alt()
|
||||
{
|
||||
return down(Key::LeftAlt) || down(Key::RightAlt);
|
||||
}
|
||||
|
||||
const char* Input::text()
|
||||
{
|
||||
return g_curr_state.keyboard.text;
|
||||
}
|
||||
|
||||
const ControllerState* Input::controller(int controllerIndex)
|
||||
{
|
||||
if (controllerIndex >= Blah::Input::max_controllers)
|
||||
{
|
||||
Log::warn("Trying to access a out-of-range controller at %i", controllerIndex);
|
||||
return &g_empty_controller;
|
||||
}
|
||||
else if (!g_curr_state.controllers[controllerIndex].is_connected)
|
||||
{
|
||||
return &g_empty_controller;
|
||||
}
|
||||
else
|
||||
{
|
||||
return &g_curr_state.controllers[controllerIndex];
|
||||
}
|
||||
}
|
||||
|
||||
bool Input::pressed(int controllerIndex, Button button)
|
||||
{
|
||||
int i = (int)button;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
|
||||
return g_curr_state.controllers[controllerIndex].pressed[i];
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Input::down(int controllerIndex, Button button)
|
||||
{
|
||||
int i = (int)button;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
|
||||
return g_curr_state.controllers[controllerIndex].down[i];
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Input::released(int controllerIndex, Button button)
|
||||
{
|
||||
int i = (int)button;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
|
||||
return g_curr_state.controllers[controllerIndex].released[i];
|
||||
return false;
|
||||
}
|
||||
|
||||
float Input::axis_check(int controllerIndex, Axis axis)
|
||||
{
|
||||
int i = (int)axis;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_axis)
|
||||
return g_curr_state.controllers[controllerIndex].axis[i];
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Input::axis_check(int fallback, Key negative, Key positive)
|
||||
{
|
||||
if (Input::pressed(positive))
|
||||
return 1;
|
||||
else if (Input::pressed(negative))
|
||||
return -1;
|
||||
else
|
||||
{
|
||||
bool pos = Input::down(positive);
|
||||
bool neg = Input::down(negative);
|
||||
|
||||
if (pos && neg)
|
||||
return fallback;
|
||||
else if (pos)
|
||||
return 1;
|
||||
else if (neg)
|
||||
return -1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int Input::axis_check(int fallback, int controllerIndex, Button negative, Button positive)
|
||||
{
|
||||
if (Input::pressed(controllerIndex, positive))
|
||||
return 1;
|
||||
else if (Input::pressed(controllerIndex, negative))
|
||||
return -1;
|
||||
else
|
||||
{
|
||||
bool pos = Input::down(controllerIndex, positive);
|
||||
bool neg = Input::down(controllerIndex, negative);
|
||||
|
||||
if (pos && neg)
|
||||
return fallback;
|
||||
else if (pos)
|
||||
return 1;
|
||||
else if (neg)
|
||||
return -1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
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";
|
||||
}
|
||||
|
||||
InputBindingRef Input::register_binding(const InputBinding& binding)
|
||||
{
|
||||
auto result = std::make_shared<InputBinding>(binding);
|
||||
g_bindings.push_back(WeakRef<InputBinding>(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;
|
||||
}
|
||||
|
||||
|
||||
InputBinding::TriggerBind::TriggerBind(Axis axis)
|
||||
: axis(axis)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
InputBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
|
||||
: controller(controller), axis(axis), threshold(threshold), positive(positive)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool InputBinding::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;
|
||||
}
|
||||
|
||||
InputBinding::ButtonBind::ButtonBind(Button button)
|
||||
: button(button) {}
|
||||
|
||||
InputBinding::ButtonBind::ButtonBind(int controller, Button button)
|
||||
: controller(controller), button(button) {}
|
||||
|
||||
bool InputBinding::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;
|
||||
}
|
||||
|
||||
bool InputBinding::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;
|
||||
}
|
||||
|
||||
bool InputBinding::down() const
|
||||
{
|
||||
return m_down;
|
||||
}
|
||||
|
||||
float InputBinding::value() const
|
||||
{
|
||||
return m_value;
|
||||
}
|
||||
|
||||
int InputBinding::sign() const
|
||||
{
|
||||
return (int)Calc::sign(m_value);
|
||||
}
|
||||
|
||||
double InputBinding::timestamp() const
|
||||
{
|
||||
return m_last_timestamp;
|
||||
}
|
||||
|
||||
void InputBinding::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();
|
||||
}
|
||||
|
||||
void InputBinding::consume_press()
|
||||
{
|
||||
m_press_consumed = true;
|
||||
m_last_press_time = -1;
|
||||
}
|
||||
|
||||
void InputBinding::consume_release()
|
||||
{
|
||||
m_release_consumed = true;
|
||||
m_last_release_time = -1;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::add(Key key)
|
||||
{
|
||||
keys.push_back(key);
|
||||
return *this;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::add(ButtonBind button)
|
||||
{
|
||||
buttons.push_back(button);
|
||||
return *this;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::add(TriggerBind trigger)
|
||||
{
|
||||
triggers.push_back(trigger);
|
||||
return *this;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::add(MouseButton button)
|
||||
{
|
||||
mouse.push_back(button);
|
||||
return *this;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::add_left_trigger(int controller, float threshold)
|
||||
{
|
||||
triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::add_right_trigger(int controller, float threshold)
|
||||
{
|
||||
triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
InputBinding& InputBinding::set_controller(int index)
|
||||
{
|
||||
for (auto& it : buttons)
|
||||
it.controller = index;
|
||||
for (auto& it : triggers)
|
||||
it.controller = index;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void InputBinding::clear()
|
||||
{
|
||||
keys.clear();
|
||||
buttons.clear();
|
||||
triggers.clear();
|
||||
mouse.clear();
|
||||
}
|
||||
|
||||
bool InputBinding::get_pressed() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::pressed(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::pressed(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::pressed(it.controller, 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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
bool InputBinding::get_released() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::released(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::released(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::released(it.controller, 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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
bool InputBinding::get_down() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::down(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::down(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::down(it.controller, 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;
|
||||
|
||||
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
float InputBinding::get_value() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::down(it))
|
||||
return 1.0f;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::down(it))
|
||||
return 1.0f;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::down(it.controller, 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;
|
||||
|
||||
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)
|
||||
{
|
||||
negative.add(InputBinding::TriggerBind(controller, Axis::LeftX, threshold, false));
|
||||
positive.add(InputBinding::TriggerBind(controller, Axis::LeftX, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold)
|
||||
{
|
||||
negative.add(InputBinding::TriggerBind(controller, Axis::LeftY, threshold, false));
|
||||
positive.add(InputBinding::TriggerBind(controller, Axis::LeftY, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold)
|
||||
{
|
||||
negative.add(InputBinding::TriggerBind(controller, Axis::RightX, threshold, false));
|
||||
positive.add(InputBinding::TriggerBind(controller, Axis::RightX, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold)
|
||||
{
|
||||
negative.add(InputBinding::TriggerBind(controller, Axis::RightY, threshold, false));
|
||||
positive.add(InputBinding::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)
|
||||
{
|
||||
x.negative.add(InputBinding::ButtonBind(controller, Button::Left));
|
||||
x.positive.add(InputBinding::ButtonBind(controller, Button::Right));
|
||||
y.negative.add(InputBinding::ButtonBind(controller, Button::Up));
|
||||
y.positive.add(InputBinding::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();
|
||||
}
|
||||
|
@ -1,469 +0,0 @@
|
||||
#include <blah/input/binding.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/core/time.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
Binding::TriggerBind::TriggerBind(Axis axis)
|
||||
: axis(axis)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Binding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
|
||||
: controller(controller), axis(axis), threshold(threshold), positive(positive)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Binding::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;
|
||||
}
|
||||
|
||||
Binding::ButtonBind::ButtonBind(Button button)
|
||||
: button(button) {}
|
||||
|
||||
Binding::ButtonBind::ButtonBind(int controller, Button button)
|
||||
: controller(controller), button(button) {}
|
||||
|
||||
bool Binding::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;
|
||||
}
|
||||
|
||||
bool Binding::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;
|
||||
}
|
||||
|
||||
bool Binding::down() const
|
||||
{
|
||||
return m_down;
|
||||
}
|
||||
|
||||
float Binding::value() const
|
||||
{
|
||||
return m_value;
|
||||
}
|
||||
|
||||
int Binding::sign() const
|
||||
{
|
||||
return (int)Calc::sign(m_value);
|
||||
}
|
||||
|
||||
double Binding::timestamp() const
|
||||
{
|
||||
return m_last_timestamp;
|
||||
}
|
||||
|
||||
void Binding::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();
|
||||
}
|
||||
|
||||
void Binding::consume_press()
|
||||
{
|
||||
m_press_consumed = true;
|
||||
m_last_press_time = -1;
|
||||
}
|
||||
|
||||
void Binding::consume_release()
|
||||
{
|
||||
m_release_consumed = true;
|
||||
m_last_release_time = -1;
|
||||
}
|
||||
|
||||
Binding& Binding::add(Key key)
|
||||
{
|
||||
keys.push_back(key);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Binding& Binding::add(ButtonBind button)
|
||||
{
|
||||
buttons.push_back(button);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Binding& Binding::add(TriggerBind trigger)
|
||||
{
|
||||
triggers.push_back(trigger);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Binding& Binding::add(MouseButton button)
|
||||
{
|
||||
mouse.push_back(button);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Binding& Binding::add_left_trigger(int controller, float threshold)
|
||||
{
|
||||
triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
Binding& Binding::add_right_trigger(int controller, float threshold)
|
||||
{
|
||||
triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
Binding& Binding::set_controller(int index)
|
||||
{
|
||||
for (auto& it : buttons)
|
||||
it.controller = index;
|
||||
for (auto& it : triggers)
|
||||
it.controller = index;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Binding::clear()
|
||||
{
|
||||
keys.clear();
|
||||
buttons.clear();
|
||||
triggers.clear();
|
||||
mouse.clear();
|
||||
}
|
||||
|
||||
bool Binding::get_pressed() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::pressed(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::pressed(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::pressed(it.controller, 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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
bool Binding::get_released() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::released(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::released(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::released(it.controller, 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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
bool Binding::get_down() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::down(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::down(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::down(it.controller, 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;
|
||||
|
||||
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
float Binding::get_value() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::down(it))
|
||||
return 1.0f;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::down(it))
|
||||
return 1.0f;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::down(it.controller, 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;
|
||||
|
||||
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)
|
||||
{
|
||||
negative.add(Binding::TriggerBind(controller, Axis::LeftX, threshold, false));
|
||||
positive.add(Binding::TriggerBind(controller, Axis::LeftX, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold)
|
||||
{
|
||||
negative.add(Binding::TriggerBind(controller, Axis::LeftY, threshold, false));
|
||||
positive.add(Binding::TriggerBind(controller, Axis::LeftY, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold)
|
||||
{
|
||||
negative.add(Binding::TriggerBind(controller, Axis::RightX, threshold, false));
|
||||
positive.add(Binding::TriggerBind(controller, Axis::RightX, threshold, true));
|
||||
return *this;
|
||||
}
|
||||
|
||||
AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold)
|
||||
{
|
||||
negative.add(Binding::TriggerBind(controller, Axis::RightY, threshold, false));
|
||||
positive.add(Binding::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)
|
||||
{
|
||||
x.negative.add(Binding::ButtonBind(controller, Button::Left));
|
||||
x.positive.add(Binding::ButtonBind(controller, Button::Right));
|
||||
y.negative.add(Binding::ButtonBind(controller, Button::Up));
|
||||
y.positive.add(Binding::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();
|
||||
}
|
@ -1,70 +0,0 @@
|
||||
#include <blah/input/binding_registry.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
Vector<std::weak_ptr<Binding>> BindingRegistry::bindings;
|
||||
Vector<std::weak_ptr<AxisBinding>> BindingRegistry::axes;
|
||||
Vector<std::weak_ptr<StickBinding>> BindingRegistry::sticks;
|
||||
|
||||
BindingRef BindingRegistry::register_binding(const Binding& binding)
|
||||
{
|
||||
auto result = std::make_shared<Binding>(binding);
|
||||
bindings.push_back(std::weak_ptr<Binding>(result));
|
||||
return result;
|
||||
}
|
||||
|
||||
AxisBindingRef BindingRegistry::register_axis(const AxisBinding& binding)
|
||||
{
|
||||
auto result = std::make_shared<AxisBinding>(binding);
|
||||
axes.push_back(std::weak_ptr<AxisBinding>(result));
|
||||
return result;
|
||||
}
|
||||
|
||||
StickBindingRef BindingRegistry::register_stick(const StickBinding& binding)
|
||||
{
|
||||
auto result = std::make_shared<StickBinding>(binding);
|
||||
sticks.push_back(std::weak_ptr<StickBinding>(result));
|
||||
return result;
|
||||
}
|
||||
|
||||
void BindingRegistry::update()
|
||||
{
|
||||
for (int i = 0; i < bindings.size(); i++)
|
||||
{
|
||||
if (bindings[i].use_count() <= 0)
|
||||
{
|
||||
bindings.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = bindings[i].lock())
|
||||
{
|
||||
binding->update();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < axes.size(); i++)
|
||||
{
|
||||
if (axes[i].use_count() <= 0)
|
||||
{
|
||||
axes.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = axes[i].lock())
|
||||
{
|
||||
binding->update();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < sticks.size(); i++)
|
||||
{
|
||||
if (sticks[i].use_count() <= 0)
|
||||
{
|
||||
sticks.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = sticks[i].lock())
|
||||
{
|
||||
binding->update();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,406 +0,0 @@
|
||||
#include <blah/input/input.h>
|
||||
#include <blah/input/binding_registry.h>
|
||||
#include <blah/core/app.h>
|
||||
#include <blah/core/time.h>
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/math/point.h>
|
||||
#include "../internal/input_backend.h"
|
||||
#include <cstring>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
namespace
|
||||
{
|
||||
InputState g_last_state;
|
||||
InputState g_curr_state;
|
||||
InputState g_next_state;
|
||||
InputState g_empty_state;
|
||||
ControllerState g_empty_controller;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
g_last_state = g_empty_state;
|
||||
g_curr_state = g_empty_state;
|
||||
g_next_state = g_empty_state;
|
||||
}
|
||||
|
||||
void InputBackend::frame()
|
||||
{
|
||||
// cycle states
|
||||
g_last_state = g_curr_state;
|
||||
g_curr_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
|
||||
BindingRegistry::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;
|
||||
}
|
||||
}
|
||||
|
||||
const InputState* Input::state()
|
||||
{
|
||||
return &g_curr_state;
|
||||
}
|
||||
|
||||
const InputState* Input::last_state()
|
||||
{
|
||||
return &g_last_state;
|
||||
}
|
||||
|
||||
Vec2 Input::mouse()
|
||||
{
|
||||
return g_curr_state.mouse.position;
|
||||
}
|
||||
|
||||
|
||||
Vec2 Input::mouse_draw()
|
||||
{
|
||||
return Vec2(g_curr_state.mouse.draw_position);
|
||||
}
|
||||
|
||||
Vec2 Input::mouse_screen()
|
||||
{
|
||||
return Vec2(g_curr_state.mouse.screen_position);
|
||||
}
|
||||
|
||||
bool Input::pressed(MouseButton button)
|
||||
{
|
||||
int i = (int)button;
|
||||
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.pressed[i];
|
||||
}
|
||||
|
||||
bool Input::down(MouseButton button)
|
||||
{
|
||||
int i = (int)button;
|
||||
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.down[i];
|
||||
}
|
||||
|
||||
bool Input::released(MouseButton button)
|
||||
{
|
||||
int i = (int)button;
|
||||
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.released[i];
|
||||
}
|
||||
|
||||
Point Input::mouse_wheel()
|
||||
{
|
||||
return g_curr_state.mouse.wheel;
|
||||
}
|
||||
|
||||
bool Input::pressed(Key key)
|
||||
{
|
||||
int i = (int)key;
|
||||
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.pressed[i];
|
||||
}
|
||||
|
||||
bool Input::down(Key key)
|
||||
{
|
||||
int i = (int)key;
|
||||
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.down[i];
|
||||
}
|
||||
|
||||
bool Input::released(Key key)
|
||||
{
|
||||
int i = (int)key;
|
||||
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.released[i];
|
||||
}
|
||||
|
||||
bool Input::ctrl()
|
||||
{
|
||||
return down(Key::LeftControl) || down(Key::RightControl);
|
||||
}
|
||||
|
||||
bool Input::shift()
|
||||
{
|
||||
return down(Key::LeftShift) || down(Key::RightShift);
|
||||
}
|
||||
|
||||
bool Input::alt()
|
||||
{
|
||||
return down(Key::LeftAlt) || down(Key::RightAlt);
|
||||
}
|
||||
|
||||
const char* Input::text()
|
||||
{
|
||||
return g_curr_state.keyboard.text;
|
||||
}
|
||||
|
||||
const ControllerState* Input::controller(int controllerIndex)
|
||||
{
|
||||
if (controllerIndex >= Blah::Input::max_controllers)
|
||||
{
|
||||
Log::warn("Trying to access a out-of-range controller at %i", controllerIndex);
|
||||
return &g_empty_controller;
|
||||
}
|
||||
else if (!g_curr_state.controllers[controllerIndex].is_connected)
|
||||
{
|
||||
return &g_empty_controller;
|
||||
}
|
||||
else
|
||||
{
|
||||
return &g_curr_state.controllers[controllerIndex];
|
||||
}
|
||||
}
|
||||
|
||||
bool Input::pressed(int controllerIndex, Button button)
|
||||
{
|
||||
int i = (int)button;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
|
||||
return g_curr_state.controllers[controllerIndex].pressed[i];
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Input::down(int controllerIndex, Button button)
|
||||
{
|
||||
int i = (int)button;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
|
||||
return g_curr_state.controllers[controllerIndex].down[i];
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Input::released(int controllerIndex, Button button)
|
||||
{
|
||||
int i = (int)button;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
|
||||
return g_curr_state.controllers[controllerIndex].released[i];
|
||||
return false;
|
||||
}
|
||||
|
||||
float Input::axis_check(int controllerIndex, Axis axis)
|
||||
{
|
||||
int i = (int)axis;
|
||||
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_axis)
|
||||
return g_curr_state.controllers[controllerIndex].axis[i];
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Input::axis_check(int fallback, Key negative, Key positive)
|
||||
{
|
||||
if (Input::pressed(positive))
|
||||
return 1;
|
||||
else if (Input::pressed(negative))
|
||||
return -1;
|
||||
else
|
||||
{
|
||||
bool pos = Input::down(positive);
|
||||
bool neg = Input::down(negative);
|
||||
|
||||
if (pos && neg)
|
||||
return fallback;
|
||||
else if (pos)
|
||||
return 1;
|
||||
else if (neg)
|
||||
return -1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int Input::axis_check(int fallback, int controllerIndex, Button negative, Button positive)
|
||||
{
|
||||
if (Input::pressed(controllerIndex, positive))
|
||||
return 1;
|
||||
else if (Input::pressed(controllerIndex, negative))
|
||||
return -1;
|
||||
else
|
||||
{
|
||||
bool pos = Input::down(controllerIndex, positive);
|
||||
bool neg = Input::down(controllerIndex, negative);
|
||||
|
||||
if (pos && neg)
|
||||
return fallback;
|
||||
else if (pos)
|
||||
return 1;
|
||||
else if (neg)
|
||||
return -1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
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";
|
||||
}
|
@ -1,12 +1,12 @@
|
||||
#pragma once
|
||||
#include <blah/core/app.h>
|
||||
#include <blah/app.h>
|
||||
#include <blah/graphics/renderpass.h>
|
||||
#include <blah/graphics/texture.h>
|
||||
#include <blah/graphics/framebuffer.h>
|
||||
#include <blah/graphics/target.h>
|
||||
#include <blah/graphics/shader.h>
|
||||
#include <blah/graphics/mesh.h>
|
||||
#include <blah/graphics/material.h>
|
||||
#include <blah/math/color.h>
|
||||
#include <blah/numerics/color.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
@ -45,9 +45,9 @@ namespace Blah
|
||||
// if the Texture is invalid, this should return an empty reference.
|
||||
TextureRef create_texture(int width, int height, TextureFormat format);
|
||||
|
||||
// Creates a new FrameBuffer.
|
||||
// if the FrameBuffer is invalid, this should return an empty reference.
|
||||
FrameBufferRef create_framebuffer(int width, int height, const TextureFormat* attachments, int attachment_count);
|
||||
// Creates a new Target.
|
||||
// if the Target is invalid, this should return an empty reference.
|
||||
TargetRef create_target(int width, int height, const TextureFormat* attachments, int attachment_count);
|
||||
|
||||
// Creates a new Shader.
|
||||
// if the Shader is invalid, this should return an empty reference.
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
#include "../internal/graphics_backend.h"
|
||||
#include "../internal/platform_backend.h"
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/common.h>
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include <cstddef>
|
||||
@ -252,7 +252,7 @@ namespace Blah
|
||||
hr = state.device->CreateTexture2D(&desc, NULL, &staging);
|
||||
if (!SUCCEEDED(hr))
|
||||
{
|
||||
BLAH_ERROR("Failed to create staging texture to get data");
|
||||
BLAH_ASSERT(false, "Failed to create staging texture to get data");
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -270,7 +270,7 @@ namespace Blah
|
||||
|
||||
if (!SUCCEEDED(hr))
|
||||
{
|
||||
BLAH_ERROR("Failed to get texture data");
|
||||
BLAH_ASSERT(false, "Failed to get texture data");
|
||||
return;
|
||||
}
|
||||
|
||||
@ -285,16 +285,16 @@ namespace Blah
|
||||
|
||||
};
|
||||
|
||||
class D3D11_FrameBuffer : public FrameBuffer
|
||||
class D3D11_Target : public Target
|
||||
{
|
||||
private:
|
||||
Attachments m_attachments;
|
||||
|
||||
public:
|
||||
StackVector<ID3D11RenderTargetView*, Attachments::MaxCapacity - 1> color_views;
|
||||
StackVector<ID3D11RenderTargetView*, Attachments::capacity - 1> color_views;
|
||||
ID3D11DepthStencilView* depth_view = nullptr;
|
||||
|
||||
D3D11_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachment_count)
|
||||
D3D11_Target(int width, int height, const TextureFormat* attachments, int attachment_count)
|
||||
{
|
||||
for (int i = 0; i < attachment_count; i++)
|
||||
{
|
||||
@ -315,19 +315,19 @@ namespace Blah
|
||||
}
|
||||
}
|
||||
|
||||
~D3D11_FrameBuffer()
|
||||
~D3D11_Target()
|
||||
{
|
||||
for (auto& it : color_views)
|
||||
it->Release();
|
||||
color_views.clear();
|
||||
}
|
||||
|
||||
Attachments& attachments() override
|
||||
Attachments& textures() override
|
||||
{
|
||||
return m_attachments;
|
||||
}
|
||||
|
||||
const Attachments& attachments() const override
|
||||
const Attachments& textures() const override
|
||||
{
|
||||
return m_attachments;
|
||||
}
|
||||
@ -841,9 +841,9 @@ namespace Blah
|
||||
return TextureRef();
|
||||
}
|
||||
|
||||
FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachment_count)
|
||||
TargetRef GraphicsBackend::create_target(int width, int height, const TextureFormat* attachments, int attachment_count)
|
||||
{
|
||||
return FrameBufferRef(new D3D11_FrameBuffer(width, height, attachments, attachment_count));
|
||||
return TargetRef(new D3D11_Target(width, height, attachments, attachment_count));
|
||||
}
|
||||
|
||||
ShaderRef GraphicsBackend::create_shader(const ShaderData* data)
|
||||
@ -876,7 +876,7 @@ namespace Blah
|
||||
}
|
||||
else
|
||||
{
|
||||
auto target = (D3D11_FrameBuffer*)(pass.target.get());
|
||||
auto target = (D3D11_Target*)(pass.target.get());
|
||||
ctx->OMSetRenderTargets(target->color_views.size(), target->color_views.begin(), target->depth_view);
|
||||
}
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
#include "../internal/graphics_backend.h"
|
||||
#include "../internal/platform_backend.h"
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/common.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
@ -56,14 +56,14 @@ namespace Blah
|
||||
|
||||
};
|
||||
|
||||
class Dummy_FrameBuffer : public FrameBuffer
|
||||
class Dummy_Target : public Target
|
||||
{
|
||||
private:
|
||||
Attachments m_attachments;
|
||||
|
||||
public:
|
||||
|
||||
Dummy_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
|
||||
Dummy_Target(int width, int height, const TextureFormat* attachments, int attachmentCount)
|
||||
{
|
||||
for (int i = 0; i < attachmentCount; i++)
|
||||
{
|
||||
@ -73,12 +73,12 @@ namespace Blah
|
||||
}
|
||||
}
|
||||
|
||||
virtual Attachments& attachments() override
|
||||
virtual Attachments& textures() override
|
||||
{
|
||||
return m_attachments;
|
||||
}
|
||||
|
||||
virtual const Attachments& attachments() const override
|
||||
virtual const Attachments& textures() const override
|
||||
{
|
||||
return m_attachments;
|
||||
}
|
||||
@ -186,9 +186,9 @@ namespace Blah
|
||||
return TextureRef(new Dummy_Texture(width, height, format, false));
|
||||
}
|
||||
|
||||
FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
|
||||
TargetRef GraphicsBackend::create_target(int width, int height, const TextureFormat* attachments, int attachmentCount)
|
||||
{
|
||||
return FrameBufferRef(new Dummy_FrameBuffer(width, height, attachments, attachmentCount));
|
||||
return TargetRef(new Dummy_Target(width, height, attachments, attachmentCount));
|
||||
}
|
||||
|
||||
ShaderRef GraphicsBackend::create_shader(const ShaderData* data)
|
||||
|
@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include <blah/input/input.h>
|
||||
#include <blah/input.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/core/filesystem.h>
|
||||
#include <blah/common.h>
|
||||
#include <blah/filesystem.h>
|
||||
#include <blah/containers/vector.h>
|
||||
|
||||
namespace Blah
|
||||
@ -66,6 +66,9 @@ namespace Blah
|
||||
// Returns the absolute path to the user directory where save data and settings should be stored
|
||||
const char* user_path();
|
||||
|
||||
// Opens a file and sets the handle, or returns an empty handle if it fails
|
||||
FileRef file_open(const char* path, FileMode mode);
|
||||
|
||||
// Returns true if a file with the given path exists
|
||||
bool file_exists(const char* path);
|
||||
|
||||
@ -87,27 +90,6 @@ namespace Blah
|
||||
// opens a directory in the OS file explorer / finder
|
||||
void dir_explore(const char* path);
|
||||
|
||||
// Opens a file and sets the handle. returns true if the file was successfully opened
|
||||
bool file_open(const char* path, FileHandle* handle, FileMode mode);
|
||||
|
||||
// Returns the length of the file
|
||||
i64 file_length(FileHandle file);
|
||||
|
||||
// Returns the Position of the file
|
||||
i64 file_position(FileHandle file);
|
||||
|
||||
// Seeks the Position of the file and returns the new position from the start of the file
|
||||
i64 file_seek(FileHandle file, i64 seekTo);
|
||||
|
||||
// Reads a specific number of elements of a given size from the file into ptr
|
||||
i64 file_read(FileHandle file, void* ptr, i64 size);
|
||||
|
||||
// Writes a specific number of elements of the given size from ptr to the file
|
||||
i64 file_write(FileHandle file, const void* ptr, i64 size);
|
||||
|
||||
// Closes a file
|
||||
void file_close(FileHandle file);
|
||||
|
||||
// OpenGL Methods
|
||||
void* gl_get_func(const char* name);
|
||||
void* gl_context_create();
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,25 +0,0 @@
|
||||
#include <blah/math/stopwatch.h>
|
||||
#include <chrono>
|
||||
|
||||
using namespace std::chrono;
|
||||
using namespace Blah;
|
||||
|
||||
Stopwatch::Stopwatch()
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
void Stopwatch::reset()
|
||||
{
|
||||
start_time = std::chrono::duration_cast<std::chrono::microseconds>(system_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
|
||||
u64 Stopwatch::milliseconds()
|
||||
{
|
||||
return microseconds() / 1000;
|
||||
}
|
||||
|
||||
u64 Stopwatch::microseconds()
|
||||
{
|
||||
return std::chrono::duration_cast<std::chrono::microseconds>(system_clock::now().time_since_epoch()).count() - start_time;
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include <blah/math/circle.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/numerics/circle.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include <blah/math/color.h>
|
||||
#include <blah/math/vec3.h>
|
||||
#include <blah/math/vec4.h>
|
||||
#include <blah/numerics/color.h>
|
||||
#include <blah/numerics/vec3.h>
|
||||
#include <blah/numerics/vec4.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include <blah/math/line.h>
|
||||
#include <blah/math/rect.h>
|
||||
#include <blah/math/vec2.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/numerics/line.h>
|
||||
#include <blah/numerics/rect.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include <blah/math/mat3x2.h>
|
||||
#include <blah/math/vec2.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
#include <cstring>
|
||||
#include <cmath>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
@ -132,8 +132,8 @@ Mat3x2 Mat3x2::create_scale(float scaleX, float scaleY, Vec2 centerPoint)
|
||||
|
||||
Mat3x2 Mat3x2::create_rotation(float radians)
|
||||
{
|
||||
float c = cosf(radians);
|
||||
float s = sinf(radians);
|
||||
float c = Calc::cos(radians);
|
||||
float s = Calc::sin(radians);
|
||||
|
||||
return Mat3x2(c, s, -s, c, 0, 0);
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
#include <blah/math/mat4x4.h>
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/numerics/mat4x4.h>
|
||||
#include <blah/common.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include <blah/math/vec2.h>
|
||||
#include <blah/math/mat3x2.h>
|
||||
#include <math.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
@ -33,7 +33,7 @@ bool Point::operator !=(const Point& rhs) { return x != rhs.x || y != rhs.y; }
|
||||
|
||||
float Point::length() const
|
||||
{
|
||||
return sqrtf((float)(x * x + y * y));
|
||||
return Calc::sqrt((float)(x * x + y * y));
|
||||
}
|
||||
|
||||
int Point::length_squared() const
|
@ -1,5 +1,5 @@
|
||||
#include <blah/math/quad.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/numerics/quad.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
@ -1,9 +1,9 @@
|
||||
#include <blah/math/rect.h>
|
||||
#include <blah/math/point.h>
|
||||
#include <blah/math/rectI.h>
|
||||
#include <blah/math/vec2.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/math/mat3x2.h>
|
||||
#include <blah/numerics/rect.h>
|
||||
#include <blah/numerics/point.h>
|
||||
#include <blah/numerics/rectI.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -1,8 +1,8 @@
|
||||
#include <blah/math/rectI.h>
|
||||
#include <blah/math/rect.h>
|
||||
#include <blah/math/point.h>
|
||||
#include <blah/math/vec2.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/numerics/rectI.h>
|
||||
#include <blah/numerics/rect.h>
|
||||
#include <blah/numerics/point.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -1,7 +1,6 @@
|
||||
#include <blah/math/vec2.h>
|
||||
#include <blah/math/mat3x2.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <math.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
@ -42,7 +42,7 @@ BufferStream::~BufferStream()
|
||||
delete[] m_buffer;
|
||||
}
|
||||
|
||||
i64 BufferStream::read_into(void* ptr, i64 len)
|
||||
size_t BufferStream::read_into(void* ptr, size_t len)
|
||||
{
|
||||
if (m_buffer == nullptr || ptr == nullptr)
|
||||
return 0;
|
||||
@ -58,7 +58,7 @@ i64 BufferStream::read_into(void* ptr, i64 len)
|
||||
return len;
|
||||
}
|
||||
|
||||
i64 BufferStream::write_from(const void* ptr, i64 len)
|
||||
size_t BufferStream::write_from(const void* ptr, size_t len)
|
||||
{
|
||||
if (len < 0)
|
||||
return 0;
|
||||
@ -78,7 +78,7 @@ i64 BufferStream::write_from(const void* ptr, i64 len)
|
||||
return len;
|
||||
}
|
||||
|
||||
void BufferStream::resize(i64 length)
|
||||
void BufferStream::resize(size_t length)
|
||||
{
|
||||
if (m_capacity > length)
|
||||
{
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include <blah/streams/filestream.h>
|
||||
#include <blah/core/common.h>
|
||||
#include <blah/common.h>
|
||||
#include "../internal/platform_backend.h"
|
||||
#include <cstring>
|
||||
|
||||
@ -7,105 +7,90 @@ using namespace Blah;
|
||||
|
||||
FileStream::FileStream()
|
||||
{
|
||||
m_handle = nullptr;
|
||||
m_mode = FileMode::OpenRead;
|
||||
}
|
||||
|
||||
FileStream::FileStream(const FilePath& path, FileMode mode)
|
||||
: m_mode(mode)
|
||||
, m_file(File::open(path, mode))
|
||||
{
|
||||
if (!PlatformBackend::file_open(path, &m_handle, mode))
|
||||
m_handle = nullptr;
|
||||
|
||||
}
|
||||
|
||||
FileStream::FileStream(FileStream&& src) noexcept
|
||||
{
|
||||
m_handle = src.m_handle;
|
||||
m_file = src.m_file;
|
||||
m_mode = src.m_mode;
|
||||
src.m_handle = nullptr;
|
||||
}
|
||||
|
||||
FileStream& FileStream::operator=(FileStream&& src) noexcept
|
||||
{
|
||||
m_handle = src.m_handle;
|
||||
m_file = src.m_file;
|
||||
m_mode = src.m_mode;
|
||||
src.m_handle = nullptr;
|
||||
return *this;
|
||||
}
|
||||
|
||||
FileStream::~FileStream()
|
||||
size_t FileStream::length() const
|
||||
{
|
||||
if (m_handle != nullptr)
|
||||
PlatformBackend::file_close(m_handle);
|
||||
if (m_file)
|
||||
return m_file->length();
|
||||
return 0;
|
||||
}
|
||||
|
||||
i64 FileStream::length() const
|
||||
size_t FileStream::position() const
|
||||
{
|
||||
if (m_handle == nullptr)
|
||||
return 0;
|
||||
|
||||
return PlatformBackend::file_length(m_handle);
|
||||
if (m_file)
|
||||
return m_file->position();
|
||||
return 0;
|
||||
}
|
||||
|
||||
i64 FileStream::position() const
|
||||
size_t FileStream::seek(size_t seek_to)
|
||||
{
|
||||
if (m_handle == nullptr)
|
||||
return 0;
|
||||
|
||||
return PlatformBackend::file_position(m_handle);
|
||||
}
|
||||
|
||||
i64 FileStream::seek(i64 seek_to)
|
||||
{
|
||||
if (m_handle == nullptr)
|
||||
return 0;
|
||||
|
||||
return PlatformBackend::file_seek(m_handle, seek_to);
|
||||
if (m_file)
|
||||
return m_file->seek(seek_to);
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool FileStream::is_open() const
|
||||
{
|
||||
return m_handle != nullptr;
|
||||
return m_file.get();
|
||||
}
|
||||
|
||||
bool FileStream::is_readable() const
|
||||
{
|
||||
return m_handle != nullptr && (m_mode != FileMode::CreateWrite);
|
||||
return m_file.get() && (m_mode != FileMode::CreateWrite);
|
||||
}
|
||||
|
||||
bool FileStream::is_writable() const
|
||||
{
|
||||
return m_handle != nullptr && (m_mode != FileMode::OpenRead);
|
||||
return m_file.get() && (m_mode != FileMode::OpenRead);
|
||||
}
|
||||
|
||||
i64 FileStream::read_into(void* ptr, i64 length)
|
||||
{
|
||||
if (m_handle == nullptr)
|
||||
{
|
||||
BLAH_ERROR("Unable to read from Stream");
|
||||
return 0;
|
||||
}
|
||||
|
||||
return PlatformBackend::file_read(m_handle, ptr, length);
|
||||
}
|
||||
|
||||
i64 FileStream::write_from(const void* ptr, i64 length)
|
||||
size_t FileStream::read_into(void* ptr, size_t length)
|
||||
{
|
||||
if (length <= 0)
|
||||
return 0;
|
||||
|
||||
if (m_handle == nullptr)
|
||||
{
|
||||
BLAH_ERROR("Unable to write to Stream");
|
||||
return 0;
|
||||
}
|
||||
if (m_file)
|
||||
return m_file->read((unsigned char*)ptr, length);
|
||||
|
||||
return PlatformBackend::file_write(m_handle, ptr, length);
|
||||
BLAH_ASSERT(false, "Unable to read from Stream");
|
||||
return 0;
|
||||
}
|
||||
|
||||
size_t FileStream::write_from(const void* ptr, size_t length)
|
||||
{
|
||||
if (length <= 0)
|
||||
return 0;
|
||||
|
||||
if (m_file)
|
||||
return m_file->write((const unsigned char*)ptr, length);
|
||||
|
||||
BLAH_ASSERT(false, "Unable to write to Stream");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void FileStream::close()
|
||||
{
|
||||
if (m_handle != nullptr)
|
||||
PlatformBackend::file_close(m_handle);
|
||||
m_handle = nullptr;
|
||||
m_file.reset();
|
||||
}
|
@ -6,7 +6,7 @@ using namespace Blah;
|
||||
MemoryStream::MemoryStream()
|
||||
: m_data(nullptr), m_length(0), m_position(0) {}
|
||||
|
||||
MemoryStream::MemoryStream(char* data, i64 length)
|
||||
MemoryStream::MemoryStream(char* data, size_t length)
|
||||
: m_data(data), m_length(length), m_position(0) {}
|
||||
|
||||
MemoryStream::MemoryStream(MemoryStream&& src) noexcept
|
||||
@ -28,7 +28,7 @@ MemoryStream& MemoryStream::operator=(MemoryStream&& src) noexcept
|
||||
return *this;
|
||||
}
|
||||
|
||||
i64 MemoryStream::read_into(void* ptr, i64 len)
|
||||
size_t MemoryStream::read_into(void* ptr, size_t len)
|
||||
{
|
||||
if (len < 0 || ptr == nullptr)
|
||||
return 0;
|
||||
@ -41,7 +41,7 @@ i64 MemoryStream::read_into(void* ptr, i64 len)
|
||||
return len;
|
||||
}
|
||||
|
||||
i64 MemoryStream::write_from(const void* ptr, i64 len)
|
||||
size_t MemoryStream::write_from(const void* ptr, size_t len)
|
||||
{
|
||||
if (len < 0 || ptr == nullptr)
|
||||
return 0;
|
||||
|
@ -4,10 +4,10 @@
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
i64 Stream::pipe(Stream& stream, i64 length)
|
||||
size_t Stream::pipe(Stream& stream, size_t length)
|
||||
{
|
||||
const int BUFFER_LENGTH = 4096;
|
||||
i64 result = 0;
|
||||
size_t result = 0;
|
||||
|
||||
char buffer[BUFFER_LENGTH];
|
||||
while (length > 0)
|
||||
@ -59,12 +59,12 @@ String Stream::read_line()
|
||||
return result;
|
||||
}
|
||||
|
||||
i64 Stream::write(const void* buffer, i64 length)
|
||||
size_t Stream::write(const void* buffer, size_t length)
|
||||
{
|
||||
return write_from(buffer, length);
|
||||
}
|
||||
|
||||
i64 Stream::write(const String& string)
|
||||
size_t Stream::write(const String& string)
|
||||
{
|
||||
return write_from(string.begin(), string.length());
|
||||
}
|
||||
|
@ -1,14 +1,8 @@
|
||||
#include <blah/core/time.h>
|
||||
#include <blah/time.h>
|
||||
#include <chrono>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
namespace
|
||||
{
|
||||
double modf(double x, double m)
|
||||
{
|
||||
return x - (int)(x / m) * m;
|
||||
}
|
||||
}
|
||||
using namespace std::chrono;
|
||||
|
||||
u64 Time::ticks = 0;
|
||||
u64 Time::previous_ticks = 0;
|
||||
@ -48,6 +42,11 @@ bool Time::on_time(double time, double timestamp)
|
||||
|
||||
bool Time::between_interval(double time, float interval, float offset)
|
||||
{
|
||||
static const auto modf = [](double x, double m)
|
||||
{
|
||||
return x - (int)(x / m) * m;
|
||||
};
|
||||
|
||||
return modf(time - offset, ((double)interval) * 2) >= interval;
|
||||
}
|
||||
|
||||
@ -55,3 +54,23 @@ bool Time::between_interval(float interval, float offset)
|
||||
{
|
||||
return between_interval(Time::seconds, interval, offset);
|
||||
}
|
||||
|
||||
Stopwatch::Stopwatch()
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
void Stopwatch::reset()
|
||||
{
|
||||
start_time = std::chrono::duration_cast<std::chrono::microseconds>(system_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
|
||||
u64 Stopwatch::milliseconds()
|
||||
{
|
||||
return microseconds() / 1000;
|
||||
}
|
||||
|
||||
u64 Stopwatch::microseconds()
|
||||
{
|
||||
return std::chrono::duration_cast<std::chrono::microseconds>(system_clock::now().time_since_epoch()).count() - start_time;
|
||||
}
|
Reference in New Issue
Block a user