#include #include #include #include #include #include #include "internal/input_backend.h" #include using namespace Blah; namespace { InputState g_empty_state; ControllerState g_empty_controller; Vector> g_buttons; Vector> g_axes; Vector> g_sticks; } InputState Blah::Input::state; InputState Blah::Input::last_state; void InputBackend::init() { g_empty_controller.name = "Disconnected"; for (int i = 0; i < Input::max_controllers; i++) g_empty_state.controllers[i].name = g_empty_controller.name; Input::last_state = g_empty_state; Input::state = g_empty_state; g_buttons.dispose(); g_axes.dispose(); g_sticks.dispose(); } void InputBackend::update_state() { // cycle states Input::last_state = Input::state; // update other state for next frame for (int i = 0; i < Input::max_keyboard_keys; i++) { Input::state.keyboard.pressed[i] = false; Input::state.keyboard.released[i] = false; } for (int i = 0; i < Input::max_mouse_buttons; i++) { Input::state.mouse.pressed[i] = false; Input::state.mouse.released[i] = false; } Input::state.mouse.wheel = Point::zero; Input::state.keyboard.text.clear(); for (int i = 0; i < Input::max_controllers; i++) { ControllerState& controller = Input::state.controllers[i]; if (!controller.is_connected) controller.name.clear(); for (int j = 0; j < Input::max_controller_buttons; j++) { controller.pressed[j] = false; controller.released[j] = false; } } } void InputBackend::update_bindings() { for (int i = 0; i < g_buttons.size(); i++) { if (g_buttons[i].use_count() <= 0) { g_buttons.erase(i); i--; } else if (auto binding = g_buttons[i].lock()) { binding->update(); } } for (int i = 0; i < g_axes.size(); i++) { if (g_axes[i].use_count() <= 0) { g_axes.erase(i); i--; } else if (auto binding = g_axes[i].lock()) { binding->update(); } } for (int i = 0; i < g_sticks.size(); i++) { if (g_sticks[i].use_count() <= 0) { g_sticks.erase(i); i--; } else if (auto binding = g_sticks[i].lock()) { binding->update(); } } } void MouseState::on_move(const Vec2& pos, const Vec2& screen_pos) { position = pos; screen_position = screen_pos; Point size = Point(App::width(), App::height()); Point draw = Point(App::draw_width(), App::draw_height()); draw_position.x = (position.x / (float)size.x) * draw.x; draw_position.y = (position.y / (float)size.y) * draw.y; } void MouseState::on_press(MouseButton button) { if (button >= 0 && button < Input::max_mouse_buttons) { down[button] = true; pressed[button] = true; timestamp[button] = Time::ticks; } } void MouseState::on_release(MouseButton button) { if (button >= 0 && button < Input::max_mouse_buttons) { down[button] = false; released[button] = true; } } void KeyboardState::on_press(Key key) { if (key >= 0 && key < Input::max_keyboard_keys) { down[key] = true; pressed[key] = true; timestamp[key] = Time::ticks; } } void KeyboardState::on_release(Key key) { if (key >= 0 && key < Input::max_keyboard_keys) { down[key] = false; released[key] = true; } } void ControllerState::on_connect(const String& name, bool is_gamepad, int button_count, int axis_count, u16 vendor, u16 product, u16 version) { *this = g_empty_controller; this->name = name; this->is_connected = true; this->is_gamepad = is_gamepad; this->button_count = button_count; this->axis_count = axis_count; this->vendor = vendor; this->product = product; this->version = version; } void ControllerState::on_disconnect() { *this = g_empty_controller; } void ControllerState::on_press(Button button) { if (button >= 0 && button < Input::max_controller_buttons && button < button_count) { down[button] = true; pressed[button] = true; button_timestamp[button] = Time::ticks; } } void ControllerState::on_release(Button button) { if (button >= 0 && button < Input::max_controller_buttons && button < button_count) { down[button] = false; released[button] = true; } } void ControllerState::on_axis(Axis index, float value) { if (index >= 0 && index < Input::max_controller_axis && index < axis_count) { axis[index] = value; axis_timestamp[index] = Time::ticks; } } bool KeyboardState::ctrl() { return down[Key::LeftControl] || down[Key::RightControl]; } bool KeyboardState::shift() { return down[Key::LeftShift] || down[Key::RightShift]; } bool KeyboardState::alt() { return down[Key::LeftAlt] || down[Key::RightAlt]; } Vec2 Input::mouse() { return state.mouse.position; } Vec2 Input::mouse_draw() { return state.mouse.draw_position; } Vec2 Input::mouse_screen() { return state.mouse.screen_position; } bool Input::pressed(MouseButton button) { return state.mouse.pressed[button]; } bool Input::down(MouseButton button) { return state.mouse.down[button]; } bool Input::released(MouseButton button) { return state.mouse.released[button]; } Point Input::mouse_wheel() { return state.mouse.wheel; } bool Input::pressed(Key key) { return state.keyboard.pressed[key]; } bool Input::down(Key key) { return state.keyboard.down[key]; } bool Input::released(Key key) { return state.keyboard.released[key]; } bool Input::ctrl() { return state.keyboard.ctrl(); } bool Input::shift() { return state.keyboard.shift(); } bool Input::alt() { return state.keyboard.alt(); } const char* Input::name_of(Key key) { switch (key) { #define DEFINE_KEY(name, value) case Key::name: return #name; BLAH_KEY_DEFINITIONS #undef DEFINE_KEY } return "Unknown"; } const char* Input::name_of(Button button) { switch (button) { #define DEFINE_BTN(name, value) case Button::name: return #name; BLAH_BUTTON_DEFINITIONS #undef DEFINE_BTN } return "Unknown"; } ButtonBindingRef Input::register_binding(const ButtonBinding& binding) { auto result = std::make_shared(binding); g_buttons.push_back(WeakRef(result)); return result; } AxisBindingRef Input::register_binding(const AxisBinding& binding) { auto result = std::make_shared(binding); g_axes.push_back(WeakRef(result)); return result; } StickBindingRef Input::register_binding(const StickBinding& binding) { auto result = std::make_shared(binding); g_sticks.push_back(WeakRef(result)); return result; } ButtonBinding::TriggerBind::TriggerBind(Axis axis) : axis(axis) { } ButtonBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive) : controller(controller), axis(axis), threshold(threshold), positive(positive) { } bool ButtonBinding::TriggerBind::is_down(float axis_value) const { if ((axis_value > 0 && positive) || (axis_value < 0 && !positive)) { if (Calc::abs(axis_value) >= threshold) return true; } return false; } ButtonBinding::ButtonBind::ButtonBind(Button button) : button(button) {} ButtonBinding::ButtonBind::ButtonBind(int controller, Button button) : controller(controller), button(button) {} bool ButtonBinding::pressed() const { if (m_press_consumed) return false; if (m_last_press_time >= 0 && (Time::seconds - m_last_press_time) <= press_buffer) return true; return m_pressed; } bool ButtonBinding::released() const { if (m_release_consumed) return false; if (m_last_release_time >= 0 && (Time::seconds - m_last_release_time) <= release_buffer) return true; return m_released; } bool ButtonBinding::down() const { return m_down; } float ButtonBinding::value() const { return m_value; } int ButtonBinding::sign() const { return (int)Calc::sign(m_value); } double ButtonBinding::timestamp() const { return m_last_timestamp; } void ButtonBinding::update() { m_press_consumed = false; m_release_consumed = false; if (get_pressed()) { m_last_timestamp = Time::seconds; m_last_press_time = Time::seconds; m_pressed = true; } else { m_pressed = false; } if (get_released()) { m_last_release_time = Time::seconds; m_released = true; } else { m_released = false; } m_down = get_down(); m_value = get_value(); } void ButtonBinding::consume_press() { m_press_consumed = true; m_last_press_time = -1; } void ButtonBinding::consume_release() { m_release_consumed = true; m_last_release_time = -1; } ButtonBinding& ButtonBinding::add(Key key) { keys.push_back(key); return *this; } ButtonBinding& ButtonBinding::add(ButtonBind button) { buttons.push_back(button); return *this; } ButtonBinding& ButtonBinding::add(TriggerBind trigger) { triggers.push_back(trigger); return *this; } ButtonBinding& ButtonBinding::add(MouseButton button) { mouse.push_back(button); return *this; } ButtonBinding& ButtonBinding::add_left_trigger(int controller, float threshold) { triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true)); return *this; } ButtonBinding& ButtonBinding::add_right_trigger(int controller, float threshold) { triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true)); return *this; } ButtonBinding& ButtonBinding::set_controller(int index) { for (auto& it : buttons) it.controller = index; for (auto& it : triggers) it.controller = index; return *this; } void ButtonBinding::clear() { keys.clear(); buttons.clear(); triggers.clear(); mouse.clear(); } bool ButtonBinding::get_pressed() const { for (auto& it : keys) if (Input::state.keyboard.pressed[it]) return true; for (auto& it : mouse) if (Input::state.mouse.pressed[it]) return true; for (auto& it : buttons) if (Input::state.controllers[it.controller].pressed[it.button]) return true; for (auto& it : triggers) { if (it.controller < 0 || it.controller >= Input::max_controllers) continue; if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis) continue; 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 ButtonBinding::get_released() const { for (auto& it : keys) if (Input::state.keyboard.released[it]) return true; for (auto& it : mouse) if (Input::state.mouse.released[it]) return true; for (auto& it : buttons) if (Input::state.controllers[it.controller].released[it.button]) return true; for (auto& it : triggers) { if (it.controller < 0 || it.controller >= Input::max_controllers) continue; if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis) continue; 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 ButtonBinding::get_down() const { for (auto& it : keys) if (Input::state.keyboard.down[it]) return true; for (auto& it : mouse) if (Input::state.mouse.down[it]) return true; for (auto& it : buttons) if (Input::state.controllers[it.controller].down[it.button]) return true; for (auto& it : triggers) { if (it.controller < 0 || it.controller >= Input::max_controllers) continue; if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis) continue; if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis])) return true; } return false; } float ButtonBinding::get_value() const { for (auto& it : keys) if (Input::state.keyboard.down[it]) return 1.0f; for (auto& it : mouse) if (Input::state.mouse.down[it]) return 1.0f; for (auto& it : buttons) if (Input::state.controllers[it.controller].down[it.button]) return 1.0f; float highest = 0; for (auto& it : triggers) { if (it.controller < 0 || it.controller >= Input::max_controllers) continue; if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis) continue; 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(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, false)); positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, true)); return *this; } AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold) { negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, false)); positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, true)); return *this; } AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold) { negative.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, false)); positive.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, true)); return *this; } AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold) { negative.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, false)); positive.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, true)); return *this; } AxisBinding& AxisBinding::set_controller(int index) { negative.set_controller(index); positive.set_controller(index); return *this; } void AxisBinding::clear() { negative.clear(); positive.clear(); } Vec2 StickBinding::value() const { Vec2 result = Vec2(x.value(), y.value()); if (round_threshold > 0 && result.length() < round_threshold) return Vec2::zero; return result; } Point StickBinding::sign() const { Vec2 result = value(); return Point((int)Calc::sign(result.x), (int)Calc::sign(result.y)); } void StickBinding::update() { x.update(); y.update(); } void StickBinding::consume_press() { x.consume_press(); y.consume_press(); } void StickBinding::consume_release() { x.consume_release(); y.consume_release(); } StickBinding& StickBinding::add_dpad(int controller) { x.negative.add(ButtonBinding::ButtonBind(controller, Button::Left)); x.positive.add(ButtonBinding::ButtonBind(controller, Button::Right)); y.negative.add(ButtonBinding::ButtonBind(controller, Button::Up)); y.positive.add(ButtonBinding::ButtonBind(controller, Button::Down)); return *this; } StickBinding& StickBinding::add_left_stick(int controller, float threshold) { x.add_left_stick_x(controller, threshold); y.add_left_stick_y(controller, threshold); return *this; } StickBinding& StickBinding::add_right_stick(int controller, float threshold) { x.add_right_stick_x(controller, threshold); y.add_right_stick_y(controller, threshold); return *this; } StickBinding& StickBinding::set_controller(int index) { x.set_controller(index); y.set_controller(index); return *this; } void StickBinding::clear() { x.clear(); y.clear(); }