mirror of
https://github.com/NoelFB/blah.git
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812 lines
19 KiB
C++
812 lines
19 KiB
C++
#pragma once
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#include <blah_common.h>
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#include <blah_spatial.h>
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#include <blah_string.h>
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#include <blah_stackvector.h>
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// These are generally copied from the SDL2 Scancode Keys,
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// which are in turn based on the USB standards:
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// https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf
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#define BLAH_KEY_DEFINITIONS \
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DEFINE_KEY(Unknown, 0) \
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\
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DEFINE_KEY(A, 4) \
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DEFINE_KEY(B, 5) \
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DEFINE_KEY(C, 6) \
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DEFINE_KEY(D, 7) \
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DEFINE_KEY(E, 8) \
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DEFINE_KEY(F, 9) \
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DEFINE_KEY(G, 10) \
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DEFINE_KEY(H, 11) \
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DEFINE_KEY(I, 12) \
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DEFINE_KEY(J, 13) \
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DEFINE_KEY(K, 14) \
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DEFINE_KEY(L, 15) \
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DEFINE_KEY(M, 16) \
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DEFINE_KEY(N, 17) \
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DEFINE_KEY(O, 18) \
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DEFINE_KEY(P, 19) \
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DEFINE_KEY(Q, 20) \
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DEFINE_KEY(R, 21) \
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DEFINE_KEY(S, 22) \
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DEFINE_KEY(T, 23) \
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DEFINE_KEY(U, 24) \
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DEFINE_KEY(V, 25) \
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DEFINE_KEY(W, 26) \
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DEFINE_KEY(X, 27) \
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DEFINE_KEY(Y, 28) \
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DEFINE_KEY(Z, 29) \
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\
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DEFINE_KEY(D1, 30) \
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DEFINE_KEY(D2, 31) \
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DEFINE_KEY(D3, 32) \
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DEFINE_KEY(D4, 33) \
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DEFINE_KEY(D5, 34) \
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DEFINE_KEY(D6, 35) \
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DEFINE_KEY(D7, 36) \
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DEFINE_KEY(D8, 37) \
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DEFINE_KEY(D9, 38) \
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DEFINE_KEY(D0, 39) \
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\
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DEFINE_KEY(Enter, 40) \
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DEFINE_KEY(Escape, 41) \
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DEFINE_KEY(Backspace, 42) \
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DEFINE_KEY(Tab, 43) \
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DEFINE_KEY(Space, 44) \
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\
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DEFINE_KEY(Minus, 45) \
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DEFINE_KEY(Equals, 46) \
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DEFINE_KEY(LeftBracket, 47) \
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DEFINE_KEY(RightBracket, 48) \
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DEFINE_KEY(Backslash, 49) \
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DEFINE_KEY(Semicolon, 51) \
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DEFINE_KEY(Apostrophe, 52) \
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DEFINE_KEY(Tilde, 53) \
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DEFINE_KEY(Comma, 54) \
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DEFINE_KEY(Period, 55) \
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DEFINE_KEY(Slash, 56) \
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\
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DEFINE_KEY(Capslock, 57) \
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\
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DEFINE_KEY(F1, 58) \
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DEFINE_KEY(F2, 59) \
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DEFINE_KEY(F3, 60) \
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DEFINE_KEY(F4, 61) \
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DEFINE_KEY(F5, 62) \
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DEFINE_KEY(F6, 63) \
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DEFINE_KEY(F7, 64) \
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DEFINE_KEY(F8, 65) \
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DEFINE_KEY(F9, 66) \
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DEFINE_KEY(F10, 67) \
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DEFINE_KEY(F11, 68) \
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DEFINE_KEY(F12, 69) \
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DEFINE_KEY(F13, 104) \
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DEFINE_KEY(F14, 105) \
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DEFINE_KEY(F15, 106) \
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DEFINE_KEY(F16, 107) \
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DEFINE_KEY(F17, 108) \
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DEFINE_KEY(F18, 109) \
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DEFINE_KEY(F19, 110) \
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DEFINE_KEY(F20, 111) \
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DEFINE_KEY(F21, 112) \
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DEFINE_KEY(F22, 113) \
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DEFINE_KEY(F23, 114) \
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DEFINE_KEY(F24, 115) \
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\
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DEFINE_KEY(PrintScreen, 70) \
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DEFINE_KEY(ScrollLock, 71) \
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DEFINE_KEY(Pause, 72) \
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DEFINE_KEY(Insert, 73) \
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DEFINE_KEY(Home, 74) \
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DEFINE_KEY(PageUp, 75) \
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DEFINE_KEY(Delete, 76) \
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DEFINE_KEY(End, 77) \
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DEFINE_KEY(PageDown, 78) \
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DEFINE_KEY(Right, 79) \
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DEFINE_KEY(Left, 80) \
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DEFINE_KEY(Down, 81) \
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DEFINE_KEY(Up, 82) \
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\
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DEFINE_KEY(Numlock, 83) \
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\
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DEFINE_KEY(Application, 101) \
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\
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DEFINE_KEY(Execute, 116) \
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DEFINE_KEY(Help, 117) \
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DEFINE_KEY(Menu, 118) \
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DEFINE_KEY(Select, 119) \
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DEFINE_KEY(Stop, 120) \
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DEFINE_KEY(Redo, 121) \
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DEFINE_KEY(Undo, 122) \
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DEFINE_KEY(Cut, 123) \
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DEFINE_KEY(Copy, 124) \
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DEFINE_KEY(Paste, 125) \
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DEFINE_KEY(Find, 126) \
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DEFINE_KEY(Mute, 127) \
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DEFINE_KEY(VolumeUp, 128) \
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DEFINE_KEY(VolumeDown, 129) \
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\
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DEFINE_KEY(AltErase, 153) \
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DEFINE_KEY(SysReq, 154) \
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DEFINE_KEY(Cancel, 155) \
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DEFINE_KEY(Clear, 156) \
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DEFINE_KEY(Prior, 157) \
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DEFINE_KEY(Enter2, 158) \
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DEFINE_KEY(Separator, 159) \
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DEFINE_KEY(Out, 160) \
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DEFINE_KEY(Oper, 161) \
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DEFINE_KEY(ClearAgain, 162) \
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\
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DEFINE_KEY(KeypadA, 188) \
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DEFINE_KEY(KeypadB, 189) \
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DEFINE_KEY(KeypadC, 190) \
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DEFINE_KEY(KeypadD, 191) \
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DEFINE_KEY(KeypadE, 192) \
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DEFINE_KEY(KeypadF, 193) \
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DEFINE_KEY(Keypad0, 98) \
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DEFINE_KEY(Keypad00, 176) \
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DEFINE_KEY(Keypad000, 177) \
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DEFINE_KEY(Keypad1, 89) \
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DEFINE_KEY(Keypad2, 90) \
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DEFINE_KEY(Keypad3, 91) \
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DEFINE_KEY(Keypad4, 92) \
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DEFINE_KEY(Keypad5, 93) \
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DEFINE_KEY(Keypad6, 94) \
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DEFINE_KEY(Keypad7, 95) \
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DEFINE_KEY(Keypad8, 96) \
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DEFINE_KEY(Keypad9, 97) \
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DEFINE_KEY(KeypadDivide, 84) \
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DEFINE_KEY(KeypadMultiply, 85) \
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DEFINE_KEY(KeypadMinus, 86) \
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DEFINE_KEY(KeypadPlus, 87) \
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DEFINE_KEY(KeypadEnter, 88) \
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DEFINE_KEY(KeypadPeroid, 99) \
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DEFINE_KEY(KeypadEquals, 103) \
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DEFINE_KEY(KeypadComma, 133) \
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DEFINE_KEY(KeypadLeftParen, 182) \
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DEFINE_KEY(KeypadRightParen, 183) \
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DEFINE_KEY(KeypadLeftBrace, 184) \
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DEFINE_KEY(KeypadRightBrace, 185) \
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DEFINE_KEY(KeypadTab, 186) \
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DEFINE_KEY(KeypadBackspace, 187) \
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DEFINE_KEY(KeypadXor, 194) \
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DEFINE_KEY(KeypadPower, 195) \
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DEFINE_KEY(KeypadPercent, 196) \
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DEFINE_KEY(KeypadLess, 197) \
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DEFINE_KEY(KeypadGreater, 198) \
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DEFINE_KEY(KeypadAmpersand, 199) \
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DEFINE_KEY(KeypadColon, 203) \
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DEFINE_KEY(KeypadHash, 204) \
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DEFINE_KEY(KeypadSpace, 205) \
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DEFINE_KEY(KeypadClear, 216) \
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\
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DEFINE_KEY(LeftControl, 224) \
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DEFINE_KEY(LeftShift, 225) \
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DEFINE_KEY(LeftAlt, 226) \
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DEFINE_KEY(LeftOS, 227) \
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DEFINE_KEY(RightControl, 228) \
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DEFINE_KEY(RightShift, 229) \
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DEFINE_KEY(RightAlt, 230) \
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DEFINE_KEY(RightOS, 231)
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#define BLAH_BUTTON_DEFINITIONS \
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DEFINE_BTN(None, -1) \
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DEFINE_BTN(A, 0) \
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DEFINE_BTN(B, 1) \
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DEFINE_BTN(X, 2) \
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DEFINE_BTN(Y, 3) \
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DEFINE_BTN(Back, 4) \
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DEFINE_BTN(Select, 5) \
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DEFINE_BTN(Start, 6) \
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DEFINE_BTN(LeftStick, 7) \
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DEFINE_BTN(RightStick, 8) \
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DEFINE_BTN(LeftShoulder, 9) \
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DEFINE_BTN(RightShoulder, 10) \
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DEFINE_BTN(Up, 11) \
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DEFINE_BTN(Down, 12) \
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DEFINE_BTN(Left, 13) \
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DEFINE_BTN(Right, 14)
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namespace Blah
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{
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namespace Input
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{
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// maximum number of controllers the input can handle
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constexpr int max_controllers = 8;
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// maximum number of buttons the input will track
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constexpr int max_controller_buttons = 64;
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// maximum number of controller axis the input will track
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constexpr int max_controller_axis = 16;
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// maximum number of mouse buttons the input will track
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constexpr int max_mouse_buttons = 16;
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// maximum number of keys the input will track
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constexpr int max_keyboard_keys = 512;
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}
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// Keyboard Keys
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enum class Key
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{
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#define DEFINE_KEY(name, value) name = value,
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BLAH_KEY_DEFINITIONS
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#undef DEFINE_KEY
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};
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// Game Controller Buttons
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enum class Button
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{
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#define DEFINE_BTN(name, value) name = value,
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BLAH_BUTTON_DEFINITIONS
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#undef DEFINE_BTN
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};
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// Game Controller Axis
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enum class Axis
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{
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None = -1,
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LeftX = 0,
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LeftY = 1,
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RightX = 2,
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RightY = 3,
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LeftTrigger = 4,
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RightTrigger = 5,
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};
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// Mouse Buttons
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enum class MouseButton
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{
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None = -1,
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Left = 0,
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Middle = 1,
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Right = 2,
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};
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// Controller State
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struct ControllerState
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{
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// The name of the gamepad, or NULL if not connected
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String name;
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// Whether this gamepad is connected
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bool is_connected;
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// Whether this gamepad is a standard Game Controller
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bool is_gamepad;
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// The total button count for this controller
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int button_count;
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// The total axis count for this controller
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int axis_count;
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// An array holding the pressed state of each button
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bool pressed[Input::max_controller_buttons];
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// An array holding the down state of each button
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bool down[Input::max_controller_buttons];
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// An array holding the released state of each button
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bool released[Input::max_controller_buttons];
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// An array holding the value state of each axis
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float axis[Input::max_controller_axis];
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// Timestamp, in milliseconds, since each button was last pressed
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u64 button_timestamp[Input::max_controller_buttons];
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// Timestamp, in milliseconds, since each axis last had a value set
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u64 axis_timestamp[Input::max_controller_axis];
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// The USB Vendor ID
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u16 vendor;
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// The USB Product ID
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u16 product;
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// the Product Version
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u16 version;
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// marks the controller as connected
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void on_connect(const String& name, bool is_gamepad, int button_count, int axis_count, u16 vendor, u16 product, u16 version);
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// marks the controller as disconnected
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void on_disconnect();
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// invokes a button press
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void on_press(Button button);
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// invokes a button release
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void on_release(Button button);
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// invokes an axis movement
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void on_axis(Axis axis, float value);
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};
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// Keyboard State
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struct KeyboardState
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{
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// whether a key was pressed this frame
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bool pressed[Input::max_keyboard_keys];
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// whether a key is currently held
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bool down[Input::max_keyboard_keys];
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// whether a key was released this frame
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bool released[Input::max_keyboard_keys];
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// the timestamp for the key being pressed
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u64 timestamp[Input::max_keyboard_keys];
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// current text input this frame
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String text;
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// Checks if the Left or Right Ctrl Key is down
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bool ctrl();
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// Checks if the Left or Right Shift Key is down
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bool shift();
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// Checks if the Left or Right Alt Key is down
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bool alt();
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// invokes a key press
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void on_press(Key key);
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// invokes a key release
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void on_release(Key key);
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};
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// Mouse State
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struct MouseState
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{
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// whether a button was pressed this frame
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bool pressed[Input::max_mouse_buttons];
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// whether a button was held this frame
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bool down[Input::max_mouse_buttons];
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// whether a button was released this frame
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bool released[Input::max_mouse_buttons];
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// the timestamp for the button being pressed
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u64 timestamp[Input::max_mouse_buttons];
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// mouse position in screen coordinates
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Vec2f screen_position;
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// mouse position in pixel coordinates
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Vec2f draw_position;
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// mouse position on the window
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Vec2f position;
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// mouse wheel value this frame
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Point wheel;
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// invokes a key press
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void on_press(MouseButton button);
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// invokes a mouse movement
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void on_move(const Vec2f& position, const Vec2f& screen_position);
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// invokes a key release
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void on_release(MouseButton button);
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};
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// An Input State, which stores the state for gamepads, keyboard, and mouse
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struct InputState
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{
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// All the Gamepads. Note that not all gamepads are necessarily connected,
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// and each one must be checked before use.
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ControllerState controllers[Input::max_controllers];
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// The current Keyboard state
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KeyboardState keyboard;
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// The current Mouse state
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MouseState mouse;
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};
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class ButtonBinding;
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using ButtonBindingRef = Ref<ButtonBinding>;
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class AxisBinding;
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using AxisBindingRef = Ref<AxisBinding>;
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class StickBinding;
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using StickBindingRef = Ref<StickBinding>;
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// Single input Binding
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// You must call Binding::update() every frame to poll the input state.
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// Alternatively, bindings can be registered to Input which will
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// automatically update them.
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class ButtonBinding
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{
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public:
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// Represents a Controller Trigger or a single direction of a Controller Axis.
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struct TriggerBind
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{
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// Controller Index we're bound to
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int controller = 0;
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// The Axis we're bound to
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Axis axis = Axis::None;
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// Minimum value of the axis
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float threshold = 0.01f;
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// requires a positive value
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// otherwise requires a negative value
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bool positive = true;
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TriggerBind() = default;
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TriggerBind(Axis axis);
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TriggerBind(int controller, Axis axis, float threshold, bool positive);
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bool is_down(float axis_value) const;
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};
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// Represents a Controller Button.
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struct ButtonBind
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{
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// Controller Index we're bound to
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int controller = 0;
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// Button we're bound to
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Button button = Button::None;
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ButtonBind() = default;
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ButtonBind(Button button);
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ButtonBind(int controller, Button button);
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};
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// Input Buffer for press events
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float press_buffer = 0;
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// Input Buffer for release events
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float release_buffer = 0;
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// List of bound Keys
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StackVector<Key, 16> keys;
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// List of bound Buttons
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StackVector<ButtonBind, 16> buttons;
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// List of bound Triggers / Axis
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StackVector<TriggerBind, 16> triggers;
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// List of bound Mouse buttons
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StackVector<MouseButton, 16> mouse;
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ButtonBinding() = default;
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ButtonBinding(float press_buffer)
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: press_buffer(press_buffer)
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{
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}
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template<typename ... Args>
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ButtonBinding(float press_buffer, const Args&... args)
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: press_buffer(press_buffer)
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{
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add(args...);
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}
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// if the binding has been pressed
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bool pressed() const;
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// if the binding has been released
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bool released() const;
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// if the binding is currently held
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bool down() const;
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// returns the binding's value from 0-1
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float value() const;
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// returns the bindings signed value (0 or 1)
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int sign() const;
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// returns the timestamp of the last time the binding was pressed
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double timestamp() const;
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// updates the binding state
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void update();
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// consumes the current press, and pressed() will return false until the next press
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void consume_press();
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// consumes the current release, and released() will return false until the next release
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void consume_release();
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// adds a key to the binding
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ButtonBinding& add(Key key);
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// adds a button to the binding
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ButtonBinding& add(ButtonBind button);
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// adds an trigger to the binding
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ButtonBinding& add(TriggerBind trigger);
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// adds a mouse button to the binding
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ButtonBinding& add(MouseButton mouse);
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// adds an input to the binding
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template<typename T, typename T2, typename ... Args>
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ButtonBinding& add(T first, T2 second, const Args&... args)
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{
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add(first);
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add(second, args...);
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return *this;
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}
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// adds the left trigger to the binding
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ButtonBinding& add_left_trigger(int controller, float threshold);
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// adds the right trigger to the binding
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ButtonBinding& add_right_trigger(int controller, float threshold);
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// assigns all the bindings to the specific controller
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ButtonBinding& set_controller(int index);
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// clears values (except for last input timestamps)
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void zero_out();
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// removes all bindings
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void clear();
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private:
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double m_last_timestamp = 0;
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double m_last_press_time = -1;
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|
double m_last_release_time = -1;
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|
float m_value = 0.0f;
|
|
bool m_pressed = false;
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|
bool m_released = false;
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|
bool m_down = false;
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|
bool m_press_consumed = false;
|
|
bool m_release_consumed = false;
|
|
|
|
bool get_pressed() const;
|
|
bool get_released() const;
|
|
bool get_down() const;
|
|
float get_value() const;
|
|
};
|
|
|
|
// Axis Binding (ex. Left/Right movement, or a Trigger)
|
|
// You must call AxisBinding::update() every frame to poll the input state.
|
|
// Alternatively, bindings can be registered to Input which will
|
|
// automatically update them.
|
|
class AxisBinding
|
|
{
|
|
public:
|
|
|
|
enum class Overlap
|
|
{
|
|
Newer,
|
|
Older,
|
|
Cancel
|
|
};
|
|
|
|
// Negative Value Binding
|
|
ButtonBinding negative;
|
|
|
|
// Positive Value Binding
|
|
ButtonBinding positive;
|
|
|
|
// How to handle overlaps (ex. Left and Right are both held)
|
|
Overlap overlap = Overlap::Newer;
|
|
|
|
AxisBinding() = default;
|
|
|
|
AxisBinding(const ButtonBinding& negative, const ButtonBinding& positive, Overlap overlap = Overlap::Newer)
|
|
: negative(negative)
|
|
, positive(positive)
|
|
, overlap(overlap)
|
|
{}
|
|
|
|
// Current Value from -1 to 1
|
|
float value() const;
|
|
|
|
// Current value, either -1, 0, or 1
|
|
int sign() const;
|
|
|
|
// updates the Binding
|
|
void update();
|
|
|
|
// checks if the axis was pressed this frame (ie. went from 0 to -1 or 1)
|
|
bool pressed() const { return negative.pressed() || positive.pressed(); }
|
|
|
|
// consumes the press buffer
|
|
void consume_press();
|
|
|
|
// consumes the release buffer
|
|
void consume_release();
|
|
|
|
// Adds a negative & positive binding pair
|
|
template<typename NegativeT, typename PositiveT>
|
|
AxisBinding& add(NegativeT negative, PositiveT positive)
|
|
{
|
|
this->negative.add(negative);
|
|
this->positive.add(positive);
|
|
return *this;
|
|
}
|
|
|
|
// Adds a Stick binding
|
|
AxisBinding& add_left_stick_x(int controller, float threshold);
|
|
AxisBinding& add_left_stick_y(int controller, float threshold);
|
|
AxisBinding& add_right_stick_x(int controller, float threshold);
|
|
AxisBinding& add_right_stick_y(int controller, float threshold);
|
|
|
|
// assigns all the bindings to the specific controller
|
|
AxisBinding& set_controller(int index);
|
|
|
|
// clears values (except for last input timestamps)
|
|
void zero_out() { negative.zero_out(); positive.zero_out(); }
|
|
|
|
// Clears all Bindings
|
|
void clear();
|
|
};
|
|
|
|
// Stick Binding (ex. Joystick, Dpad, Arrow Keys, WASD, etc)
|
|
// You must call StickBinding::update() every frame to poll the input state.
|
|
// Alternatively, bindings can be registered to Input which will
|
|
// automatically update them.
|
|
class StickBinding
|
|
{
|
|
public:
|
|
|
|
// X Axis Binding
|
|
AxisBinding x;
|
|
|
|
// Y Axis Binding
|
|
AxisBinding y;
|
|
|
|
// An optional threshold for circular thresholds
|
|
float round_threshold = 0.0f;
|
|
|
|
StickBinding() = default;
|
|
|
|
StickBinding(const AxisBinding& x, const AxisBinding& y, float round_threshold = 0)
|
|
: x(x)
|
|
, y(y)
|
|
, round_threshold(round_threshold)
|
|
{}
|
|
|
|
// Current Value, -1 to 1
|
|
Vec2f value() const;
|
|
|
|
// Current value, either -1, 0, or 1
|
|
Point sign() const;
|
|
|
|
// Updates the Binding
|
|
void update();
|
|
|
|
// checks if the stick was pressed this frame
|
|
bool pressed() const { return x.pressed() || y.pressed(); }
|
|
|
|
// Consumes the Press Buffer
|
|
void consume_press();
|
|
|
|
// Consumes the Release Buffer
|
|
void consume_release();
|
|
|
|
// Adds directional bindings
|
|
template<typename LeftT, typename RightT, typename UpT, typename DownT>
|
|
StickBinding& add(LeftT left, RightT right, UpT up, DownT down)
|
|
{
|
|
x.negative.add(left);
|
|
x.positive.add(right);
|
|
y.negative.add(up);
|
|
y.positive.add(down);
|
|
return *this;
|
|
}
|
|
|
|
// Adds the dpad binding
|
|
StickBinding& add_dpad(int controller);
|
|
|
|
// Adds the left stick binding
|
|
StickBinding& add_left_stick(int controller, float threshold);
|
|
|
|
// Adds the right stick binding
|
|
StickBinding& add_right_stick(int controller, float threshold);
|
|
|
|
// assigns all the bindings to the specific controller
|
|
StickBinding& set_controller(int index);
|
|
|
|
// clears values (except for last input timestamps)
|
|
void zero_out() { x.zero_out(); y.zero_out(); }
|
|
|
|
// Clears all the bindings
|
|
void clear();
|
|
};
|
|
|
|
namespace Input
|
|
{
|
|
// Input State for the current frame
|
|
extern InputState state;
|
|
|
|
// Input State for the previous frame
|
|
extern InputState last_state;
|
|
|
|
// Key-Repeating intervals
|
|
extern float repeat_delay;
|
|
extern float repeat_interval;
|
|
|
|
// Gets the Mouse Position
|
|
Vec2f mouse();
|
|
|
|
// Gets the Draw Mouse Position (Mouse Position / Window Size * Draw Size)
|
|
Vec2f mouse_draw();
|
|
|
|
// Gets the Mouse Position in Screen Coordinates
|
|
Vec2f mouse_screen();
|
|
|
|
// Checks if the given Mouse Button is pressed
|
|
bool pressed(MouseButton button);
|
|
|
|
// Checks if the given Mouse Button is down
|
|
bool down(MouseButton button);
|
|
|
|
// Checks if the given Mouse Button is released
|
|
bool released(MouseButton button);
|
|
|
|
// Gets the Mouse Wheel
|
|
Point mouse_wheel();
|
|
|
|
// Checks if the keyboard key was pressed this frame
|
|
bool pressed(Key key);
|
|
|
|
// Checks if the keyboard key was held this frame
|
|
bool down(Key key);
|
|
|
|
// Checks if the keyboard key was released this frame
|
|
bool released(Key key);
|
|
|
|
// Pressed or repeating on-interval
|
|
bool repeating(Key key);
|
|
|
|
// Checks if the Left or Right Ctrl Key is down
|
|
bool ctrl();
|
|
|
|
// Checks if the Left or Right Shift Key is down
|
|
bool shift();
|
|
|
|
// Checks if the Left or Right Alt Key is down
|
|
bool alt();
|
|
|
|
// Checks if the given Controller Button is pressed
|
|
bool pressed(int controller_index, Button button);
|
|
|
|
// Checks if the given Controller Button is down
|
|
bool down(int controller_index, Button button);
|
|
|
|
// Checks if the given Controller Button is released
|
|
bool released(int controller_index, Button button);
|
|
|
|
// returns a string name of the key
|
|
const char* name_of(Key key);
|
|
|
|
// returns a string name of the button
|
|
const char* name_of(Button button);
|
|
|
|
// gets the string contents of the clipboard
|
|
const String& get_clipboard();
|
|
|
|
// sets the string contents of the clipboard
|
|
void set_clipboard(const String& text);
|
|
|
|
// registers a new binding and returns a handle to it
|
|
ButtonBindingRef register_binding(const ButtonBinding& binding_data);
|
|
|
|
// registers a new binding and returns a handle to it
|
|
AxisBindingRef register_binding(const AxisBinding& binding_data);
|
|
|
|
// registers a new binding and returns a handle to it
|
|
StickBindingRef register_binding(const StickBinding& binding_data);
|
|
}
|
|
} |