mirror of
https://github.com/NoelFB/blah.git
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dcd3e11b16
1) Over time the total amount of files has decreased, and so it made sense to just simplify the folder structure and remove all of the subfolders. 2) Refactor the String class to utilize the existing Vector and StackVector classes instead of managing everything itself.
803 lines
19 KiB
C++
803 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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// 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;
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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;
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bool m_release_consumed = false;
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bool get_pressed() const;
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bool get_released() const;
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bool get_down() const;
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float get_value() const;
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};
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// Axis Binding (ex. Left/Right movement, or a Trigger)
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// You must call AxisBinding::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 AxisBinding
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{
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public:
|
|
|
|
enum class Overlap
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|
{
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Newer,
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|
Older,
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Cancel
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};
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|
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// Negative Value Binding
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ButtonBinding negative;
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|
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|
// Positive Value Binding
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ButtonBinding positive;
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|
|
|
// How to handle overlaps (ex. Left and Right are both held)
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Overlap overlap = Overlap::Newer;
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|
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AxisBinding() = default;
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|
|
|
AxisBinding(const ButtonBinding& negative, const ButtonBinding& positive, Overlap overlap = Overlap::Newer)
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: negative(negative)
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, positive(positive)
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, overlap(overlap)
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|
{}
|
|
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|
// Current Value from -1 to 1
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float value() const;
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|
|
|
// Current value, either -1, 0, or 1
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int sign() const;
|
|
|
|
// updates the Binding
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|
void update();
|
|
|
|
// checks if the axis was pressed this frame (ie. went from 0 to -1 or 1)
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|
bool pressed() const { return negative.pressed() || positive.pressed(); }
|
|
|
|
// consumes the press buffer
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|
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);
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|
this->positive.add(positive);
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|
return *this;
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|
}
|
|
|
|
// 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 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 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);
|
|
}
|
|
} |