bgfx/examples/common/entry/input.cpp

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/*
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* Copyright 2010-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <memory.h>
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#include "entry_p.h"
#include "input.h"
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#include "cmd.h"
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#include <bx/allocator.h>
#include <bx/ringbuffer.h>
#include <tinystl/allocator.h>
#include <tinystl/unordered_map.h>
namespace stl = tinystl;
struct Mouse
{
Mouse()
: m_width(1280)
, m_height(720)
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, m_wheelDelta(120)
, m_lock(false)
{
}
void reset()
{
if (m_lock)
{
m_norm[0] = 0.0f;
m_norm[1] = 0.0f;
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m_norm[2] = 0.0f;
}
memset(m_buttons, 0, sizeof(m_buttons) );
}
void setResolution(uint16_t _width, uint16_t _height)
{
m_width = _width;
m_height = _height;
}
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void setPos(int32_t _mx, int32_t _my, int32_t _mz)
{
m_absolute[0] = _mx;
m_absolute[1] = _my;
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m_absolute[2] = _mz;
m_norm[0] = float(_mx)/float(m_width);
m_norm[1] = float(_my)/float(m_height);
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m_norm[2] = float(_mz)/float(m_wheelDelta);
}
void setButtonState(entry::MouseButton::Enum _button, uint8_t _state)
{
m_buttons[_button] = _state;
}
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int32_t m_absolute[3];
float m_norm[3];
int32_t m_wheel;
uint8_t m_buttons[entry::MouseButton::Count];
uint16_t m_width;
uint16_t m_height;
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uint16_t m_wheelDelta;
bool m_lock;
};
struct Keyboard
{
Keyboard()
: m_ring(BX_COUNTOF(m_char) )
{
}
void reset()
{
memset(m_key, 0, sizeof(m_key) );
memset(m_once, 0xff, sizeof(m_once) );
}
static uint32_t encodeKeyState(uint8_t _modifiers, bool _down)
{
uint32_t state = 0;
state |= uint32_t(_modifiers)<<16;
state |= uint32_t(_down)<<8;
return state;
}
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static bool decodeKeyState(uint32_t _state, uint8_t& _modifiers)
{
_modifiers = (_state>>16)&0xff;
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return 0 != ( (_state>> 8)&0xff);
}
void setKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
{
m_key[_key] = encodeKeyState(_modifiers, _down);
m_once[_key] = false;
}
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bool getKeyState(entry::Key::Enum _key, uint8_t* _modifiers)
{
uint8_t modifiers;
_modifiers = NULL == _modifiers ? &modifiers : _modifiers;
return decodeKeyState(m_key[_key], *_modifiers);
}
uint8_t getModifiersState()
{
uint8_t modifiers = 0;
for (uint32_t ii = 0; ii < entry::Key::Count; ++ii)
{
modifiers |= (m_key[ii]>>16)&0xff;
}
return modifiers;
}
void pushChar(uint8_t _len, const uint8_t _char[4])
{
for (uint32_t len = m_ring.reserve(4)
; len < _len
; len = m_ring.reserve(4)
)
{
popChar();
}
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memcpy(&m_char[m_ring.m_current], _char, 4);
m_ring.commit(4);
}
const uint8_t* popChar()
{
if (0 < m_ring.available() )
{
uint8_t* utf8 = &m_char[m_ring.m_read];
m_ring.consume(4);
return utf8;
}
return NULL;
}
void charFlush()
{
m_ring.m_current = 0;
m_ring.m_write = 0;
m_ring.m_read = 0;
}
uint32_t m_key[256];
bool m_once[256];
bx::RingBufferControl m_ring;
uint8_t m_char[256];
};
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struct Gamepad
{
Gamepad()
{
reset();
}
void reset()
{
memset(m_axis, 0, sizeof(m_axis) );
}
void setAxis(entry::GamepadAxis::Enum _axis, int32_t _value)
{
m_axis[_axis] = _value;
}
int32_t getAxis(entry::GamepadAxis::Enum _axis)
{
return m_axis[_axis];
}
int32_t m_axis[entry::GamepadAxis::Count];
};
struct Input
{
Input()
{
reset();
}
~Input()
{
}
void addBindings(const char* _name, const InputBinding* _bindings)
{
m_inputBindingsMap.insert(stl::make_pair(_name, _bindings) );
}
void removeBindings(const char* _name)
{
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InputBindingMap::iterator it = m_inputBindingsMap.find(_name);
if (it != m_inputBindingsMap.end() )
{
m_inputBindingsMap.erase(it);
}
}
void process(const InputBinding* _bindings)
{
for (const InputBinding* binding = _bindings; binding->m_key != entry::Key::None; ++binding)
{
uint8_t modifiers;
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bool down = Keyboard::decodeKeyState(m_keyboard.m_key[binding->m_key], modifiers);
if (binding->m_flags == 1)
{
if (down)
{
if (modifiers == binding->m_modifiers
&& !m_keyboard.m_once[binding->m_key])
{
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if (NULL == binding->m_fn)
{
cmdExec( (const char*)binding->m_userData);
}
else
{
binding->m_fn(binding->m_userData);
}
m_keyboard.m_once[binding->m_key] = true;
}
}
else
{
m_keyboard.m_once[binding->m_key] = false;
}
}
else
{
if (down
&& modifiers == binding->m_modifiers)
{
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if (NULL == binding->m_fn)
{
cmdExec( (const char*)binding->m_userData);
}
else
{
binding->m_fn(binding->m_userData);
}
}
}
}
}
void process()
{
for (InputBindingMap::const_iterator it = m_inputBindingsMap.begin(); it != m_inputBindingsMap.end(); ++it)
{
process(it->second);
}
}
void reset()
{
m_mouse.reset();
m_keyboard.reset();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_gamepad); ++ii)
{
m_gamepad[ii].reset();
}
}
typedef stl::unordered_map<const char*, const InputBinding*> InputBindingMap;
InputBindingMap m_inputBindingsMap;
Mouse m_mouse;
Keyboard m_keyboard;
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Gamepad m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
};
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static Input* s_input;
void inputInit()
{
s_input = BX_NEW(entry::getAllocator(), Input);
}
void inputShutdown()
{
BX_DELETE(entry::getAllocator(), s_input);
}
void inputAddBindings(const char* _name, const InputBinding* _bindings)
{
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s_input->addBindings(_name, _bindings);
}
void inputRemoveBindings(const char* _name)
{
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s_input->removeBindings(_name);
}
void inputProcess()
{
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s_input->process();
}
void inputSetMouseResolution(uint16_t _width, uint16_t _height)
{
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s_input->m_mouse.setResolution(_width, _height);
}
void inputSetKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
{
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s_input->m_keyboard.setKeyState(_key, _modifiers, _down);
}
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bool inputGetKeyState(entry::Key::Enum _key, uint8_t* _modifiers)
{
return s_input->m_keyboard.getKeyState(_key, _modifiers);
}
uint8_t inputGetModifiersState()
{
return s_input->m_keyboard.getModifiersState();
}
void inputChar(uint8_t _len, const uint8_t _char[4])
{
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s_input->m_keyboard.pushChar(_len, _char);
}
const uint8_t* inputGetChar()
{
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return s_input->m_keyboard.popChar();
}
void inputCharFlush()
{
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s_input->m_keyboard.charFlush();
}
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void inputSetMousePos(int32_t _mx, int32_t _my, int32_t _mz)
{
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s_input->m_mouse.setPos(_mx, _my, _mz);
}
void inputSetMouseButtonState(entry::MouseButton::Enum _button, uint8_t _state)
{
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s_input->m_mouse.setButtonState(_button, _state);
}
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void inputGetMouse(float _mouse[3])
{
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_mouse[0] = s_input->m_mouse.m_norm[0];
_mouse[1] = s_input->m_mouse.m_norm[1];
_mouse[2] = s_input->m_mouse.m_norm[2];
s_input->m_mouse.m_norm[0] = 0.0f;
s_input->m_mouse.m_norm[1] = 0.0f;
s_input->m_mouse.m_norm[2] = 0.0f;
}
bool inputIsMouseLocked()
{
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return s_input->m_mouse.m_lock;
}
void inputSetMouseLock(bool _lock)
{
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if (s_input->m_mouse.m_lock != _lock)
{
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s_input->m_mouse.m_lock = _lock;
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entry::WindowHandle defaultWindow = { 0 };
entry::setMouseLock(defaultWindow, _lock);
if (_lock)
{
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s_input->m_mouse.m_norm[0] = 0.0f;
s_input->m_mouse.m_norm[1] = 0.0f;
s_input->m_mouse.m_norm[2] = 0.0f;
}
}
}
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void inputSetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis, int32_t _value)
{
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s_input->m_gamepad[_handle.idx].setAxis(_axis, _value);
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}
int32_t inputGetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis)
{
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return s_input->m_gamepad[_handle.idx].getAxis(_axis);
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}