355 lines
6.5 KiB
C++
355 lines
6.5 KiB
C++
/*
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* Copyright 2010-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <memory.h>
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#include "entry_p.h"
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#include "input.h"
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#include <bx/allocator.h>
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#include <bx/ringbuffer.h>
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#include <tinystl/allocator.h>
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#include <tinystl/unordered_map.h>
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namespace stl = tinystl;
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struct Mouse
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{
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Mouse()
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: m_width(1280)
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, m_height(720)
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, m_wheelDelta(120)
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, m_lock(false)
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{
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}
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void reset()
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{
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if (m_lock)
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{
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m_norm[0] = 0.0f;
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m_norm[1] = 0.0f;
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m_norm[2] = 0.0f;
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}
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memset(m_buttons, 0, sizeof(m_buttons) );
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}
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void setResolution(uint16_t _width, uint16_t _height)
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{
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m_width = _width;
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m_height = _height;
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}
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void setPos(int32_t _mx, int32_t _my, int32_t _mz)
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{
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m_absolute[0] = _mx;
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m_absolute[1] = _my;
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m_absolute[2] = _mz;
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m_norm[0] = float(_mx)/float(m_width);
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m_norm[1] = float(_my)/float(m_height);
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m_norm[2] = float(_mz)/float(m_wheelDelta);
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}
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void setButtonState(entry::MouseButton::Enum _button, uint8_t _state)
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{
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m_buttons[_button] = _state;
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}
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int32_t m_absolute[3];
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float m_norm[3];
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int32_t m_wheel;
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uint8_t m_buttons[entry::MouseButton::Count];
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uint16_t m_width;
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uint16_t m_height;
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uint16_t m_wheelDelta;
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bool m_lock;
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};
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struct Keyboard
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{
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Keyboard()
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: m_ring(BX_COUNTOF(m_char) )
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{
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}
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void reset()
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{
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memset(m_key, 0, sizeof(m_key) );
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memset(m_once, 0xff, sizeof(m_once) );
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}
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static uint32_t encodeKeyState(uint8_t _modifiers, bool _down)
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{
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uint32_t state = 0;
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state |= uint32_t(_modifiers)<<16;
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state |= uint32_t(_down)<<8;
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return state;
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}
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static void decodeKeyState(uint32_t _state, uint8_t& _modifiers, bool& _down)
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{
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_modifiers = (_state>>16)&0xff;
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_down = 0 != ( (_state>>8)&0xff);
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}
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void setKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
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{
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m_key[_key] = encodeKeyState(_modifiers, _down);
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m_once[_key] = false;
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}
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void pushChar(uint8_t _len, const uint8_t _char[4])
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{
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for (uint32_t len = m_ring.reserve(4)
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; len < _len
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; len = m_ring.reserve(4)
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)
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{
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popChar();
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}
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memcpy(&m_char[m_ring.m_current], _char, 4);
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m_ring.commit(4);
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}
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const uint8_t* popChar()
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{
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if (0 < m_ring.available() )
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{
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uint8_t* utf8 = &m_char[m_ring.m_read];
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m_ring.consume(4);
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return utf8;
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}
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return NULL;
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}
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void charFlush()
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{
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m_ring.m_current = 0;
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m_ring.m_write = 0;
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m_ring.m_read = 0;
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}
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uint32_t m_key[256];
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bool m_once[256];
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bx::RingBufferControl m_ring;
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uint8_t m_char[256];
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};
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struct Gamepad
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{
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Gamepad()
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{
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reset();
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}
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void reset()
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{
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memset(m_axis, 0, sizeof(m_axis) );
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}
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void setAxis(entry::GamepadAxis::Enum _axis, int32_t _value)
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{
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m_axis[_axis] = _value;
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}
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int32_t getAxis(entry::GamepadAxis::Enum _axis)
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{
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return m_axis[_axis];
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}
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int32_t m_axis[entry::GamepadAxis::Count];
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};
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struct Input
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{
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Input()
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{
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reset();
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}
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~Input()
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{
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}
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void addBindings(const char* _name, const InputBinding* _bindings)
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{
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m_inputBindingsMap.insert(stl::make_pair(_name, _bindings) );
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}
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void removeBindings(const char* _name)
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{
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InputBindingMap::iterator it = m_inputBindingsMap.find(_name);
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if (it != m_inputBindingsMap.end() )
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{
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m_inputBindingsMap.erase(it);
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}
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}
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void process(const InputBinding* _bindings)
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{
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for (const InputBinding* binding = _bindings; binding->m_key != entry::Key::None; ++binding)
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{
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uint8_t modifiers;
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bool down;
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Keyboard::decodeKeyState(m_keyboard.m_key[binding->m_key], modifiers, down);
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if (binding->m_flags == 1)
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{
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if (down)
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{
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if (modifiers == binding->m_modifiers
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&& !m_keyboard.m_once[binding->m_key])
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{
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binding->m_fn(binding->m_userData);
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m_keyboard.m_once[binding->m_key] = true;
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}
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}
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else
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{
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m_keyboard.m_once[binding->m_key] = false;
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}
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}
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else
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{
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if (down
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&& modifiers == binding->m_modifiers)
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{
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binding->m_fn(binding->m_userData);
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}
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}
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}
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}
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void process()
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{
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for (InputBindingMap::const_iterator it = m_inputBindingsMap.begin(); it != m_inputBindingsMap.end(); ++it)
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{
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process(it->second);
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}
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}
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void reset()
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{
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m_mouse.reset();
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m_keyboard.reset();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_gamepad); ++ii)
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{
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m_gamepad[ii].reset();
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}
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}
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typedef stl::unordered_map<const char*, const InputBinding*> InputBindingMap;
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InputBindingMap m_inputBindingsMap;
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Mouse m_mouse;
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Keyboard m_keyboard;
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Gamepad m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
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};
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static Input* s_input;
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void inputInit()
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{
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s_input = BX_NEW(entry::getAllocator(), Input);
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}
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void inputShutdown()
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{
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BX_DELETE(entry::getAllocator(), s_input);
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}
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void inputAddBindings(const char* _name, const InputBinding* _bindings)
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{
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s_input->addBindings(_name, _bindings);
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}
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void inputRemoveBindings(const char* _name)
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{
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s_input->removeBindings(_name);
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}
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void inputProcess()
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{
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s_input->process();
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}
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void inputSetMouseResolution(uint16_t _width, uint16_t _height)
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{
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s_input->m_mouse.setResolution(_width, _height);
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}
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void inputSetKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
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{
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s_input->m_keyboard.setKeyState(_key, _modifiers, _down);
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}
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void inputChar(uint8_t _len, const uint8_t _char[4])
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{
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s_input->m_keyboard.pushChar(_len, _char);
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}
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const uint8_t* inputGetChar()
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{
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return s_input->m_keyboard.popChar();
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}
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void inputCharFlush()
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{
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s_input->m_keyboard.charFlush();
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}
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void inputSetMousePos(int32_t _mx, int32_t _my, int32_t _mz)
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{
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s_input->m_mouse.setPos(_mx, _my, _mz);
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}
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void inputSetMouseButtonState(entry::MouseButton::Enum _button, uint8_t _state)
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{
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s_input->m_mouse.setButtonState(_button, _state);
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}
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void inputGetMouse(float _mouse[3])
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{
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_mouse[0] = s_input->m_mouse.m_norm[0];
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_mouse[1] = s_input->m_mouse.m_norm[1];
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_mouse[2] = s_input->m_mouse.m_norm[2];
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s_input->m_mouse.m_norm[0] = 0.0f;
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s_input->m_mouse.m_norm[1] = 0.0f;
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s_input->m_mouse.m_norm[2] = 0.0f;
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}
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bool inputIsMouseLocked()
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{
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return s_input->m_mouse.m_lock;
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}
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void inputSetMouseLock(bool _lock)
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{
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if (s_input->m_mouse.m_lock != _lock)
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{
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s_input->m_mouse.m_lock = _lock;
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entry::WindowHandle defaultWindow = { 0 };
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entry::setMouseLock(defaultWindow, _lock);
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if (_lock)
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{
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s_input->m_mouse.m_norm[0] = 0.0f;
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s_input->m_mouse.m_norm[1] = 0.0f;
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s_input->m_mouse.m_norm[2] = 0.0f;
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}
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}
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}
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void inputSetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis, int32_t _value)
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{
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s_input->m_gamepad[_handle.idx].setAxis(_axis, _value);
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}
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int32_t inputGetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis)
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{
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return s_input->m_gamepad[_handle.idx].getAxis(_axis);
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}
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