mirror of
https://github.com/Relintai/sfw.git
synced 2025-01-30 22:59:17 +01:00
Moved out input classes from the input subfolder.
This commit is contained in:
parent
ad11438d7d
commit
82853c99f2
@ -62,11 +62,11 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/mesh_utils.cpp -o sfw/
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/texture.cpp -o sfw/render_core/texture.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/image.cpp -o sfw/render_core/image.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/render_state.cpp -o sfw/render_core/render_state.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/keyboard.cpp -o sfw/render_core/input/keyboard.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/input_event.cpp -o sfw/render_core/input/input_event.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/input_map.cpp -o sfw/render_core/input/input_map.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/input.cpp -o sfw/render_core/input/input.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/shortcut.cpp -o sfw/render_core/input/shortcut.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/keyboard.cpp -o sfw/render_core/keyboard.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input_event.cpp -o sfw/render_core/input_event.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input_map.cpp -o sfw/render_core/input_map.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input.cpp -o sfw/render_core/input.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/shortcut.cpp -o sfw/render_core/shortcut.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/camera_3d.cpp -o sfw/render_objects/camera_3d.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/object_3d.cpp -o sfw/render_objects/object_3d.o
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@ -98,9 +98,9 @@ ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw/core/aabb.o sfw/c
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sfw/render_core/application.o sfw/render_core/scene.o sfw/render_core/window.o \
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sfw/render_core/shader.o sfw/render_core/material.o sfw/render_core/mesh.o \
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sfw/render_core/mesh_utils.o sfw/render_core/texture.o \
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sfw/render_core/input/input_event.o sfw/render_core/input/input_map.o \
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sfw/render_core/input/input.o sfw/render_core/input/shortcut.o \
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sfw/render_core/input/keyboard.o \
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sfw/render_core/input_event.o sfw/render_core/input_map.o \
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sfw/render_core/input.o sfw/render_core/shortcut.o \
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sfw/render_core/keyboard.o \
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sfw/render_objects/camera_3d.o sfw/render_objects/object_3d.o sfw/render_objects/mesh_instance_3d.o \
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sfw/render_objects/object_2d.o \
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sfw/render_objects/sprite.o sfw/render_objects/tile_map.o \
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@ -4,7 +4,7 @@
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#include "core/memory.h"
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#include "render_core/3rd_glad.h"
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#include "render_core/input/keyboard.h"
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#include "render_core/keyboard.h"
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#include "render_core/mesh_utils.h"
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void GameScene::input_event(const Ref<InputEvent> &event) {
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@ -3,8 +3,8 @@
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#include "core/math_defs.h"
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#include "core/stime.h"
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#include "render_core/input/input.h"
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#include "render_core/input/input_map.h"
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#include "render_core/input.h"
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#include "render_core/input_map.h"
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#include "render_core/window.h"
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#include "core/pool_vector.h"
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@ -1,762 +0,0 @@
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// input framework
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// - rlyeh, public domain
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//
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// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)
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// gotta love linux
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#ifdef __linux
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#undef KEY_ESC
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#undef KEY_TICK
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#undef KEY_1
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#undef KEY_2
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#undef KEY_3
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#undef KEY_4
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#undef KEY_5
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#undef KEY_6
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#undef KEY_7
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#undef KEY_8
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#undef KEY_9
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#undef KEY_0
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#undef KEY_BS
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#undef KEY_TAB
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#undef KEY_Q
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#undef KEY_W
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#undef KEY_E
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#undef KEY_R
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#undef KEY_T
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#undef KEY_Y
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#undef KEY_U
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#undef KEY_I
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#undef KEY_O
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#undef KEY_P
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#undef KEY_CAPS
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#undef KEY_A
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#undef KEY_S
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#undef KEY_D
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#undef KEY_F
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#undef KEY_G
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#undef KEY_H
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#undef KEY_J
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#undef KEY_K
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#undef KEY_L
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#undef KEY_ENTER
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#undef KEY_LSHIFT
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#undef KEY_Z
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#undef KEY_X
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#undef KEY_C
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#undef KEY_V
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#undef KEY_B
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#undef KEY_N
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#undef KEY_M
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#undef KEY_RSHIFT
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#undef KEY_UP
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#undef KEY_LCTRL
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#undef KEY_LALT
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#undef KEY_SPACE
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#undef KEY_RALT
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#undef KEY_RCTRL
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#undef KEY_LEFT
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#undef KEY_DOWN
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#undef KEY_RIGHT
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#undef KEY_INS
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#undef KEY_HOME
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#undef KEY_PGUP
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#undef KEY_DEL
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#undef KEY_END
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#undef KEY_PGDN
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#undef KEY_LMETA
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#undef KEY_RMETA
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#undef KEY_MENU
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#undef KEY_PRINT
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#undef KEY_PAUSE
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#undef KEY_SCROLL
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#undef KEY_NUMLOCK
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#undef KEY_MINUS
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#undef KEY_EQUAL
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#undef KEY_LSQUARE
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#undef KEY_RSQUARE
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#undef KEY_SEMICOLON
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#undef KEY_QUOTE
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#undef KEY_HASH
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#undef KEY_BAR
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#undef KEY_COMMA
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#undef KEY_DOT
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#undef KEY_SLASH
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#undef KEY_F1
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#undef KEY_F2
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#undef KEY_F3
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#undef KEY_F4
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#undef KEY_F5
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#undef KEY_F6
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#undef KEY_F7
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#undef KEY_F8
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#undef KEY_F9
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#undef KEY_F10
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#undef KEY_F11
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#undef KEY_F12
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#undef KEY_PAD1
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#undef KEY_PAD2
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#undef KEY_PAD3
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#undef KEY_PAD4
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#undef KEY_PAD5
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#undef KEY_PAD6
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#undef KEY_PAD7
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#undef KEY_PAD8
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#undef KEY_PAD9
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#undef KEY_PAD0
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#undef KEY_PADADD
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#undef KEY_PADSUB
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#undef KEY_PADMUL
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#undef KEY_PADDIV
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#undef KEY_PADDOT
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#undef KEY_PADENTER
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#undef MOUSE_L
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#undef MOUSE_M
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#undef MOUSE_R
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#undef GAMEPAD_CONNECTED
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#undef GAMEPAD_A
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#undef GAMEPAD_B
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#undef GAMEPAD_X
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#undef GAMEPAD_Y
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#undef GAMEPAD_UP
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#undef GAMEPAD_DOWN
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#undef GAMEPAD_LEFT
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#undef GAMEPAD_RIGHT
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#undef GAMEPAD_MENU
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#undef GAMEPAD_START
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#undef GAMEPAD_LB
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#undef GAMEPAD_RB
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#undef GAMEPAD_LTHUMB
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#undef GAMEPAD_RTHUMB
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#undef WINDOW_BLUR
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#undef WINDOW_FOCUS
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#undef WINDOW_CLOSE
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#undef WINDOW_MINIMIZE
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#undef WINDOW_MAXIMIZE
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#undef WINDOW_FULLSCREEN
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#undef WINDOW_WINDOWED
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#undef GAMEPAD_LPAD
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#undef GAMEPAD_LPAD
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#undef GAMEPAD_LPADY
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#undef GAMEPAD_RPAD
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#undef GAMEPAD_RPAD
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#undef GAMEPAD_RPADY
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#undef GAMEPAD_LT
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#undef GAMEPAD_RT
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#undef GAMEPAD_BATTERY
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#undef MOUSE
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#undef MOUSE
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#undef MOUSE_Y
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#undef MOUSE_W
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#undef TOUCH_X1
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#undef TOUCH_Y1
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#undef TOUCH_X2
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#undef TOUCH_Y2
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#undef WINDOW_RESIZE
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#undef WINDOW_RESIZE
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#undef WINDOW_RESIZEY
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#undef WINDOW_ORIENTATION
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#undef WINDOW_BATTERY
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#undef GAMEPAD_GUID
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#undef GAMEPAD_NAME
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#endif
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static int controller_id = 0;
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static int controller_cycle[4] = {0};
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static struct controller_t {
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const char* strings[2];
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float floats[7+3+4+4];
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char bits[104+3+15+7];
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} controller[4] = {0}, frame[4][60] = {{0},{0},{0},{0}};
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static struct controller_t *input_logger(int position, int advance) {
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int *cycle = &controller_cycle[controller_id];
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position += (*cycle += advance);
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position = position >= 0 ? position % 60 : 60-1 + ((position+1) % 60);
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return &frame[controller_id][position];
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}
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void input_mappings(const char *filename) {
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#if !is(ems) // emscripten: no glfwUpdateGamepadMappings() available
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char* mappings = vfs_read(filename);
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if( mappings ) { glfwUpdateGamepadMappings(mappings); /*REALLOC(mappings, 0);*/ }
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#endif
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}
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void input_init() {
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do_once {
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input_mappings("gamecontrollerdb.txt");
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}
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#if 0 // deprecated
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void input_update();
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window_hook(input_update, NULL);
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#endif
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}
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static int any_key = 0;
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int input_anykey() {
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return any_key;
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}
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void input_update() {
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struct controller_t *c = &controller[0]; // @fixme
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char *bits = &c->bits[0];
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float *floats = c->floats; floats -= GAMEPAD_LPADX;
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const char **strings = c->strings; strings -= GAMEPAD_GUID;
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float mouse_wheel_old = floats[MOUSE_W];
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struct controller_t clear = {0};
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*c = clear;
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for( int i = 0; i < countof(c->strings); ++i ) c->strings[i] = "";
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struct GLFWwindow *win = window_handle();
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// glfwSetInputMode(win, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
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double mx, my;
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glfwGetCursorPos(win, &mx, &my);
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floats[MOUSE_X] = mx;
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floats[MOUSE_Y] = my;
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struct nk_glfw* glfw = glfwGetWindowUserPointer(win); // from nuklear, because it is overriding glfwSetScrollCallback()
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floats[MOUSE_W] = !glfw ? 0 : mouse_wheel_old + (float)glfw->scroll_bak.x + (float)glfw->scroll_bak.y;
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glfw->scroll_bak.x = glfw->scroll_bak.y = 0;
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// Dear Win32 users,
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// - Touchpad cursor freezing when any key is being pressed?
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// If using Alps/Elantech/Dell/Toshiba touchpad driver or similar, ensure to disable TouchGuard, TouchCheck, PalmTracking, etc.
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// - Touchpad button not clicking when any key is being pressed?
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// Change Touchpad settings on Windows10 from HighSentivity (default) to MostSensitivity.
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// - Apparently, a sane solution is just to never bind FIRE/JUMP actions to LMB/RMB buttons, and bind actions to keys instead.
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bits[MOUSE_L] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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bits[MOUSE_M] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
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bits[MOUSE_R] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
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#define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
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#define k(VK) k2(VK,VK)
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int table[] = {
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k2(ESC,ESCAPE),
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k2(TICK,GRAVE_ACCENT), k(1),k(2),k(3),k(4),k(5),k(6),k(7),k(8),k(9),k(0), k2(BS,BACKSPACE),
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k(TAB), k(Q),k(W),k(E),k(R),k(T),k(Y),k(U),k(I),k(O),k(P),
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k2(CAPS,CAPS_LOCK), k(A),k(S),k(D),k(F),k(G),k(H),k(J),k(K),k(L), k(ENTER),
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k2(LSHIFT,LEFT_SHIFT), k(Z),k(X),k(C),k(V),k(B),k(N),k(M), k2(RSHIFT,RIGHT_SHIFT), k(UP),
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k2(LCTRL,LEFT_CONTROL),k2(LALT,LEFT_ALT), k(SPACE), k2(RALT,RIGHT_ALT),k2(RCTRL,RIGHT_CONTROL), k(LEFT),k(DOWN),k(RIGHT),
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k(F1),k(F2),k(F3),k(F4),k(F5),k(F6),k(F7),k(F8),k(F9),k(F10),k(F11),k(F12), k2(PRINT,PRINT_SCREEN),k(PAUSE),
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k2(INS,INSERT),k(HOME),k2(PGUP,PAGE_UP), k2(DEL,DELETE),k(END), k2(PGDN,PAGE_DOWN),
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};
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#undef k
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#undef k2
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any_key = 0;
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for(int i = 0; i < countof(table); ++i) {
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#if is(ems)
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if( table[i] ) any_key |= (bits[i] = glfwGetKey(win, table[i] ) == GLFW_PRESS);
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#else
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any_key |= (bits[i] = glfwGetKeys(win)[ table[i] ]);
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#endif
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}
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// special cases: plain shift/alt/ctrl enums will also check right counterparts
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any_key |= (bits[KEY_ALT] |= glfwGetKey(win, table[KEY_RALT] ) == GLFW_PRESS);
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any_key |= (bits[KEY_CTRL] |= glfwGetKey(win, table[KEY_RCTRL] ) == GLFW_PRESS);
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any_key |= (bits[KEY_SHIFT] |= glfwGetKey(win, table[KEY_RSHIFT] ) == GLFW_PRESS);
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#if is(ems)
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{
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int jid = 0; // @fixme
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EmscriptenGamepadEvent state = {0};
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if( emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS ) {
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if( emscripten_get_gamepad_status(jid, &state) == EMSCRIPTEN_RESULT_SUCCESS ) {
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// hardcoded for Xbox controller
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if( state.numAxes >= 4 && state.numButtons >= 16 ) {
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bits[GAMEPAD_CONNECTED] = 1; // !!state.connected
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strings[GAMEPAD_GUID] = va("%s", state.id);
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strings[GAMEPAD_NAME] = va("emscripten %s", state.mapping);
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floats[GAMEPAD_BATTERY] = 100;
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// e.digitalButton[i], e.analogButton[i]
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bits[GAMEPAD_A] = state.analogButton[0]; // cross
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bits[GAMEPAD_B] = state.analogButton[1]; // circle
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bits[GAMEPAD_X] = state.analogButton[2]; // square
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bits[GAMEPAD_Y] = state.analogButton[3]; // triangle
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bits[GAMEPAD_UP] = state.analogButton[12];
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bits[GAMEPAD_DOWN] = state.analogButton[13];
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bits[GAMEPAD_LEFT] = state.analogButton[14];
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bits[GAMEPAD_RIGHT] = state.analogButton[15];
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bits[GAMEPAD_LB] = state.analogButton[4];
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bits[GAMEPAD_RB] = state.analogButton[5];
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bits[GAMEPAD_MENU] = state.analogButton[8];
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bits[GAMEPAD_START] = state.analogButton[9];
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bits[GAMEPAD_LTHUMB] = state.analogButton[10];
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bits[GAMEPAD_RTHUMB] = state.analogButton[11];
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floats[GAMEPAD_LT] = state.analogButton[6];
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floats[GAMEPAD_RT] = state.analogButton[7];
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floats[GAMEPAD_LPADX] = state.axis[0];
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floats[GAMEPAD_LPADY] = -state.axis[1];
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floats[GAMEPAD_RPADX] = state.axis[2];
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floats[GAMEPAD_RPADY] = -state.axis[3];
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}
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}
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}
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if( 0 && ui_panel("emspad", 0)) {
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for(int i = 0; i <= 5; ++i )
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ui_label(va("axis #%d: %5.2f", i, (float)state.axis[i]));
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for(int i = 0; i <= 15; ++i )
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ui_label(va("button #%d: %d %5.2f", i, state.digitalButton[i], (float)state.analogButton[i]));
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ui_panel_end();
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}
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}
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#else
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int jid = GLFW_JOYSTICK_1 + 0; // @fixme
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if( glfwGetGamepadName(jid) ) { // glfwJoystickPresent(jid) && glfwJoystickIsGamepad(jid) ) {
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bits[GAMEPAD_CONNECTED] = 1;
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strings[GAMEPAD_GUID] = glfwGetJoystickGUID(jid);
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strings[GAMEPAD_NAME] = glfwGetGamepadName(jid);
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floats[GAMEPAD_BATTERY] = 100; //glfwJoystickCurrentPowerLevel(jid);
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GLFWgamepadstate state;
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if (glfwGetGamepadState(jid, &state)) {
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bits[GAMEPAD_A] = state.buttons[GLFW_GAMEPAD_BUTTON_A]; // cross
|
||||
bits[GAMEPAD_B] = state.buttons[GLFW_GAMEPAD_BUTTON_B]; // circle
|
||||
bits[GAMEPAD_X] = state.buttons[GLFW_GAMEPAD_BUTTON_X]; // square
|
||||
bits[GAMEPAD_Y] = state.buttons[GLFW_GAMEPAD_BUTTON_Y]; // triangle
|
||||
|
||||
bits[GAMEPAD_UP] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP];
|
||||
bits[GAMEPAD_DOWN] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN];
|
||||
bits[GAMEPAD_LEFT] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT];
|
||||
bits[GAMEPAD_RIGHT] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT];
|
||||
|
||||
bits[GAMEPAD_LB] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER];
|
||||
bits[GAMEPAD_RB] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER];
|
||||
bits[GAMEPAD_MENU] = state.buttons[GLFW_GAMEPAD_BUTTON_BACK];
|
||||
bits[GAMEPAD_START] = state.buttons[GLFW_GAMEPAD_BUTTON_START]; // _GUIDE
|
||||
|
||||
bits[GAMEPAD_LTHUMB] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_THUMB];
|
||||
bits[GAMEPAD_RTHUMB] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_THUMB];
|
||||
|
||||
floats[GAMEPAD_LT] = input_filter_positive(state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER]); // [-1..+1] -> [0..1]
|
||||
floats[GAMEPAD_RT] = input_filter_positive(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]); // [-1..+1] -> [0..1]
|
||||
|
||||
floats[GAMEPAD_LPADX] = state.axes[GLFW_GAMEPAD_AXIS_LEFT_X];
|
||||
floats[GAMEPAD_LPADY] = -state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y];
|
||||
|
||||
floats[GAMEPAD_RPADX] = state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X];
|
||||
floats[GAMEPAD_RPADY] = -state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y];
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
*input_logger(0,+1) = controller[0];
|
||||
}
|
||||
|
||||
int input_use(int id) {
|
||||
return controller_id >= 0 && controller_id <= 3 ? controller_id = id, 1 : 0;
|
||||
}
|
||||
|
||||
float input_frame( int vk, int frame ) {
|
||||
if( controller_id > 0 ) return 0; // @fixme
|
||||
struct controller_t *c = input_logger(frame, +0);
|
||||
if(vk < GAMEPAD_LPADX) return c->bits[vk]; // if in bits...
|
||||
if(vk < GAMEPAD_GUID) return c->floats[vk - GAMEPAD_LPADX]; // if in floats...
|
||||
return 0.f; // NAN?
|
||||
}
|
||||
vec2 input_frame2( int vk, int frame ) {
|
||||
return vec2( input_frame(vk, frame), input_frame(vk+1, frame) );
|
||||
}
|
||||
|
||||
const char *input_string( int vk ) {
|
||||
int frame = 0;
|
||||
if( controller_id > 0 ) return ""; // @fixme
|
||||
struct controller_t *c = input_logger(frame, +0);
|
||||
return vk >= GAMEPAD_GUID ? c->strings[vk - GAMEPAD_GUID] : ""; // if in strings...
|
||||
}
|
||||
|
||||
// --- sugars
|
||||
|
||||
float input_diff( int vk ) {
|
||||
return input_frame(vk, 0) - input_frame(vk, -1);
|
||||
}
|
||||
vec2 input_diff2( int vk ) {
|
||||
return vec2( input_diff(vk), input_diff(vk+1) );
|
||||
}
|
||||
float input( int vk ) {
|
||||
return input_frame( vk, 0 );
|
||||
}
|
||||
vec2 input2( int vk ) {
|
||||
return vec2( input_frame(vk, 0), input_frame(vk+1, 0) );
|
||||
}
|
||||
|
||||
// --- events
|
||||
|
||||
const float MS2FRAME = 0.06f; // 60 hz/1000 ms
|
||||
|
||||
int event( int vk ) {
|
||||
float v = input_frame(vk,0);
|
||||
return (v * v) > 0;
|
||||
}
|
||||
int input_chord2( int vk1, int vk2 ) {
|
||||
return event(vk1) && event(vk2);
|
||||
}
|
||||
int input_chord3( int vk1, int vk2, int vk3 ) {
|
||||
return event(vk1) && input_chord2(vk2, vk3);
|
||||
}
|
||||
int input_chord4( int vk1, int vk2, int vk3, int vk4 ) {
|
||||
return event(vk1) && input_chord3(vk2, vk3, vk4);
|
||||
}
|
||||
int input_down( int vk ) {
|
||||
return input_diff(vk) > 0; // input_frame(vk,-1) <= 0 && input_frame(vk,0) > 0;
|
||||
}
|
||||
int input_held( int vk ) {
|
||||
return input_diff(vk) == 0 && input_frame(vk,0) > 0; // input_frame(vk,-1) > 0 && input_frame(vk,0) > 0;
|
||||
}
|
||||
int input_up( int vk ) {
|
||||
return input_diff(vk) < 0; // input_frame(vk,-1) > 0 && input_frame(vk,0) <= 0;
|
||||
}
|
||||
int input_idle( int vk ) {
|
||||
return input_diff(vk) == 0 && input_frame(vk,0) <= 0; // input_frame(vk,-1) <= 0 && input_frame(vk,0) <= 0;
|
||||
}
|
||||
int input_repeat( int vk, int ms ) { // @fixme: broken
|
||||
assert((unsigned)ms <= 1000);
|
||||
return input_frame(vk,-ms * MS2FRAME ) > 0 && input_frame(vk,-ms * MS2FRAME /2) > 0 && input_frame(vk,0) > 0;
|
||||
}
|
||||
int input_click( int vk, int ms ) { // @fixme: broken
|
||||
assert((unsigned)ms <= 1000);
|
||||
return input_frame(vk,-ms * MS2FRAME ) <= 0 && input_frame(vk,-ms * MS2FRAME /2) > 0 && input_frame(vk,0) <= 0;
|
||||
}
|
||||
int input_click2( int vk, int ms ) { // @fixme: broken
|
||||
assert((unsigned)ms <= 1000);
|
||||
return input_frame(vk,-ms * MS2FRAME ) <= 0 && input_frame(vk,-ms * MS2FRAME *3/4) > 0
|
||||
&& input_frame(vk,-ms * MS2FRAME *2/4) <= 0 && input_frame(vk,-ms * MS2FRAME *1/4) > 0 && input_frame(vk,0) <= 0;
|
||||
}
|
||||
|
||||
#undef MS2FRAME
|
||||
|
||||
// --- filters
|
||||
|
||||
float input_filter_positive( float v ) { // [-1..1] -> [0..1]
|
||||
return ( v + 1 ) * 0.5f;
|
||||
}
|
||||
vec2 input_filter_positive2( vec2 v ) { // [-1..1] -> [0..1]
|
||||
return scale2(inc2(v,1), 0.5f);
|
||||
}
|
||||
|
||||
vec2 input_filter_deadzone( vec2 v, float deadzone ) {
|
||||
assert(deadzone > 0);
|
||||
float mag = sqrt( v.x*v.x + v.y*v.y );
|
||||
float nx = v.x / mag, ny = v.y / mag, k = (mag - deadzone) / (1 - deadzone);
|
||||
if( k > 1 ) k = 1; // clamp
|
||||
// k = k * k; // uncomment for a smoother curve
|
||||
return mag < deadzone ? vec2(0, 0) : vec2(nx * k, ny * k);
|
||||
}
|
||||
|
||||
vec2 input_filter_deadzone_4way( vec2 v, float deadzone ) {
|
||||
assert(deadzone > 0);
|
||||
float v0 = v.x*v.x < deadzone*deadzone ? 0 : v.x;
|
||||
float v1 = v.y*v.y < deadzone*deadzone ? 0 : v.y;
|
||||
return vec2(v0, v1);
|
||||
}
|
||||
|
||||
int input_enum(const char *vk) {
|
||||
static map(char*,int) m = 0;
|
||||
do_once {
|
||||
map_init_str(m);
|
||||
#define k(VK) map_find_or_add(m, STRINGIZE(VK), KEY_##VK); map_find_or_add(m, STRINGIZE(KEY_##VK), KEY_##VK);
|
||||
k(ESC)
|
||||
k(TICK) k(1) k(2) k(3) k(4) k(5) k(6) k(7) k(8) k(9) k(0) k(BS)
|
||||
k(TAB) k(Q) k(W) k(E) k(R) k(T) k(Y) k(U) k(I) k(O) k(P)
|
||||
k(CAPS) k(A) k(S) k(D) k(F) k(G) k(H) k(J) k(K) k(L) k(ENTER)
|
||||
k(LSHIFT) k(Z) k(X) k(C) k(V) k(B) k(N) k(M) k(RSHIFT) k(UP)
|
||||
k(LCTRL) k(LALT) k(SPACE) k(RALT) k(RCTRL) k(LEFT) k(DOWN) k(RIGHT)
|
||||
|
||||
k(F1) k(F2) k(F3) k(F4) k(F5) k(F6) k(F7) k(F8) k(F9) k(F10) k(F11) k(F12) k(PRINT) k(PAUSE)
|
||||
k(INS) k(HOME) k(PGUP) k(DEL) k(END) k(PGDN)
|
||||
|
||||
k(ALT) k(CTRL) k(SHIFT)
|
||||
#undef k
|
||||
};
|
||||
int *found = map_find(m, (char*)vk);
|
||||
return found ? *found : -1;
|
||||
}
|
||||
|
||||
int input_eval(const char *expression) {
|
||||
if( expression && expression[0] ) {
|
||||
return eval(expression) > 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// converts keyboard code to its latin char (if any)
|
||||
char input_keychar(unsigned code) {
|
||||
#define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
|
||||
#define k(VK) k2(VK,VK)
|
||||
int table[256] = {
|
||||
k2(ESC,ESCAPE),
|
||||
k2(TICK,GRAVE_ACCENT), k(1),k(2),k(3),k(4),k(5),k(6),k(7),k(8),k(9),k(0), k2(BS,BACKSPACE),
|
||||
k(TAB), k(Q),k(W),k(E),k(R),k(T),k(Y),k(U),k(I),k(O),k(P),
|
||||
k2(CAPS,CAPS_LOCK), k(A),k(S),k(D),k(F),k(G),k(H),k(J),k(K),k(L), k(ENTER),
|
||||
k2(LSHIFT,LEFT_SHIFT), k(Z),k(X),k(C),k(V),k(B),k(N),k(M), k2(RSHIFT,RIGHT_SHIFT), k(UP),
|
||||
k2(LCTRL,LEFT_CONTROL),k2(LALT,LEFT_ALT), k(SPACE), k2(RALT,RIGHT_ALT),k2(RCTRL,RIGHT_CONTROL), k(LEFT),k(DOWN),k(RIGHT),
|
||||
|
||||
k(F1),k(F2),k(F3),k(F4),k(F5),k(F6),k(F7),k(F8),k(F9),k(F10),k(F11),k(F12), k2(PRINT,PRINT_SCREEN),k(PAUSE),
|
||||
k2(INS,INSERT),k(HOME),k2(PGUP,PAGE_UP), k2(DEL,DELETE),k(END), k2(PGDN,PAGE_DOWN),
|
||||
};
|
||||
#undef k
|
||||
#undef k2
|
||||
|
||||
code = table[ code & 255 ];
|
||||
|
||||
const char* name = glfwGetKeyName(code, 0);
|
||||
if( name && strlen(name) == 1 ) {
|
||||
return *name >= 'A' && *name <= 'Z' ? name[0] - 'A' + 'a' : name[0];
|
||||
}
|
||||
|
||||
if( code >= GLFW_KEY_0 && code <= GLFW_KEY_9 ) return code - GLFW_KEY_0 + '0';
|
||||
if( code >= GLFW_KEY_A && code <= GLFW_KEY_Z ) return code - GLFW_KEY_A + 'a';
|
||||
switch(code) {
|
||||
default: break;
|
||||
case GLFW_KEY_APOSTROPHE: return '\'';
|
||||
case GLFW_KEY_BACKSLASH: return '\\';
|
||||
case GLFW_KEY_COMMA: return ',';
|
||||
case GLFW_KEY_EQUAL: return '=';
|
||||
case GLFW_KEY_GRAVE_ACCENT: return '`';
|
||||
case GLFW_KEY_LEFT_BRACKET: return '[';
|
||||
case GLFW_KEY_MINUS: return '-';
|
||||
case GLFW_KEY_PERIOD: return '.';
|
||||
case GLFW_KEY_RIGHT_BRACKET: return ']';
|
||||
case GLFW_KEY_SEMICOLON: return ';';
|
||||
case GLFW_KEY_SLASH: return '/';
|
||||
//case GLFW_KEY_WORLD_1: return non-US #1;
|
||||
//case GLFW_KEY_WORLD_2: return non-US #2;
|
||||
}
|
||||
|
||||
return '\0';
|
||||
}
|
||||
|
||||
// -- multi-touch input
|
||||
// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)
|
||||
|
||||
#if !is(ems)
|
||||
|
||||
void touch_init() {}
|
||||
void touch_flush() {}
|
||||
void input_touch_area(unsigned button, vec2 from, vec2 to) {}
|
||||
vec2 input_touch(unsigned button, float sensitivity) { return vec2(0,0); }
|
||||
vec2 input_touch_delta_from_origin(unsigned button, float sensitivity) { return vec2(0,0); }
|
||||
vec2 input_touch_delta(unsigned button, float sensitivity) { return vec2(0,0); }
|
||||
bool input_touch_active() { return false; }
|
||||
|
||||
#else
|
||||
|
||||
static struct touch {
|
||||
bool init;
|
||||
vec2 move, cached, origin, prev;
|
||||
vec4 area;
|
||||
} touch[2] = {0};
|
||||
|
||||
static EM_BOOL touch_move(int eventType, const EmscriptenTouchEvent *e, void *userData) {
|
||||
for( int i = 0; i < (int)e->numTouches; ++i) {
|
||||
if( !e->touches[i].isChanged ) continue;
|
||||
int j = e->touches[i].identifier;
|
||||
if( j >= countof(touch) ) continue;
|
||||
|
||||
touch[j].cached = vec2(e->touches[i].clientX, e->touches[i].clientY);
|
||||
if (!touch[j].init) touch[j].init = 1, touch[j].origin = touch[j].prev = touch[j].move = touch[j].cached;
|
||||
}
|
||||
|
||||
return EM_TRUE;
|
||||
}
|
||||
|
||||
static EM_BOOL touch_end(int eventType, const EmscriptenTouchEvent *e, void *userData) {
|
||||
for( int i = 0; i < (int)e->numTouches; ++i) {
|
||||
if( !e->touches[i].isChanged ) continue;
|
||||
int j = e->touches[i].identifier;
|
||||
if( j >= countof(touch) ) continue;
|
||||
|
||||
//memset(&touch[j], 0, sizeof(touch[j]));
|
||||
touch[j].init = false;
|
||||
touch[j].move = touch[j].cached = touch[j].origin = touch[j].prev = vec2(0,0);
|
||||
}
|
||||
|
||||
return EM_TRUE;
|
||||
}
|
||||
|
||||
void input_touch_area(unsigned button, vec2 from_ndc, vec2 to_ndc) {
|
||||
if( button >= countof(touch) ) return;
|
||||
touch[button].area = vec4( from_ndc.x, from_ndc.y, to_ndc.x, to_ndc.y );
|
||||
}
|
||||
|
||||
void touch_init() {
|
||||
memset(touch, 0, sizeof(touch));
|
||||
|
||||
// default areas: left screen (button #0) and right_screen (button #1)
|
||||
input_touch_area(0, vec2(0.0,0.0), vec2(0.5,1.0));
|
||||
input_touch_area(1, vec2(0.5,0.0), vec2(1.0,1.0));
|
||||
|
||||
emscripten_set_touchstart_callback("#canvas", 0, EM_FALSE, &touch_move);
|
||||
emscripten_set_touchmove_callback("#canvas", 0, EM_FALSE, &touch_move);
|
||||
emscripten_set_touchend_callback("#canvas", 0, EM_FALSE, &touch_end);
|
||||
}
|
||||
|
||||
void touch_flush() {
|
||||
for( int j = 0; j < countof(touch); ++j) {
|
||||
touch[j].prev = touch[j].move;
|
||||
touch[j].move = touch[j].cached;
|
||||
}
|
||||
}
|
||||
|
||||
static
|
||||
unsigned input_locate_button(unsigned button) {
|
||||
// locate button in user-defined areas
|
||||
vec2 c = window_canvas();
|
||||
for( int j = 0; j < countof(touch); ++j ) {
|
||||
if( touch[j].init )
|
||||
if( touch[j].origin.x >= (touch[button].area.x * c.x) )
|
||||
if( touch[j].origin.y >= (touch[button].area.y * c.y) )
|
||||
if( touch[j].origin.x <= (touch[button].area.z * c.x) )
|
||||
if( touch[j].origin.y <= (touch[button].area.w * c.y) )
|
||||
return j;
|
||||
}
|
||||
return ~0u;
|
||||
}
|
||||
|
||||
vec2 input_touch(unsigned button, float sensitivity) {
|
||||
button = input_locate_button(button);
|
||||
if( button >= countof(touch) ) return vec2(0,0);
|
||||
return touch[button].init ? touch[button].move : vec2(0,0);
|
||||
}
|
||||
|
||||
vec2 input_touch_delta(unsigned button, float sensitivity) {
|
||||
button = input_locate_button(button);
|
||||
if( button >= countof(touch) ) return vec2(0,0);
|
||||
return touch[button].init ? scale2( sub2(touch[button].move, touch[button].prev), sensitivity ) : vec2(0,0);
|
||||
}
|
||||
|
||||
vec2 input_touch_delta_from_origin(unsigned button, float sensitivity) {
|
||||
button = input_locate_button(button);
|
||||
if( button >= countof(touch) ) return vec2(0,0);
|
||||
return touch[button].init ? scale2( sub2(touch[button].move, touch[button].origin), sensitivity ) : vec2(0,0);
|
||||
}
|
||||
|
||||
bool input_touch_active() {
|
||||
for( int j = 0; j < countof(touch); ++j ) {
|
||||
if( touch[j].init ) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif // !is(ems)
|
||||
|
||||
int ui_mouse() {
|
||||
ui_label2_float("X", input(MOUSE_X));
|
||||
ui_label2_float("Y", input(MOUSE_Y));
|
||||
ui_label2_float("Wheel", input(MOUSE_W));
|
||||
ui_separator();
|
||||
ui_label2_bool("Left", input(MOUSE_L));
|
||||
ui_label2_bool("Middle", input(MOUSE_M));
|
||||
ui_label2_bool("Right", input(MOUSE_R));
|
||||
ui_separator();
|
||||
for( int i = 0; i <= CURSOR_SW_AUTO; ++i ) if(ui_button(va("Cursor shape #%d", i))) window_cursor_shape(i);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int ui_keyboard() {
|
||||
char *keys[] = {
|
||||
"F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12",
|
||||
"ESC",
|
||||
"TICK","1","2","3","4","5","6","7","8","9","0","BS",
|
||||
"TAB","Q","W","E","R","T","Y","U","I","O","P",
|
||||
"CAPS","A","S","D","F","G","H","J","K","L","ENTER",
|
||||
"LSHIFT","Z","X","C","V","B","N","M","RSHIFT","^",
|
||||
"LCTRL","LALT","SPACE","RALT","RCTRL","<","V",">",
|
||||
};
|
||||
|
||||
float rows[] = {
|
||||
12,
|
||||
1,
|
||||
12,
|
||||
11,
|
||||
11,
|
||||
10,
|
||||
8
|
||||
};
|
||||
|
||||
for( int row = 0, k = 0; row < countof(rows); ++row ) {
|
||||
static char *buf = 0; if(buf) *buf = 0;
|
||||
for( int col = 0; col < rows[row]; ++col, ++k ) {
|
||||
assert( input_enum(keys[k]) == input_enum(va("KEY_%s", keys[k])) );
|
||||
strcatf(&buf, input(input_enum(keys[k])) ? "[%s]" : " %s ", keys[k]);
|
||||
}
|
||||
ui_label(buf);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int ui_gamepad(int gamepad_id) {
|
||||
input_use(gamepad_id);
|
||||
|
||||
bool connected = !!input(GAMEPAD_CONNECTED);
|
||||
|
||||
ui_label2("Name", connected ? input_string(GAMEPAD_NAME) : "(Not connected)");
|
||||
|
||||
if( !connected ) ui_disable();
|
||||
|
||||
ui_separator();
|
||||
|
||||
ui_label2_bool("A", input(GAMEPAD_A) );
|
||||
ui_label2_bool("B", input(GAMEPAD_B) );
|
||||
ui_label2_bool("X", input(GAMEPAD_X) );
|
||||
ui_label2_bool("Y", input(GAMEPAD_Y) );
|
||||
ui_label2_bool("Up", input(GAMEPAD_UP) );
|
||||
ui_label2_bool("Down", input(GAMEPAD_DOWN) );
|
||||
ui_label2_bool("Left", input(GAMEPAD_LEFT) );
|
||||
ui_label2_bool("Right", input(GAMEPAD_RIGHT) );
|
||||
ui_label2_bool("Menu", input(GAMEPAD_MENU) );
|
||||
ui_label2_bool("Start", input(GAMEPAD_START) );
|
||||
|
||||
ui_separator();
|
||||
|
||||
ui_label2_float("Left pad x", input(GAMEPAD_LPADX) );
|
||||
ui_label2_float("Left pad y", input(GAMEPAD_LPADY) );
|
||||
ui_label2_float("Left trigger", input(GAMEPAD_LT) );
|
||||
ui_label2_bool("Left bumper", input(GAMEPAD_LB) );
|
||||
ui_label2_bool("Left thumb", input(GAMEPAD_LTHUMB) );
|
||||
|
||||
vec2 v = input_filter_deadzone( input2(GAMEPAD_LPADX), 0.1f );
|
||||
ui_label2_float("Filtered pad x", v.x);
|
||||
ui_label2_float("Filtered pad y", v.y);
|
||||
|
||||
ui_separator();
|
||||
|
||||
ui_label2_float("Right pad x", input(GAMEPAD_RPADX) );
|
||||
ui_label2_float("Right pad y", input(GAMEPAD_RPADY) );
|
||||
ui_label2_float("Right trigger", input(GAMEPAD_RT) );
|
||||
ui_label2_bool("Right bumper", input(GAMEPAD_RB) );
|
||||
ui_label2_bool("Right thumb", input(GAMEPAD_RTHUMB) );
|
||||
|
||||
vec2 w = input_filter_deadzone( input2(GAMEPAD_RPADX), 0.1f );
|
||||
ui_label2_float("Filtered pad x", w.x);
|
||||
ui_label2_float("Filtered pad y", w.y);
|
||||
|
||||
ui_enable();
|
||||
|
||||
input_use(0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int ui_gamepads() {
|
||||
for( int i = 0; i < 4; ++i ) ui_gamepad(i);
|
||||
|
||||
return 0;
|
||||
}
|
@ -1,124 +0,0 @@
|
||||
// -----------------------------------------------------------------------------
|
||||
// input framework
|
||||
// - rlyeh, public domain
|
||||
//
|
||||
// @todo: window
|
||||
// @todo: for extra savings (168->72 bytes), promote bits to real bits (/8 %8) & normalized floats [-1,+1] to shorts or chars
|
||||
// @todo: GAMEPAD_A|2, MOUSE_L|1, KEY_C|3
|
||||
// @todo: load/save
|
||||
// @todo: send virtual presses & outputs (rumble, light, led, text, etc)
|
||||
// @todo: fix if logger !60 hz
|
||||
// @tofo: fix click2/repeat edge cases
|
||||
|
||||
API int input_use( int controller_id ); // [0..3]
|
||||
|
||||
// -- basic polling api (read input at current frame)
|
||||
|
||||
API float input( int vk );
|
||||
API vec2 input2( int vk );
|
||||
API float input_diff( int vk ); // @todo: rename diff->delta
|
||||
API vec2 input_diff2( int vk ); // @todo: rename diff2->delta2
|
||||
API const char* input_string( int vk );
|
||||
|
||||
// -- extended polling api (read input at Nth frame ago)
|
||||
|
||||
API float input_frame( int vk, int Nth_frame );
|
||||
API vec2 input_frame2( int vk, int Nth_frame );
|
||||
|
||||
// -- events api
|
||||
|
||||
API int input_up( int vk ); // ON -> OFF (release)
|
||||
API int input_down( int vk ); // OFF -> ON (trigger)
|
||||
API int input_held( int vk ); // ON -> ON (pressed)
|
||||
API int input_idle( int vk ); // OFF -> OFF
|
||||
|
||||
API int input_click( int vk, int ms ); // OFF -> ON -> OFF
|
||||
API int input_click2( int vk, int ms ); // OFF -> ON -> OFF -> ON -> OFF
|
||||
API int input_repeat( int vk, int ms ); // [...] ON -> ON -> ON
|
||||
|
||||
API int input_chord2( int vk1, int vk2 ); // all vk1 && vk2 are ON
|
||||
API int input_chord3( int vk1, int vk2, int vk3 ); // all vk1 && vk2 && vk3 are ON
|
||||
API int input_chord4( int vk1, int vk2, int vk3, int vk4 ); // all vk1 && vk2 && vk3 && vk4 are ON
|
||||
|
||||
// -- 1d/2d filters
|
||||
|
||||
API float input_filter_positive( float v ); // [-1..1] -> [0..1]
|
||||
API vec2 input_filter_positive2( vec2 v ); // [-1..1] -> [0..1]
|
||||
API vec2 input_filter_deadzone( vec2 v, float deadzone_treshold );
|
||||
API vec2 input_filter_deadzone_4way( vec2 v, float deadzone_treshold );
|
||||
|
||||
// -- multi-touch
|
||||
|
||||
enum TOUCH_BUTTONS {
|
||||
TOUCH_0, // defaults to left screen area. input_touch_area() to override
|
||||
TOUCH_1, // defaults to right screen area. input_touch_area() to override
|
||||
};
|
||||
|
||||
API void input_touch_area(unsigned button, vec2 begin_coord_ndc, vec2 end_coord_ndc);
|
||||
API vec2 input_touch(unsigned button, float sensitivity); // absolute position in 2d coords
|
||||
API vec2 input_touch_delta(unsigned button, float sensitivity); // delta from previous position
|
||||
API vec2 input_touch_delta_from_origin(unsigned button, float sensitivity); // relative position from initial touch
|
||||
API bool input_touch_active();
|
||||
|
||||
// -- utils
|
||||
|
||||
API void input_mappings(const char *filename); // update gamepad mappings (usually "gamecontrollerdb.txt" file)
|
||||
API char input_keychar(unsigned code); // Converts keyboard code to its latin char (if any)
|
||||
API int input_enum(const char *sym);
|
||||
API int input_anykey();
|
||||
API int input_eval(const char *expression); // "down(X)*input(CTRL)"
|
||||
|
||||
// inject state
|
||||
API void input_send( int vk ); // @todo
|
||||
// load/save input
|
||||
API array(char) save_input(); // @todo
|
||||
API bool load_input(array(char) replay); // @todo
|
||||
|
||||
// visualize input
|
||||
API int ui_keyboard();
|
||||
API int ui_mouse();
|
||||
API int ui_gamepad(int id);
|
||||
API int ui_gamepads();
|
||||
|
||||
// --
|
||||
|
||||
enum INPUT_ENUMS {
|
||||
// -- bits: x104 keyboard, x3 mouse, x15 gamepad, x7 window
|
||||
// keyboard gaming keys (53-bit): first-class keys for gaming
|
||||
KEY_0,KEY_1,KEY_2,KEY_3,KEY_4,KEY_5,KEY_6,KEY_7,KEY_8,KEY_9, KEY_TICK,KEY_BS, KEY_ESC,
|
||||
KEY_TAB, KEY_Q,KEY_W,KEY_E,KEY_R,KEY_T,KEY_Y,KEY_U,KEY_I,KEY_O,KEY_P,
|
||||
KEY_CAPS, KEY_A,KEY_S,KEY_D,KEY_F,KEY_G,KEY_H,KEY_J,KEY_K,KEY_L, KEY_ENTER,
|
||||
KEY_LSHIFT, KEY_Z,KEY_X,KEY_C,KEY_V,KEY_B,KEY_N,KEY_M, KEY_RSHIFT, KEY_UP,
|
||||
KEY_LCTRL,KEY_LALT, KEY_SPACE, KEY_RALT,KEY_RCTRL, KEY_LEFT,KEY_DOWN,KEY_RIGHT,
|
||||
|
||||
// for completeness, secondary keys below (52-bit). beware!
|
||||
KEY_INS,KEY_HOME,KEY_PGUP,KEY_DEL,KEY_END,KEY_PGDN, // beware: different behavior win/osx (also, osx: no home/end).
|
||||
KEY_LMETA,KEY_RMETA,KEY_MENU,KEY_PRINT,KEY_PAUSE,KEY_SCROLL,KEY_NUMLOCK, // beware: may trigger unexpected OS behavior. (@todo: add RSHIFT here for win?)
|
||||
KEY_MINUS,KEY_EQUAL,KEY_LSQUARE,KEY_RSQUARE,KEY_SEMICOLON,KEY_QUOTE,KEY_HASH,KEY_BAR,KEY_COMMA,KEY_DOT,KEY_SLASH, // beware: non-us keyboard layouts
|
||||
KEY_F1,KEY_F2,KEY_F3,KEY_F4,KEY_F5,KEY_F6,KEY_F7,KEY_F8,KEY_F9,KEY_F10,KEY_F11,KEY_F12, // beware: complicated on laptops/osx
|
||||
KEY_PAD1,KEY_PAD2,KEY_PAD3,KEY_PAD4,KEY_PAD5,KEY_PAD6,KEY_PAD7,KEY_PAD8,KEY_PAD9,KEY_PAD0, // beware: complicated on laptops
|
||||
KEY_PADADD,KEY_PADSUB,KEY_PADMUL,KEY_PADDIV,KEY_PADDOT,KEY_PADENTER, // beware: complicated on laptops
|
||||
|
||||
MOUSE_L, MOUSE_M, MOUSE_R, // @todo: MOUSE_CLICKS,
|
||||
GAMEPAD_CONNECTED, GAMEPAD_A, GAMEPAD_B, GAMEPAD_X, GAMEPAD_Y,
|
||||
GAMEPAD_UP, GAMEPAD_DOWN, GAMEPAD_LEFT, GAMEPAD_RIGHT, GAMEPAD_MENU, GAMEPAD_START,
|
||||
GAMEPAD_LB, GAMEPAD_RB, GAMEPAD_LTHUMB, GAMEPAD_RTHUMB,
|
||||
WINDOW_BLUR, WINDOW_FOCUS, WINDOW_CLOSE, WINDOW_MINIMIZE, WINDOW_MAXIMIZE, WINDOW_FULLSCREEN, WINDOW_WINDOWED, // MINI/MAXI/RESTORED, SHOWN/HIDDEN
|
||||
|
||||
// -- floats: x7 gamepad, x3 mouse, x4 touch, x4 window
|
||||
GAMEPAD_LPAD, GAMEPAD_LPADX = GAMEPAD_LPAD, GAMEPAD_LPADY,
|
||||
GAMEPAD_RPAD, GAMEPAD_RPADX = GAMEPAD_RPAD, GAMEPAD_RPADY,
|
||||
GAMEPAD_LTRIGGER, GAMEPAD_LT = GAMEPAD_LTRIGGER, GAMEPAD_RTRIGGER, GAMEPAD_RT = GAMEPAD_RTRIGGER, GAMEPAD_BATTERY,
|
||||
MOUSE, MOUSE_X = MOUSE, MOUSE_Y, MOUSE_W,
|
||||
TOUCH_X1, TOUCH_Y1, TOUCH_X2, TOUCH_Y2,
|
||||
WINDOW_RESIZE, WINDOW_RESIZEX = WINDOW_RESIZE, WINDOW_RESIZEY, WINDOW_ORIENTATION, WINDOW_BATTERY,
|
||||
|
||||
// -- strings: x2 gamepad
|
||||
GAMEPAD_GUID, GAMEPAD_NAME,
|
||||
};
|
||||
// these aliases do check both left and right counterparts
|
||||
enum INPUT_ALIASES {
|
||||
KEY_SHIFT = KEY_LSHIFT,
|
||||
KEY_ALT = KEY_LALT,
|
||||
KEY_CTRL = KEY_LCTRL,
|
||||
};
|
@ -8,8 +8,8 @@
|
||||
#include "core/logger.h"
|
||||
#include "core/stime.h"
|
||||
#include "render_core/application.h"
|
||||
#include "render_core/input/input_map.h"
|
||||
#include "render_core/input/keyboard.h"
|
||||
#include "render_core/input_map.h"
|
||||
#include "render_core/keyboard.h"
|
||||
#include "render_core/texture.h"
|
||||
#include "render_core/window.h"
|
||||
|
@ -14,7 +14,7 @@
|
||||
#include "core/thread_safe.h"
|
||||
#include "object/psignal.h"
|
||||
#include "object/reference.h"
|
||||
#include "render_core/input/input_event.h"
|
||||
#include "render_core/input_event.h"
|
||||
|
||||
class Application;
|
||||
struct GLFWwindow;
|
@ -5,9 +5,9 @@
|
||||
|
||||
#include "input_event.h"
|
||||
|
||||
#include "render_core/input/input_map.h"
|
||||
#include "render_core/input/keyboard.h"
|
||||
#include "render_core/input/shortcut.h"
|
||||
#include "render_core/input_map.h"
|
||||
#include "render_core/keyboard.h"
|
||||
#include "render_core/shortcut.h"
|
||||
|
||||
const int InputEvent::DEVICE_ID_TOUCH_MOUSE = -1;
|
||||
const int InputEvent::DEVICE_ID_INTERNAL = -2;
|
@ -5,8 +5,8 @@
|
||||
|
||||
#include "input_map.h"
|
||||
|
||||
#include "render_core/input/input.h"
|
||||
#include "render_core/input/keyboard.h"
|
||||
#include "render_core/input.h"
|
||||
#include "render_core/keyboard.h"
|
||||
|
||||
InputMap *InputMap::singleton = nullptr;
|
||||
|
@ -6,7 +6,7 @@
|
||||
/* From https://github.com/Relintai/pandemonium_engine (MIT) */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "render_core/input/input_event.h"
|
||||
#include "render_core/input_event.h"
|
||||
#include "object/object.h"
|
||||
#include "core/rb_map.h"
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "render_core/scene.h"
|
||||
|
||||
#include "render_core/input/input_event.h"
|
||||
#include "render_core/input_event.h"
|
||||
|
||||
void Scene::input_event(const Ref<InputEvent> &event) {
|
||||
}
|
||||
|
@ -2,7 +2,7 @@
|
||||
#define SCENE_H
|
||||
|
||||
#include "object/reference.h"
|
||||
#include "render_core/input/input_event.h"
|
||||
#include "render_core/input_event.h"
|
||||
|
||||
class Scene : public Reference {
|
||||
SFW_OBJECT(Scene, Reference);
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
#include "shortcut.h"
|
||||
|
||||
#include "render_core/input/input_event.h"
|
||||
#include "render_core/input_event.h"
|
||||
|
||||
void ShortCut::set_shortcut(const Ref<InputEvent> &p_shortcut) {
|
||||
shortcut = p_shortcut;
|
@ -28,7 +28,7 @@
|
||||
#include "core/ustring.h"
|
||||
#include "core/vector4.h"
|
||||
#include "render_core/application.h"
|
||||
#include "render_core/input/input.h"
|
||||
#include "render_core/input.h"
|
||||
|
||||
/*
|
||||
static volatile float framerate = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user