Moved out input classes from the input subfolder.

This commit is contained in:
Relintai 2024-01-03 19:15:35 +01:00
parent ad11438d7d
commit 82853c99f2
18 changed files with 24 additions and 910 deletions

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@ -62,11 +62,11 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/mesh_utils.cpp -o sfw/
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/texture.cpp -o sfw/render_core/texture.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/image.cpp -o sfw/render_core/image.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/render_state.cpp -o sfw/render_core/render_state.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/keyboard.cpp -o sfw/render_core/input/keyboard.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/input_event.cpp -o sfw/render_core/input/input_event.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/input_map.cpp -o sfw/render_core/input/input_map.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/input.cpp -o sfw/render_core/input/input.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input/shortcut.cpp -o sfw/render_core/input/shortcut.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/keyboard.cpp -o sfw/render_core/keyboard.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input_event.cpp -o sfw/render_core/input_event.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input_map.cpp -o sfw/render_core/input_map.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/input.cpp -o sfw/render_core/input.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_core/shortcut.cpp -o sfw/render_core/shortcut.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/camera_3d.cpp -o sfw/render_objects/camera_3d.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/object_3d.cpp -o sfw/render_objects/object_3d.o
@ -98,9 +98,9 @@ ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw/core/aabb.o sfw/c
sfw/render_core/application.o sfw/render_core/scene.o sfw/render_core/window.o \
sfw/render_core/shader.o sfw/render_core/material.o sfw/render_core/mesh.o \
sfw/render_core/mesh_utils.o sfw/render_core/texture.o \
sfw/render_core/input/input_event.o sfw/render_core/input/input_map.o \
sfw/render_core/input/input.o sfw/render_core/input/shortcut.o \
sfw/render_core/input/keyboard.o \
sfw/render_core/input_event.o sfw/render_core/input_map.o \
sfw/render_core/input.o sfw/render_core/shortcut.o \
sfw/render_core/keyboard.o \
sfw/render_objects/camera_3d.o sfw/render_objects/object_3d.o sfw/render_objects/mesh_instance_3d.o \
sfw/render_objects/object_2d.o \
sfw/render_objects/sprite.o sfw/render_objects/tile_map.o \

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@ -4,7 +4,7 @@
#include "core/memory.h"
#include "render_core/3rd_glad.h"
#include "render_core/input/keyboard.h"
#include "render_core/keyboard.h"
#include "render_core/mesh_utils.h"
void GameScene::input_event(const Ref<InputEvent> &event) {

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@ -3,8 +3,8 @@
#include "core/math_defs.h"
#include "core/stime.h"
#include "render_core/input/input.h"
#include "render_core/input/input_map.h"
#include "render_core/input.h"
#include "render_core/input_map.h"
#include "render_core/window.h"
#include "core/pool_vector.h"

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@ -1,762 +0,0 @@
// input framework
// - rlyeh, public domain
//
// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)
// gotta love linux
#ifdef __linux
#undef KEY_ESC
#undef KEY_TICK
#undef KEY_1
#undef KEY_2
#undef KEY_3
#undef KEY_4
#undef KEY_5
#undef KEY_6
#undef KEY_7
#undef KEY_8
#undef KEY_9
#undef KEY_0
#undef KEY_BS
#undef KEY_TAB
#undef KEY_Q
#undef KEY_W
#undef KEY_E
#undef KEY_R
#undef KEY_T
#undef KEY_Y
#undef KEY_U
#undef KEY_I
#undef KEY_O
#undef KEY_P
#undef KEY_CAPS
#undef KEY_A
#undef KEY_S
#undef KEY_D
#undef KEY_F
#undef KEY_G
#undef KEY_H
#undef KEY_J
#undef KEY_K
#undef KEY_L
#undef KEY_ENTER
#undef KEY_LSHIFT
#undef KEY_Z
#undef KEY_X
#undef KEY_C
#undef KEY_V
#undef KEY_B
#undef KEY_N
#undef KEY_M
#undef KEY_RSHIFT
#undef KEY_UP
#undef KEY_LCTRL
#undef KEY_LALT
#undef KEY_SPACE
#undef KEY_RALT
#undef KEY_RCTRL
#undef KEY_LEFT
#undef KEY_DOWN
#undef KEY_RIGHT
#undef KEY_INS
#undef KEY_HOME
#undef KEY_PGUP
#undef KEY_DEL
#undef KEY_END
#undef KEY_PGDN
#undef KEY_LMETA
#undef KEY_RMETA
#undef KEY_MENU
#undef KEY_PRINT
#undef KEY_PAUSE
#undef KEY_SCROLL
#undef KEY_NUMLOCK
#undef KEY_MINUS
#undef KEY_EQUAL
#undef KEY_LSQUARE
#undef KEY_RSQUARE
#undef KEY_SEMICOLON
#undef KEY_QUOTE
#undef KEY_HASH
#undef KEY_BAR
#undef KEY_COMMA
#undef KEY_DOT
#undef KEY_SLASH
#undef KEY_F1
#undef KEY_F2
#undef KEY_F3
#undef KEY_F4
#undef KEY_F5
#undef KEY_F6
#undef KEY_F7
#undef KEY_F8
#undef KEY_F9
#undef KEY_F10
#undef KEY_F11
#undef KEY_F12
#undef KEY_PAD1
#undef KEY_PAD2
#undef KEY_PAD3
#undef KEY_PAD4
#undef KEY_PAD5
#undef KEY_PAD6
#undef KEY_PAD7
#undef KEY_PAD8
#undef KEY_PAD9
#undef KEY_PAD0
#undef KEY_PADADD
#undef KEY_PADSUB
#undef KEY_PADMUL
#undef KEY_PADDIV
#undef KEY_PADDOT
#undef KEY_PADENTER
#undef MOUSE_L
#undef MOUSE_M
#undef MOUSE_R
#undef GAMEPAD_CONNECTED
#undef GAMEPAD_A
#undef GAMEPAD_B
#undef GAMEPAD_X
#undef GAMEPAD_Y
#undef GAMEPAD_UP
#undef GAMEPAD_DOWN
#undef GAMEPAD_LEFT
#undef GAMEPAD_RIGHT
#undef GAMEPAD_MENU
#undef GAMEPAD_START
#undef GAMEPAD_LB
#undef GAMEPAD_RB
#undef GAMEPAD_LTHUMB
#undef GAMEPAD_RTHUMB
#undef WINDOW_BLUR
#undef WINDOW_FOCUS
#undef WINDOW_CLOSE
#undef WINDOW_MINIMIZE
#undef WINDOW_MAXIMIZE
#undef WINDOW_FULLSCREEN
#undef WINDOW_WINDOWED
#undef GAMEPAD_LPAD
#undef GAMEPAD_LPAD
#undef GAMEPAD_LPADY
#undef GAMEPAD_RPAD
#undef GAMEPAD_RPAD
#undef GAMEPAD_RPADY
#undef GAMEPAD_LT
#undef GAMEPAD_RT
#undef GAMEPAD_BATTERY
#undef MOUSE
#undef MOUSE
#undef MOUSE_Y
#undef MOUSE_W
#undef TOUCH_X1
#undef TOUCH_Y1
#undef TOUCH_X2
#undef TOUCH_Y2
#undef WINDOW_RESIZE
#undef WINDOW_RESIZE
#undef WINDOW_RESIZEY
#undef WINDOW_ORIENTATION
#undef WINDOW_BATTERY
#undef GAMEPAD_GUID
#undef GAMEPAD_NAME
#endif
static int controller_id = 0;
static int controller_cycle[4] = {0};
static struct controller_t {
const char* strings[2];
float floats[7+3+4+4];
char bits[104+3+15+7];
} controller[4] = {0}, frame[4][60] = {{0},{0},{0},{0}};
static struct controller_t *input_logger(int position, int advance) {
int *cycle = &controller_cycle[controller_id];
position += (*cycle += advance);
position = position >= 0 ? position % 60 : 60-1 + ((position+1) % 60);
return &frame[controller_id][position];
}
void input_mappings(const char *filename) {
#if !is(ems) // emscripten: no glfwUpdateGamepadMappings() available
char* mappings = vfs_read(filename);
if( mappings ) { glfwUpdateGamepadMappings(mappings); /*REALLOC(mappings, 0);*/ }
#endif
}
void input_init() {
do_once {
input_mappings("gamecontrollerdb.txt");
}
#if 0 // deprecated
void input_update();
window_hook(input_update, NULL);
#endif
}
static int any_key = 0;
int input_anykey() {
return any_key;
}
void input_update() {
struct controller_t *c = &controller[0]; // @fixme
char *bits = &c->bits[0];
float *floats = c->floats; floats -= GAMEPAD_LPADX;
const char **strings = c->strings; strings -= GAMEPAD_GUID;
float mouse_wheel_old = floats[MOUSE_W];
struct controller_t clear = {0};
*c = clear;
for( int i = 0; i < countof(c->strings); ++i ) c->strings[i] = "";
struct GLFWwindow *win = window_handle();
// glfwSetInputMode(win, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
double mx, my;
glfwGetCursorPos(win, &mx, &my);
floats[MOUSE_X] = mx;
floats[MOUSE_Y] = my;
struct nk_glfw* glfw = glfwGetWindowUserPointer(win); // from nuklear, because it is overriding glfwSetScrollCallback()
floats[MOUSE_W] = !glfw ? 0 : mouse_wheel_old + (float)glfw->scroll_bak.x + (float)glfw->scroll_bak.y;
glfw->scroll_bak.x = glfw->scroll_bak.y = 0;
// Dear Win32 users,
// - Touchpad cursor freezing when any key is being pressed?
// If using Alps/Elantech/Dell/Toshiba touchpad driver or similar, ensure to disable TouchGuard, TouchCheck, PalmTracking, etc.
// - Touchpad button not clicking when any key is being pressed?
// Change Touchpad settings on Windows10 from HighSentivity (default) to MostSensitivity.
// - Apparently, a sane solution is just to never bind FIRE/JUMP actions to LMB/RMB buttons, and bind actions to keys instead.
bits[MOUSE_L] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
bits[MOUSE_M] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
bits[MOUSE_R] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
#define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
#define k(VK) k2(VK,VK)
int table[] = {
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
any_key = 0;
for(int i = 0; i < countof(table); ++i) {
#if is(ems)
if( table[i] ) any_key |= (bits[i] = glfwGetKey(win, table[i] ) == GLFW_PRESS);
#else
any_key |= (bits[i] = glfwGetKeys(win)[ table[i] ]);
#endif
}
// special cases: plain shift/alt/ctrl enums will also check right counterparts
any_key |= (bits[KEY_ALT] |= glfwGetKey(win, table[KEY_RALT] ) == GLFW_PRESS);
any_key |= (bits[KEY_CTRL] |= glfwGetKey(win, table[KEY_RCTRL] ) == GLFW_PRESS);
any_key |= (bits[KEY_SHIFT] |= glfwGetKey(win, table[KEY_RSHIFT] ) == GLFW_PRESS);
#if is(ems)
{
int jid = 0; // @fixme
EmscriptenGamepadEvent state = {0};
if( emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS ) {
if( emscripten_get_gamepad_status(jid, &state) == EMSCRIPTEN_RESULT_SUCCESS ) {
// hardcoded for Xbox controller
if( state.numAxes >= 4 && state.numButtons >= 16 ) {
bits[GAMEPAD_CONNECTED] = 1; // !!state.connected
strings[GAMEPAD_GUID] = va("%s", state.id);
strings[GAMEPAD_NAME] = va("emscripten %s", state.mapping);
floats[GAMEPAD_BATTERY] = 100;
// e.digitalButton[i], e.analogButton[i]
bits[GAMEPAD_A] = state.analogButton[0]; // cross
bits[GAMEPAD_B] = state.analogButton[1]; // circle
bits[GAMEPAD_X] = state.analogButton[2]; // square
bits[GAMEPAD_Y] = state.analogButton[3]; // triangle
bits[GAMEPAD_UP] = state.analogButton[12];
bits[GAMEPAD_DOWN] = state.analogButton[13];
bits[GAMEPAD_LEFT] = state.analogButton[14];
bits[GAMEPAD_RIGHT] = state.analogButton[15];
bits[GAMEPAD_LB] = state.analogButton[4];
bits[GAMEPAD_RB] = state.analogButton[5];
bits[GAMEPAD_MENU] = state.analogButton[8];
bits[GAMEPAD_START] = state.analogButton[9];
bits[GAMEPAD_LTHUMB] = state.analogButton[10];
bits[GAMEPAD_RTHUMB] = state.analogButton[11];
floats[GAMEPAD_LT] = state.analogButton[6];
floats[GAMEPAD_RT] = state.analogButton[7];
floats[GAMEPAD_LPADX] = state.axis[0];
floats[GAMEPAD_LPADY] = -state.axis[1];
floats[GAMEPAD_RPADX] = state.axis[2];
floats[GAMEPAD_RPADY] = -state.axis[3];
}
}
}
if( 0 && ui_panel("emspad", 0)) {
for(int i = 0; i <= 5; ++i )
ui_label(va("axis #%d: %5.2f", i, (float)state.axis[i]));
for(int i = 0; i <= 15; ++i )
ui_label(va("button #%d: %d %5.2f", i, state.digitalButton[i], (float)state.analogButton[i]));
ui_panel_end();
}
}
#else
int jid = GLFW_JOYSTICK_1 + 0; // @fixme
if( glfwGetGamepadName(jid) ) { // glfwJoystickPresent(jid) && glfwJoystickIsGamepad(jid) ) {
bits[GAMEPAD_CONNECTED] = 1;
strings[GAMEPAD_GUID] = glfwGetJoystickGUID(jid);
strings[GAMEPAD_NAME] = glfwGetGamepadName(jid);
floats[GAMEPAD_BATTERY] = 100; //glfwJoystickCurrentPowerLevel(jid);
GLFWgamepadstate state;
if (glfwGetGamepadState(jid, &state)) {
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;
}

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@ -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,
};

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@ -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"

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@ -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;

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@ -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;

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@ -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;

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@ -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"

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@ -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) {
}

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@ -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);

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@ -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;

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@ -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;