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