input.cpp 6.7 KB

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  1. /*
  2. * Copyright 2010-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <memory.h>
  6. #include "entry_p.h"
  7. #include "input.h"
  8. #include "cmd.h"
  9. #include <bx/allocator.h>
  10. #include <bx/ringbuffer.h>
  11. #include <tinystl/allocator.h>
  12. #include <tinystl/unordered_map.h>
  13. namespace stl = tinystl;
  14. struct Mouse
  15. {
  16. Mouse()
  17. : m_width(1280)
  18. , m_height(720)
  19. , m_wheelDelta(120)
  20. , m_lock(false)
  21. {
  22. }
  23. void reset()
  24. {
  25. if (m_lock)
  26. {
  27. m_norm[0] = 0.0f;
  28. m_norm[1] = 0.0f;
  29. m_norm[2] = 0.0f;
  30. }
  31. memset(m_buttons, 0, sizeof(m_buttons) );
  32. }
  33. void setResolution(uint16_t _width, uint16_t _height)
  34. {
  35. m_width = _width;
  36. m_height = _height;
  37. }
  38. void setPos(int32_t _mx, int32_t _my, int32_t _mz)
  39. {
  40. m_absolute[0] = _mx;
  41. m_absolute[1] = _my;
  42. m_absolute[2] = _mz;
  43. m_norm[0] = float(_mx)/float(m_width);
  44. m_norm[1] = float(_my)/float(m_height);
  45. m_norm[2] = float(_mz)/float(m_wheelDelta);
  46. }
  47. void setButtonState(entry::MouseButton::Enum _button, uint8_t _state)
  48. {
  49. m_buttons[_button] = _state;
  50. }
  51. int32_t m_absolute[3];
  52. float m_norm[3];
  53. int32_t m_wheel;
  54. uint8_t m_buttons[entry::MouseButton::Count];
  55. uint16_t m_width;
  56. uint16_t m_height;
  57. uint16_t m_wheelDelta;
  58. bool m_lock;
  59. };
  60. struct Keyboard
  61. {
  62. Keyboard()
  63. : m_ring(BX_COUNTOF(m_char) )
  64. {
  65. }
  66. void reset()
  67. {
  68. memset(m_key, 0, sizeof(m_key) );
  69. memset(m_once, 0xff, sizeof(m_once) );
  70. }
  71. static uint32_t encodeKeyState(uint8_t _modifiers, bool _down)
  72. {
  73. uint32_t state = 0;
  74. state |= uint32_t(_modifiers)<<16;
  75. state |= uint32_t(_down)<<8;
  76. return state;
  77. }
  78. static void decodeKeyState(uint32_t _state, uint8_t& _modifiers, bool& _down)
  79. {
  80. _modifiers = (_state>>16)&0xff;
  81. _down = 0 != ( (_state>>8)&0xff);
  82. }
  83. void setKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
  84. {
  85. m_key[_key] = encodeKeyState(_modifiers, _down);
  86. m_once[_key] = false;
  87. }
  88. void pushChar(uint8_t _len, const uint8_t _char[4])
  89. {
  90. for (uint32_t len = m_ring.reserve(4)
  91. ; len < _len
  92. ; len = m_ring.reserve(4)
  93. )
  94. {
  95. popChar();
  96. }
  97. memcpy(&m_char[m_ring.m_current], _char, 4);
  98. m_ring.commit(4);
  99. }
  100. const uint8_t* popChar()
  101. {
  102. if (0 < m_ring.available() )
  103. {
  104. uint8_t* utf8 = &m_char[m_ring.m_read];
  105. m_ring.consume(4);
  106. return utf8;
  107. }
  108. return NULL;
  109. }
  110. void charFlush()
  111. {
  112. m_ring.m_current = 0;
  113. m_ring.m_write = 0;
  114. m_ring.m_read = 0;
  115. }
  116. uint32_t m_key[256];
  117. bool m_once[256];
  118. bx::RingBufferControl m_ring;
  119. uint8_t m_char[256];
  120. };
  121. struct Gamepad
  122. {
  123. Gamepad()
  124. {
  125. reset();
  126. }
  127. void reset()
  128. {
  129. memset(m_axis, 0, sizeof(m_axis) );
  130. }
  131. void setAxis(entry::GamepadAxis::Enum _axis, int32_t _value)
  132. {
  133. m_axis[_axis] = _value;
  134. }
  135. int32_t getAxis(entry::GamepadAxis::Enum _axis)
  136. {
  137. return m_axis[_axis];
  138. }
  139. int32_t m_axis[entry::GamepadAxis::Count];
  140. };
  141. struct Input
  142. {
  143. Input()
  144. {
  145. reset();
  146. }
  147. ~Input()
  148. {
  149. }
  150. void addBindings(const char* _name, const InputBinding* _bindings)
  151. {
  152. m_inputBindingsMap.insert(stl::make_pair(_name, _bindings) );
  153. }
  154. void removeBindings(const char* _name)
  155. {
  156. InputBindingMap::iterator it = m_inputBindingsMap.find(_name);
  157. if (it != m_inputBindingsMap.end() )
  158. {
  159. m_inputBindingsMap.erase(it);
  160. }
  161. }
  162. void process(const InputBinding* _bindings)
  163. {
  164. for (const InputBinding* binding = _bindings; binding->m_key != entry::Key::None; ++binding)
  165. {
  166. uint8_t modifiers;
  167. bool down;
  168. Keyboard::decodeKeyState(m_keyboard.m_key[binding->m_key], modifiers, down);
  169. if (binding->m_flags == 1)
  170. {
  171. if (down)
  172. {
  173. if (modifiers == binding->m_modifiers
  174. && !m_keyboard.m_once[binding->m_key])
  175. {
  176. if (NULL == binding->m_fn)
  177. {
  178. cmdExec( (const char*)binding->m_userData);
  179. }
  180. else
  181. {
  182. binding->m_fn(binding->m_userData);
  183. }
  184. m_keyboard.m_once[binding->m_key] = true;
  185. }
  186. }
  187. else
  188. {
  189. m_keyboard.m_once[binding->m_key] = false;
  190. }
  191. }
  192. else
  193. {
  194. if (down
  195. && modifiers == binding->m_modifiers)
  196. {
  197. if (NULL == binding->m_fn)
  198. {
  199. cmdExec( (const char*)binding->m_userData);
  200. }
  201. else
  202. {
  203. binding->m_fn(binding->m_userData);
  204. }
  205. }
  206. }
  207. }
  208. }
  209. void process()
  210. {
  211. for (InputBindingMap::const_iterator it = m_inputBindingsMap.begin(); it != m_inputBindingsMap.end(); ++it)
  212. {
  213. process(it->second);
  214. }
  215. }
  216. void reset()
  217. {
  218. m_mouse.reset();
  219. m_keyboard.reset();
  220. for (uint32_t ii = 0; ii < BX_COUNTOF(m_gamepad); ++ii)
  221. {
  222. m_gamepad[ii].reset();
  223. }
  224. }
  225. typedef stl::unordered_map<const char*, const InputBinding*> InputBindingMap;
  226. InputBindingMap m_inputBindingsMap;
  227. Mouse m_mouse;
  228. Keyboard m_keyboard;
  229. Gamepad m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
  230. };
  231. static Input* s_input;
  232. void inputInit()
  233. {
  234. s_input = BX_NEW(entry::getAllocator(), Input);
  235. }
  236. void inputShutdown()
  237. {
  238. BX_DELETE(entry::getAllocator(), s_input);
  239. }
  240. void inputAddBindings(const char* _name, const InputBinding* _bindings)
  241. {
  242. s_input->addBindings(_name, _bindings);
  243. }
  244. void inputRemoveBindings(const char* _name)
  245. {
  246. s_input->removeBindings(_name);
  247. }
  248. void inputProcess()
  249. {
  250. s_input->process();
  251. }
  252. void inputSetMouseResolution(uint16_t _width, uint16_t _height)
  253. {
  254. s_input->m_mouse.setResolution(_width, _height);
  255. }
  256. void inputSetKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
  257. {
  258. s_input->m_keyboard.setKeyState(_key, _modifiers, _down);
  259. }
  260. void inputChar(uint8_t _len, const uint8_t _char[4])
  261. {
  262. s_input->m_keyboard.pushChar(_len, _char);
  263. }
  264. const uint8_t* inputGetChar()
  265. {
  266. return s_input->m_keyboard.popChar();
  267. }
  268. void inputCharFlush()
  269. {
  270. s_input->m_keyboard.charFlush();
  271. }
  272. void inputSetMousePos(int32_t _mx, int32_t _my, int32_t _mz)
  273. {
  274. s_input->m_mouse.setPos(_mx, _my, _mz);
  275. }
  276. void inputSetMouseButtonState(entry::MouseButton::Enum _button, uint8_t _state)
  277. {
  278. s_input->m_mouse.setButtonState(_button, _state);
  279. }
  280. void inputGetMouse(float _mouse[3])
  281. {
  282. _mouse[0] = s_input->m_mouse.m_norm[0];
  283. _mouse[1] = s_input->m_mouse.m_norm[1];
  284. _mouse[2] = s_input->m_mouse.m_norm[2];
  285. s_input->m_mouse.m_norm[0] = 0.0f;
  286. s_input->m_mouse.m_norm[1] = 0.0f;
  287. s_input->m_mouse.m_norm[2] = 0.0f;
  288. }
  289. bool inputIsMouseLocked()
  290. {
  291. return s_input->m_mouse.m_lock;
  292. }
  293. void inputSetMouseLock(bool _lock)
  294. {
  295. if (s_input->m_mouse.m_lock != _lock)
  296. {
  297. s_input->m_mouse.m_lock = _lock;
  298. entry::WindowHandle defaultWindow = { 0 };
  299. entry::setMouseLock(defaultWindow, _lock);
  300. if (_lock)
  301. {
  302. s_input->m_mouse.m_norm[0] = 0.0f;
  303. s_input->m_mouse.m_norm[1] = 0.0f;
  304. s_input->m_mouse.m_norm[2] = 0.0f;
  305. }
  306. }
  307. }
  308. void inputSetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis, int32_t _value)
  309. {
  310. s_input->m_gamepad[_handle.idx].setAxis(_axis, _value);
  311. }
  312. int32_t inputGetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis)
  313. {
  314. return s_input->m_gamepad[_handle.idx].getAxis(_axis);
  315. }