/* * Copyright (c) 2012-2020 Daniele Bartolini and individual contributors. * License: https://github.com/dbartolini/crown/blob/master/LICENSE */ #include "core/error/error.h" #include "core/math/constants.h" #include "core/math/math.h" #include "core/math/vector3.inl" #include "core/memory/allocator.h" #include "core/memory/memory.inl" #include "core/strings/string.inl" #include "core/strings/string_id.inl" #include "device/input_device.h" #include // strcpy, memset namespace crown { const char* InputDevice::name() const { return _name; } bool InputDevice::connected() const { return _connected; } u8 InputDevice::num_buttons() const { return _num_buttons; } u8 InputDevice::num_axes() const { return _num_axes; } bool InputDevice::pressed(u8 id) const { return id < _num_buttons ? (~_last_state[id] & _state[id]) != 0 : false ; } bool InputDevice::released(u8 id) const { return id < _num_buttons ? (_last_state[id] & ~_state[id]) != 0 : false ; } u8 InputDevice::any_pressed() const { return pressed(_first_button[1]) ? _first_button[1] : UINT8_MAX; } u8 InputDevice::any_released() const { return released(_first_button[0]) ? _first_button[0] : UINT8_MAX; } f32 InputDevice::button(u8 id) const { return id < _num_buttons ? f32(_state[id]) : 0.0f ; } Vector3 InputDevice::axis(u8 id) const { if (id >= _num_axes) return VECTOR3_ZERO; Vector3 axis = _axis[id]; switch (_deadzone_mode[id]) { case DeadzoneMode::RAW: // No deadzone break; case DeadzoneMode::INDEPENDENT: axis.x = fabs(axis.x) < _deadzone_size[id] ? 0.0f : axis.x; axis.y = fabs(axis.y) < _deadzone_size[id] ? 0.0f : axis.y; axis.z = fabs(axis.z) < _deadzone_size[id] ? 0.0f : axis.z; break; case DeadzoneMode::CIRCULAR: if (length(axis) < _deadzone_size[id]) { axis = VECTOR3_ZERO; } else { const f32 size = 1.0f - _deadzone_size[id]; const f32 size_inv = 1.0f / size; const f32 axis_len = length(axis); axis = normalize(axis) * (axis_len - _deadzone_size[id]) * size_inv; } break; default: CE_FATAL("Unknown deadzone mode"); break; } return axis; } const char* InputDevice::button_name(u8 id) { return id < _num_buttons ? _button_name[id] : NULL ; } const char* InputDevice::axis_name(u8 id) { return id < _num_axes ? _axis_name[id] : NULL ; } u8 InputDevice::button_id(StringId32 name) { for (u32 i = 0; i < _num_buttons; ++i) { if (_button_hash[i] == name) return i; } return UINT8_MAX; } u8 InputDevice::axis_id(StringId32 name) { for (u32 i = 0; i < _num_axes; ++i) { if (_axis_hash[i] == name) return i; } return UINT8_MAX; } f32 InputDevice::deadzone(u8 id, DeadzoneMode::Enum* deadzone_mode) { if (id < _num_axes) { *deadzone_mode = (DeadzoneMode::Enum)_deadzone_mode[id]; return _deadzone_size[id]; } else { *deadzone_mode = DeadzoneMode::COUNT; return 0.0f; } } void InputDevice::set_deadzone(u8 id, DeadzoneMode::Enum deadzone_mode, f32 deadzone_size) { if (id < _num_axes) { _deadzone_mode[id] = deadzone_mode; _deadzone_size[id] = deadzone_size; } } void InputDevice::set_button(u8 id, u8 state) { CE_ASSERT(id < _num_buttons, "Index out of bounds"); _state[id] = state; if (_first_button[state % countof(_first_button)] == UINT8_MAX) _first_button[state % countof(_first_button)] = id; } void InputDevice::set_axis(u8 id, f32 x, f32 y, f32 z) { CE_ASSERT(id < _num_axes, "Index out of bounds"); _axis[id].x = x; _axis[id].y = y; _axis[id].z = z; } void InputDevice::update() { memcpy(_last_state, _state, sizeof(u8)*_num_buttons); _first_button[0] = UINT8_MAX; _first_button[1] = UINT8_MAX; } namespace input_device { InputDevice* create(Allocator& a, const char* name, u8 num_buttons, u8 num_axes, const char** button_names, const char** axis_names) { const u32 size = 0 + sizeof(InputDevice) + alignof(InputDevice) + sizeof(u8)*num_buttons*2 + alignof(u8) + sizeof(Vector3)*num_axes + alignof(Vector3) + sizeof(u32)*num_axes + alignof(u32) + sizeof(f32)*num_axes + alignof(f32) + sizeof(StringId32)*num_buttons + alignof(StringId32) + sizeof(StringId32)*num_axes + alignof(StringId32) + strlen32(name) + 1 + alignof(char) ; InputDevice* id = (InputDevice*)a.allocate(size); id->_connected = false; id->_num_buttons = num_buttons; id->_num_axes = num_axes; id->_first_button[0] = UINT8_MAX; id->_first_button[1] = UINT8_MAX; id->_button_name = button_names; id->_axis_name = axis_names; id->_last_state = (u8* )&id[1]; id->_state = (u8* )memory::align_top(id->_last_state + num_buttons, alignof(u8 )); id->_axis = (Vector3* )memory::align_top(id->_state + num_buttons, alignof(Vector3 )); id->_deadzone_mode = (u32* )memory::align_top(id->_axis + num_axes, alignof(u32 )); id->_deadzone_size = (f32* )memory::align_top(id->_deadzone_mode + num_axes, alignof(f32 )); id->_button_hash = (StringId32* )memory::align_top(id->_deadzone_size + num_axes, alignof(StringId32 )); id->_axis_hash = (StringId32* )memory::align_top(id->_button_hash + num_buttons, alignof(StringId32 )); id->_name = (char* )memory::align_top(id->_axis_hash + num_axes, alignof(char )); memset(id->_last_state, 0, sizeof(u8)*num_buttons); memset(id->_state, 0, sizeof(u8)*num_buttons); memset(id->_axis, 0, sizeof(Vector3)*num_axes); memset(id->_deadzone_mode, 0, sizeof(*id->_deadzone_mode)*num_axes); memset(id->_deadzone_size, 0, sizeof(*id->_deadzone_size)*num_axes); for (u32 i = 0; i < num_buttons; ++i) id->_button_hash[i] = StringId32(button_names[i]); for (u32 i = 0; i < num_axes; ++i) id->_axis_hash[i] = StringId32(axis_names[i]); strcpy(id->_name, name); return id; } void destroy(Allocator& a, InputDevice& id) { a.deallocate(&id); } } // namespace input_device } // namespace crown