prosperon/source/engine/input.c

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#include "input.h"
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#include <stdio.h>
#include "script.h"
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#include "stb_ds.h"
#include "log.h"
#include "ffi.h"
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int32_t mouseWheelX = 0;
int32_t mouseWheelY = 0;
float deltaT = 0;
cpVect mouse_pos = {0,0};
cpVect mouse_delta = {0,0};
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static int *downkeys = NULL;
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static int mquit = 0;
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static void **pawns = NULL;
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void set_pawn(void *pawn) {
arrput(pawns, pawn);
}
void remove_pawn(void *pawn) {
for (int i = 0; i < arrlen(pawns); i++) {
if (pawns[i] == pawn) {
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arrdel(pawns, i);
return;
}
}
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}
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void add_downkey(int key) {
for (int i = 0; i < arrlen(downkeys); i++)
if (downkeys[i] == key) return;
arrput(downkeys, key);
}
void rm_downkey(int key) {
for (int i = 0; i < arrlen(downkeys); i++)
if (downkeys[i] == key) {
arrdelswap(downkeys, i);
return;
}
}
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static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos)
{
mouse_delta.x = xpos - mouse_pos.x;
mouse_delta.y = ypos - mouse_pos.y;
mouse_pos.x = xpos;
mouse_pos.y = ypos;
for (int i = 0; i < arrlen(pawns); i++) {
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if (!pawns[i]) continue;
JSValue v = vec2js(mouse_pos);
}
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}
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static void pawn_call_keydown(int key)
{
for (int i = 0; i < arrlen(pawns); i++) {
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// if (!pawns[i] || script_eval_setup("input_num_pressed", pawns[i])) continue;
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//TODO duk_push_int(duk, key);
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// script_eval_exec(1);
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}
}
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static void scroll_cb(GLFWwindow *w, double xoffset, double yoffset)
{
mouseWheelY = yoffset;
mouseWheelX = xoffset;
}
static void mb_cb(GLFWwindow *w, int button, int action, int mods)
{
const char *act = NULL;
const char *btn = NULL;
switch (action) {
case GLFW_PRESS:
act = "pressed";
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add_downkey(button);
break;
case GLFW_RELEASE:
act = "released";
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rm_downkey(button);
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call_input_signal("input_any_released");
break;
case GLFW_REPEAT:
act = "repeat";
break;
}
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btn = keyname_extd(button, button);
if (!act || !btn) {
YughError("Tried to call a mouse action that doesn't exist.");
return;
}
char keystr[50] = {'\0'};
snprintf(keystr, 50, "input_%s_%s", btn, act);
call_input_signal(keystr);
}
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void set_mouse_mode(int mousemode)
{
glfwSetInputMode(mainwin->window, GLFW_CURSOR, mousemode);
}
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void char_cb(GLFWwindow *w, unsigned int codepoint)
{
for (int i = 0; i < arrlen(pawns); i++) {
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// if (!pawns[i] || script_eval_setup("input_text", pawns[i])) continue;
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char out[2];
out[0] = (char)codepoint;
out[1] = 0;
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//TODO duk_push_string(duk, out);
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// script_eval_exec(1);
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}
}
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static GLFWcharfun nukechar;
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void input_init()
{
glfwSetCursorPosCallback(mainwin->window, cursor_pos_cb);
glfwSetScrollCallback(mainwin->window, scroll_cb);
glfwSetMouseButtonCallback(mainwin->window, mb_cb);
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nukechar = glfwSetCharCallback(mainwin->window, char_cb);
}
void input_to_nuke()
{
glfwSetCharCallback(mainwin->window, nukechar);
}
void input_to_game()
{
glfwSetCharCallback(mainwin->window, char_cb);
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}
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void call_input_signal(char *signal) {
for (int i = arrlen(pawns)-1; i >= 0; i--) {
if (pawns[i] == NULL) arrdel(pawns, i);
}
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int len = arrlen(pawns);
void *framepawns[len];
memcpy(framepawns, pawns, len*sizeof(*pawns));
for (int i = 0; i < len; i++) {
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// script_eval_w_env(signal, framepawns[i]);
}
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}
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const char *keyname_extd(int key, int scancode) {
char keybuf[50];
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const char *kkey = NULL;
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if (key > 289 && key < 302) {
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switch(key) {
case 290:
return "f1";
case 291:
return "f2";
case 292:
return "f3";
case 293:
return "f4";
case 294:
return "f5";
case 295:
return "f6";
case 296:
return "f7";
case 297:
return "f8";
case 298:
return "f9";
case 299:
return "f10";
case 300:
return "f11";
case 301:
return "f12";
}
} else {
switch(key) {
case GLFW_KEY_ENTER:
kkey = "enter";
break;
case GLFW_KEY_ESCAPE:
kkey = "escape";
break;
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case GLFW_KEY_DELETE:
kkey = "delete";
break;
case GLFW_KEY_INSERT:
kkey = "insert";
break;
case GLFW_KEY_TAB:
kkey = "tab";
break;
case GLFW_KEY_RIGHT:
kkey = "right";
break;
case GLFW_KEY_LEFT:
kkey = "left";
break;
case GLFW_KEY_UP:
kkey = "up";
break;
case GLFW_KEY_DOWN:
kkey = "down";
break;
case GLFW_KEY_LEFT_SHIFT:
kkey = "lshift";
break;
case GLFW_KEY_RIGHT_SHIFT:
kkey = "rshift";
break;
case GLFW_KEY_LEFT_CONTROL:
kkey = "lctrl";
break;
case GLFW_KEY_LEFT_ALT:
kkey = "lalt";
break;
case GLFW_KEY_RIGHT_CONTROL:
kkey = "rctrl";
break;
case GLFW_KEY_RIGHT_ALT:
kkey= "ralt";
break;
case GLFW_KEY_SPACE:
kkey = "space";
break;
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case GLFW_MOUSE_BUTTON_RIGHT:
kkey = "rmouse";
break;
case GLFW_MOUSE_BUTTON_LEFT:
kkey = "lmouse";
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
kkey = "mmouse";
break;
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case GLFW_KEY_KP_ADD:
kkey = "plus";
break;
case GLFW_KEY_KP_SUBTRACT:
kkey = "minus";
break;
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case GLFW_KEY_GRAVE_ACCENT:
kkey = "backtick";
break;
case GLFW_KEY_LEFT_BRACKET:
kkey = "lbracket";
break;
case GLFW_KEY_RIGHT_BRACKET:
kkey = "rbracket";
break;
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case GLFW_KEY_BACKSPACE:
kkey = "backspace";
break;
}
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if (kkey) return kkey;
}
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kkey = glfwGetKeyName(key, scancode);
if (kkey) return kkey;
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return "NULL";
}
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void call_input_down(int *key) {
char keystr[50] = {'\0'};
snprintf(keystr, 50, "input_%s_down", keyname_extd(*key, 0));
call_input_signal(keystr);
}
/* This is called once every frame - or more if we want it more! */
void input_poll(double wait)
{
mouse_delta = cpvzero;
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mouseWheelX = 0;
mouseWheelY = 0;
glfwWaitEventsTimeout(wait);
for (int i = 0; i < arrlen(downkeys); i++)
call_input_down(&downkeys[i]);
}
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int key_is_num(int key) {
return key <= 57 && key >= 48;
}
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void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods)
{
char keystr[50] = {'\0'};
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char kkey[50] = {'\0'};
snprintf(kkey, 50, "%s", keyname_extd(key,scancode));
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switch (action) {
case GLFW_PRESS:
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snprintf(keystr, 50, "input_%s_pressed", kkey);
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call_input_signal(keystr);
snprintf(keystr,50,"input_%s_pressrep", kkey);
call_input_signal(keystr);
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add_downkey(key);
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call_input_signal("input_any_pressed");
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if (key_is_num(key)) {
pawn_call_keydown(key-48);
}
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break;
case GLFW_RELEASE:
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snprintf(keystr, 50, "input_%s_released", kkey);
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call_input_signal(keystr);
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rm_downkey(key);
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call_input_signal("input_any_released");
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break;
case GLFW_REPEAT:
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snprintf(keystr, 50, "input_%s_rep", kkey);
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call_input_signal(keystr);
snprintf(keystr,50,"input_%s_pressrep", kkey);
call_input_signal(keystr);
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break;
}
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}
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void cursor_hide()
{
glfwSetInputMode(mainwin->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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void cursor_show()
{
glfwSetInputMode(mainwin->window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
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int action_down(int scancode)
{
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for (int i = 0; i < arrlen(downkeys); i++) {
if (downkeys[i] == scancode)
return 1;
}
return 0;
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}
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int action_up(int scancode)
{
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int found = 0;
for (int i = 0; i < arrlen(downkeys); i++) {
if (downkeys[i] == scancode) {
found = 1;
break;
}
}
return !found;
}
int want_quit() {
return mquit;
}
void quit() {
YughInfo("Exiting game.");
mquit = 1;
}