#include "input.h" #include "ffi.h" #include "font.h" #include "log.h" #include "script.h" #include "stb_ds.h" #include "time.h" #include #include "stb_ds.h" int32_t mouseWheelX = 0; int32_t mouseWheelY = 0; float deltaT = 0; JSValue jsinput; JSValue jsnum; JSValue jsgamepadstr[15]; JSValue jsaxesstr[4]; JSValue jsinputstate[5]; JSValue jsaxis; JSValue jsany; JSValue jsmouse; JSValue jspos; cpVect mouse_pos = {0, 0}; cpVect mouse_delta = {0, 0}; struct joystick { int id; GLFWgamepadstate state; }; static int *downkeys = NULL; static struct joystick *joysticks = NULL; static int mquit = 0; static struct callee pawn_callee; static struct callee gamepad_callee; static struct { char *key; JSValue value; } *jshash = NULL; JSValue input2js(const char *input) { int idx = shgeti(jshash, input); if (idx != -1) return jshash[idx].value; if (shlen(jshash) == 0) sh_new_arena(jshash); JSValue n = str2js(input); shput(jshash, input, str2js(input)); return n; } const char *gamepad2str(int btn) { switch (btn) { case GLFW_GAMEPAD_BUTTON_CROSS: return "cross"; case GLFW_GAMEPAD_BUTTON_CIRCLE: return "circle"; case GLFW_GAMEPAD_BUTTON_SQUARE: return "square"; case GLFW_GAMEPAD_BUTTON_TRIANGLE: return "triangle"; case GLFW_GAMEPAD_BUTTON_START: return "start"; case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: return "lbump"; case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: return "rbump"; case GLFW_GAMEPAD_BUTTON_GUIDE: return "guide"; case GLFW_GAMEPAD_BUTTON_BACK: return "back"; case GLFW_GAMEPAD_BUTTON_DPAD_UP: return "dup"; case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: return "ddown"; case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: return "dleft"; case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: return "dright"; case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: return "lthumb"; case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: return "rthumb"; } return "NOBTN"; } void register_pawn(struct callee c) { pawn_callee = c; } void register_gamepad(struct callee c) { gamepad_callee = c; } 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; } } 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; JSValue argv[4]; argv[0] = jsinput; argv[1] = jsmouse; argv[2] = jspos; argv[3] = vec2js(mouse_pos); script_callee(pawn_callee, 4, argv); JS_FreeValue(js, argv[3]); } static void pawn_call_keydown(int key) { JSValue argv[4]; argv[0] = jsinput; argv[1] = jsnum; argv[2] = jsinputstate[2]; /* TODO: Could cache */ argv[3] = JS_NewInt32(js, key); script_callee(pawn_callee, 4, argv); JS_FreeValue(js, argv[3]); } 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) { JSValue argv[3]; argv[0] = jsinput; switch (action) { case GLFW_PRESS: argv[2] = jsinputstate[2]; add_downkey(button); break; case GLFW_RELEASE: rm_downkey(button); argv[2] = jsinputstate[0]; argv[1] = jsany; script_callee(pawn_callee, 3, argv); break; case GLFW_REPEAT: argv[2] = jsinputstate[1]; break; } argv[1] = input2js(keyname_extd(button, button)); script_callee(pawn_callee, 3, argv); } void set_mouse_mode(int mousemode) { glfwSetInputMode(mainwin->window, GLFW_CURSOR, mousemode); } void char_cb(GLFWwindow *w, unsigned int codepoint) { static char out[2] = {0}; static JSValue argv[2]; out[0] = (char)codepoint; argv[0] = JS_NewString(js, "input_text"); argv[1] = JS_NewString(js, out); script_callee(pawn_callee, 2, argv); JS_FreeValue(js, argv[0]); JS_FreeValue(js, argv[1]); } static GLFWcharfun nukechar; void joystick_add(int id) { struct joystick joy = {0}; joy.id = id; arrpush(joysticks, joy); } void joystick_cb(int jid, int event) { YughWarn("IN joystick cb"); if (event == GLFW_CONNECTED) { for (int i = 0; i < arrlen(joysticks); i++) if (joysticks[i].id == jid) return; joystick_add(jid); } else if (event == GLFW_DISCONNECTED) { for (int i = 0; i < arrlen(joysticks); i++) { if (joysticks[i].id == jid) { arrdelswap(joysticks, i); return; } } } } void input_init() { glfwSetCursorPosCallback(mainwin->window, cursor_pos_cb); glfwSetScrollCallback(mainwin->window, scroll_cb); glfwSetMouseButtonCallback(mainwin->window, mb_cb); glfwSetJoystickCallback(joystick_cb); nukechar = glfwSetCharCallback(mainwin->window, char_cb); char *paddb = slurp_text("data/gamecontrollerdb.txt"); glfwUpdateGamepadMappings(paddb); free(paddb); for (int b = 0; b < 15; b++) jsgamepadstr[b] = str2js(gamepad2str(b)); jsaxesstr[0] = str2js("ljoy"); jsaxesstr[1] = str2js("rjoy"); jsaxesstr[2] = str2js("ltrigger"); jsaxesstr[3] = str2js("rtrigger"); jsaxis = str2js("axis"); /* Grab all joysticks initially present */ for (int i = 0; i < 16; i++) if (glfwJoystickPresent(i)) joystick_add(i); jsinputstate[0] = str2js("released"); jsinputstate[1] = str2js("rep"); jsinputstate[2] = str2js("pressed"); jsinputstate[3] = str2js("pressrep"); jsinputstate[4] = str2js("down"); jsinput = str2js("input"); jsnum = str2js("num"); jsany = str2js("any"); jsmouse = str2js("mouse"); jspos = str2js("pos"); } void input_to_nuke() { glfwSetCharCallback(mainwin->window, nukechar); } void input_to_game() { glfwSetCharCallback(mainwin->window, char_cb); } void call_input_signal(char *signal) { JSValue s = JS_NewString(js, signal); JS_Call(js, pawn_callee.fn, pawn_callee.obj, 1, &s); JS_FreeValue(js, s); } char keybuf[50]; const char *keyname_extd(int key, int scancode) { const char *kkey = NULL; if (key > 289 && key < 302) { int num = key - 289; sprintf(keybuf, "f%d", num); return keybuf; } else if (key >= 320 && key <= 329) { int num = key - 320; sprintf(keybuf, "kp%d", num); return keybuf; } else { switch (key) { case GLFW_KEY_ENTER: kkey = "enter"; break; case GLFW_KEY_ESCAPE: kkey = "escape"; break; 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; case GLFW_MOUSE_BUTTON_RIGHT: kkey = "rmouse"; break; case GLFW_MOUSE_BUTTON_LEFT: kkey = "lmouse"; break; case GLFW_MOUSE_BUTTON_MIDDLE: kkey = "mmouse"; break; case GLFW_KEY_KP_ADD: kkey = "plus"; break; case GLFW_KEY_KP_SUBTRACT: kkey = "minus"; break; case GLFW_KEY_GRAVE_ACCENT: kkey = "backtick"; break; case GLFW_KEY_LEFT_BRACKET: kkey = "lbracket"; break; case GLFW_KEY_RIGHT_BRACKET: kkey = "rbracket"; break; case GLFW_KEY_BACKSPACE: kkey = "backspace"; break; } if (kkey) return kkey; } kkey = glfwGetKeyName(key, scancode); if (kkey) return kkey; return "NULL"; } void call_input_down(int *key) { JSValue argv[3]; argv[0] = jsinput; argv[1] = input2js(keyname_extd(*key, *key)); argv[2] = jsinputstate[4]; script_callee(pawn_callee, 3, argv); } const char *axis2str(int axis) { switch (axis) { case GLFW_GAMEPAD_AXIS_LEFT_X: return "lx"; case GLFW_GAMEPAD_AXIS_LEFT_Y: return "ly"; case GLFW_GAMEPAD_AXIS_RIGHT_X: return "rx"; case GLFW_GAMEPAD_AXIS_RIGHT_Y: return "ry"; case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: return "ltrigger"; case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: return "rtrigger"; } return "NOAXIS"; } /* This is called once every frame - or more if we want it more! */ void input_poll(double wait) { mouse_delta = cpvzero; mouseWheelX = 0; mouseWheelY = 0; glfwWaitEventsTimeout(wait); for (int i = 0; i < arrlen(downkeys); i++) call_input_down(&downkeys[i]); for (int i = 0; i < arrlen(joysticks); i++) { GLFWgamepadstate state; if (!glfwGetGamepadState(joysticks[i].id, &state)) continue; JSValue argv[4]; argv[0] = num_cache[joysticks[i].id]; for (int b = 0; b < 15; b++) { argv[1] = jsgamepadstr[b]; if (state.buttons[b]) { argv[2] = num_cache[0]; script_callee(gamepad_callee, 3, argv); if (!joysticks[i].state.buttons[b]) { argv[2] = num_cache[1]; script_callee(gamepad_callee, 3, argv); } } else if (!state.buttons[b] && joysticks[i].state.buttons[b]) { argv[2] = num_cache[2]; script_callee(gamepad_callee, 3, argv); } } argv[2] = jsaxis; float deadzone = 0.05; for (int i = 0; i < 4; i++) state.axes[i] = fabs(state.axes[i]) > deadzone ? state.axes[i] : 0; argv[1] = jsaxesstr[0]; cpVect v; v.x = state.axes[0]; v.y = -state.axes[1]; argv[3] = vec2js(v); script_callee(gamepad_callee, 4, argv); JS_FreeValue(js, argv[3]); argv[1] = jsaxesstr[1]; v.x = state.axes[2]; v.y = -state.axes[3]; argv[3] = vec2js(v); script_callee(gamepad_callee, 4, argv); JS_FreeValue(js, argv[3]); argv[1] = jsaxesstr[2]; argv[3] = num2js((state.axes[4] + 1) / 2); script_callee(gamepad_callee, 4, argv); JS_FreeValue(js, argv[3]); argv[1] = jsaxesstr[3]; argv[3] = num2js((state.axes[5] + 1) / 2); script_callee(gamepad_callee, 4, argv); JS_FreeValue(js, argv[3]); joysticks[i].state = state; } } int key_is_num(int key) { return key <= 57 && key >= 48; } void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods) { JSValue argv[3]; argv[0] = jsinput; argv[1] = input2js(keyname_extd(key, scancode)); switch (action) { case GLFW_PRESS: argv[2] = jsinputstate[2]; script_callee(pawn_callee, 3, argv); argv[2] = jsinputstate[3]; script_callee(pawn_callee, 3, argv); add_downkey(key); argv[1] = jsany; argv[2] = jsinputstate[2]; script_callee(pawn_callee, 3, argv); if (key_is_num(key)) pawn_call_keydown(key - 48); break; case GLFW_RELEASE: argv[2] = jsinputstate[0]; script_callee(pawn_callee, 3, argv); rm_downkey(key); argv[1] = jsany; script_callee(pawn_callee, 3, argv); break; case GLFW_REPEAT: argv[2] = jsinputstate[1]; script_callee(pawn_callee, 3, argv); argv[2] = jsinputstate[3]; script_callee(pawn_callee, 3, argv); break; } } void cursor_hide() { glfwSetInputMode(mainwin->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); } void cursor_show() { glfwSetInputMode(mainwin->window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } int action_down(int scancode) { for (int i = 0; i < arrlen(downkeys); i++) { if (downkeys[i] == scancode) return 1; } return 0; } int action_up(int scancode) { 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; }