#include "input.h" #include #include "script.h" #include "stb_ds.h" #include "log.h" int32_t mouseWheelX = 0; int32_t mouseWheelY = 0; int ychange = 0; int xchange = 0; float deltaT = 0; static double c_xpos; static double c_ypos; static int *downkeys = NULL; static int mquit = 0; static s7_pointer *pawns = NULL; void set_pawn(s7_pointer menv) { arrput(pawns, menv); YughInfo("Now controling %d pawns.", arrlen(pawns)); } static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos) { xchange = (int)xpos - c_xpos; ychange = (int)ypos - c_ypos; c_xpos = xpos; c_ypos = ypos; } static void scroll_cb(GLFWwindow *w, double xoffset, double yoffset) { mouseWheelY = yoffset; mouseWheelX = xoffset; } void input_init() { glfwSetCursorPosCallback(mainwin->window, cursor_pos_cb); glfwSetScrollCallback(mainwin->window, scroll_cb); } void call_input_signal(char *signal) { for (int i = 0; i < arrlen(pawns); i++) script_eval_w_env(signal, pawns[i]); } const char *keyname_extd(int key, int scancode) { char keybuf[50]; const char *kkey = glfwGetKeyName(key, scancode); if (kkey) return kkey; if (key > 289 && key < 302) { sprintf(keybuf, "f%d", key-289); return keybuf; } else { switch(key) { case GLFW_KEY_ENTER: kkey = "enter"; break; case GLFW_KEY_ESCAPE: kkey = "escape"; 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; } if (kkey) return kkey; } return "NULL"; } 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) { ychange = 0; xchange = 0; mouseWheelX = 0; mouseWheelY = 0; glfwWaitEventsTimeout(wait); //editor_input(&e); for (int i = 0; i < arrlen(downkeys); i++) call_input_down(&downkeys[i]); } void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods) { char keystr[50] = {'\0'}; const char *kkey = keyname_extd(key, scancode); switch (action) { case GLFW_PRESS: snprintf(keystr, 50, "input_%s_pressed", kkey); int found = 0; for (int i = 0; i < arrlen(downkeys); i++) { if (downkeys[i] == key) goto SCRIPTCALL; } arrput(downkeys, key); break; case GLFW_RELEASE: snprintf(keystr, 50, "input_%s_released", kkey); for (int i = 0; i < arrlen(downkeys); i++) { if (downkeys[i] == key) { arrdelswap(downkeys, i); goto SCRIPTCALL; } } break; case GLFW_REPEAT: snprintf(keystr, 50, "input_%s_rep", kkey); break; } SCRIPTCALL: call_input_signal(keystr); } 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; }