#include "input.h" #include #include "script.h" #include "stb_ds.h" #include "log.h" #include "ffi.h" int32_t mouseWheelX = 0; int32_t mouseWheelY = 0; float deltaT = 0; cpVect mouse_pos = {0,0}; cpVect mouse_delta = {0,0}; static int *downkeys = NULL; static int mquit = 0; static void **pawns = NULL; 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) { arrdel(pawns, i); return; } } } 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; for (int i = 0; i < arrlen(pawns); i++) { if (!pawns[i]) continue; JSValue v = vec2js(mouse_pos); } } static void pawn_call_keydown(int key) { for (int i = 0; i < arrlen(pawns); i++) { // if (!pawns[i] || script_eval_setup("input_num_pressed", pawns[i])) continue; //TODO duk_push_int(duk, key); // script_eval_exec(1); } } 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"; add_downkey(button); break; case GLFW_RELEASE: act = "released"; rm_downkey(button); call_input_signal("input_any_released"); break; case GLFW_REPEAT: act = "repeat"; break; } 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); } void set_mouse_mode(int mousemode) { glfwSetInputMode(mainwin->window, GLFW_CURSOR, mousemode); } void char_cb(GLFWwindow *w, unsigned int codepoint) { for (int i = 0; i < arrlen(pawns); i++) { // if (!pawns[i] || script_eval_setup("input_text", pawns[i])) continue; char out[2]; out[0] = (char)codepoint; out[1] = 0; //TODO duk_push_string(duk, out); // script_eval_exec(1); } } static GLFWcharfun nukechar; void input_init() { glfwSetCursorPosCallback(mainwin->window, cursor_pos_cb); glfwSetScrollCallback(mainwin->window, scroll_cb); glfwSetMouseButtonCallback(mainwin->window, mb_cb); nukechar = glfwSetCharCallback(mainwin->window, char_cb); } void input_to_nuke() { glfwSetCharCallback(mainwin->window, nukechar); } void input_to_game() { glfwSetCharCallback(mainwin->window, char_cb); } void call_input_signal(char *signal) { for (int i = arrlen(pawns)-1; i >= 0; i--) { if (pawns[i] == NULL) arrdel(pawns, i); } int len = arrlen(pawns); void *framepawns[len]; memcpy(framepawns, pawns, len*sizeof(*pawns)); for (int i = 0; i < len; i++) { // script_eval_w_env(signal, framepawns[i]); } } const char *keyname_extd(int key, int scancode) { char keybuf[50]; const char *kkey = NULL; if (key > 289 && key < 302) { 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; 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) { 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; mouseWheelX = 0; mouseWheelY = 0; glfwWaitEventsTimeout(wait); for (int i = 0; i < arrlen(downkeys); i++) call_input_down(&downkeys[i]); } 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) { char keystr[50] = {'\0'}; char kkey[50] = {'\0'}; snprintf(kkey, 50, "%s", keyname_extd(key,scancode)); switch (action) { case GLFW_PRESS: snprintf(keystr, 50, "input_%s_pressed", kkey); call_input_signal(keystr); snprintf(keystr,50,"input_%s_pressrep", kkey); call_input_signal(keystr); add_downkey(key); call_input_signal("input_any_pressed"); if (key_is_num(key)) { pawn_call_keydown(key-48); } break; case GLFW_RELEASE: snprintf(keystr, 50, "input_%s_released", kkey); call_input_signal(keystr); rm_downkey(key); call_input_signal("input_any_released"); break; case GLFW_REPEAT: snprintf(keystr, 50, "input_%s_rep", kkey); call_input_signal(keystr); snprintf(keystr,50,"input_%s_pressrep", kkey); call_input_signal(keystr); 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; }