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