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// -----------------------------------------------------------------------------
// input framework
// - rlyeh, public domain
//
// @todo: window
// @todo: for extra savings (168->72 bytes), promote bits to real bits (/8 %8) & normalized floats [-1,+1] to shorts or chars
// @todo: GAMEPAD_A|2, MOUSE_L|1, KEY_C|3
// @todo: load/save
// @todo: send virtual presses & outputs (rumble, light, led, text, etc)
// @todo: fix if logger !60 hz
// @tofo: fix click2/repeat edge cases
API int input_use ( int controller_id ) ; // [0..3]
// -- basic polling api (read input at current frame)
API float input ( int vk ) ;
API vec2 input2 ( int vk ) ;
API float input_diff ( int vk ) ; // @todo: rename diff->delta
API vec2 input_diff2 ( int vk ) ; // @todo: rename diff2->delta2
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API const char * input_string ( int vk ) ;
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// -- extended polling api (read input at Nth frame ago)
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API float input_frame ( int vk , int Nth_frame ) ;
API vec2 input_frame2 ( int vk , int Nth_frame ) ;
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// -- events api
API int input_up ( int vk ) ; // ON -> OFF (release)
API int input_down ( int vk ) ; // OFF -> ON (trigger)
API int input_held ( int vk ) ; // ON -> ON (pressed)
API int input_idle ( int vk ) ; // OFF -> OFF
API int input_click ( int vk , int ms ) ; // OFF -> ON -> OFF
API int input_click2 ( int vk , int ms ) ; // OFF -> ON -> OFF -> ON -> OFF
API int input_repeat ( int vk , int ms ) ; // [...] ON -> ON -> ON
API int input_chord2 ( int vk1 , int vk2 ) ; // all vk1 && vk2 are ON
API int input_chord3 ( int vk1 , int vk2 , int vk3 ) ; // all vk1 && vk2 && vk3 are ON
API int input_chord4 ( int vk1 , int vk2 , int vk3 , int vk4 ) ; // all vk1 && vk2 && vk3 && vk4 are ON
// -- 1d/2d filters
API float input_filter_positive ( float v ) ; // [-1..1] -> [0..1]
API vec2 input_filter_positive2 ( vec2 v ) ; // [-1..1] -> [0..1]
API vec2 input_filter_deadzone ( vec2 v , float deadzone_treshold ) ;
API vec2 input_filter_deadzone_4way ( vec2 v , float deadzone_treshold ) ;
// -- multi-touch
enum TOUCH_BUTTONS {
TOUCH_0 , // defaults to left screen area. input_touch_area() to override
TOUCH_1 , // defaults to right screen area. input_touch_area() to override
} ;
API void input_touch_area ( unsigned button , vec2 begin_coord_ndc , vec2 end_coord_ndc ) ;
API vec2 input_touch ( unsigned button , float sensitivity ) ; // absolute position in 2d coords
API vec2 input_touch_delta ( unsigned button , float sensitivity ) ; // delta from previous position
API vec2 input_touch_delta_from_origin ( unsigned button , float sensitivity ) ; // relative position from initial touch
API bool input_touch_active ( ) ;
// -- utils
API void input_mappings ( const char * filename ) ; // update gamepad mappings (usually "gamecontrollerdb.txt" file)
API char input_keychar ( unsigned code ) ; // Converts keyboard code to its latin char (if any)
API int input_anykey ( ) ;
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// inject state
API void input_send ( int vk ) ; // @todo
// load/save input
API array ( char ) save_input ( ) ; // @todo
API bool load_input ( array ( char ) replay ) ; // @todo
// visualize input
API int ui_keyboard ( ) ;
API int ui_mouse ( ) ;
API int ui_gamepad ( int id ) ;
API int ui_gamepads ( ) ;
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// --
enum INPUT_ENUMS {
// -- bits: x104 keyboard, x3 mouse, x15 gamepad, x7 window
// keyboard gaming keys (53-bit): first-class keys for gaming
KEY_ESC ,
KEY_TICK , KEY_1 , KEY_2 , KEY_3 , KEY_4 , KEY_5 , KEY_6 , KEY_7 , KEY_8 , KEY_9 , KEY_0 , KEY_BS ,
KEY_TAB , KEY_Q , KEY_W , KEY_E , KEY_R , KEY_T , KEY_Y , KEY_U , KEY_I , KEY_O , KEY_P ,
KEY_CAPS , KEY_A , KEY_S , KEY_D , KEY_F , KEY_G , KEY_H , KEY_J , KEY_K , KEY_L , KEY_ENTER ,
KEY_LSHIFT , KEY_Z , KEY_X , KEY_C , KEY_V , KEY_B , KEY_N , KEY_M , KEY_RSHIFT , KEY_UP ,
KEY_LCTRL , KEY_LALT , KEY_SPACE , KEY_RALT , KEY_RCTRL , KEY_LEFT , KEY_DOWN , KEY_RIGHT ,
// for completeness, secondary keys below (52-bit). beware!
KEY_INS , KEY_HOME , KEY_PGUP , KEY_DEL , KEY_END , KEY_PGDN , // beware: different behavior win/osx (also, osx: no home/end).
KEY_LMETA , KEY_RMETA , KEY_MENU , KEY_PRINT , KEY_PAUSE , KEY_SCROLL , KEY_NUMLOCK , // beware: may trigger unexpected OS behavior. (@todo: add RSHIFT here for win?)
KEY_MINUS , KEY_EQUAL , KEY_LSQUARE , KEY_RSQUARE , KEY_SEMICOLON , KEY_QUOTE , KEY_HASH , KEY_BAR , KEY_COMMA , KEY_DOT , KEY_SLASH , // beware: non-us keyboard layouts
KEY_F1 , KEY_F2 , KEY_F3 , KEY_F4 , KEY_F5 , KEY_F6 , KEY_F7 , KEY_F8 , KEY_F9 , KEY_F10 , KEY_F11 , KEY_F12 , // beware: complicated on laptops/osx
KEY_PAD1 , KEY_PAD2 , KEY_PAD3 , KEY_PAD4 , KEY_PAD5 , KEY_PAD6 , KEY_PAD7 , KEY_PAD8 , KEY_PAD9 , KEY_PAD0 , // beware: complicated on laptops
KEY_PADADD , KEY_PADSUB , KEY_PADMUL , KEY_PADDIV , KEY_PADDOT , KEY_PADENTER , // beware: complicated on laptops
MOUSE_L , MOUSE_M , MOUSE_R ,
GAMEPAD_CONNECTED , GAMEPAD_A , GAMEPAD_B , GAMEPAD_X , GAMEPAD_Y ,
GAMEPAD_UP , GAMEPAD_DOWN , GAMEPAD_LEFT , GAMEPAD_RIGHT , GAMEPAD_MENU , GAMEPAD_START ,
GAMEPAD_LB , GAMEPAD_RB , GAMEPAD_LTHUMB , GAMEPAD_RTHUMB ,
WINDOW_BLUR , WINDOW_FOCUS , WINDOW_CLOSE , WINDOW_MINIMIZE , WINDOW_MAXIMIZE , WINDOW_FULLSCREEN , WINDOW_WINDOWED , // MINI/MAXI/RESTORED, SHOWN/HIDDEN
// -- floats: x7 gamepad, x3 mouse, x4 touch, x4 window
GAMEPAD_LPAD , GAMEPAD_LPADX = GAMEPAD_LPAD , GAMEPAD_LPADY ,
GAMEPAD_RPAD , GAMEPAD_RPADX = GAMEPAD_RPAD , GAMEPAD_RPADY ,
GAMEPAD_LTRIGGER , GAMEPAD_LT = GAMEPAD_LTRIGGER , GAMEPAD_RTRIGGER , GAMEPAD_RT = GAMEPAD_RTRIGGER , GAMEPAD_BATTERY ,
MOUSE , MOUSE_X = MOUSE , MOUSE_Y , MOUSE_W ,
TOUCH_X1 , TOUCH_Y1 , TOUCH_X2 , TOUCH_Y2 ,
WINDOW_RESIZE , WINDOW_RESIZEX = WINDOW_RESIZE , WINDOW_RESIZEY , WINDOW_ORIENTATION , WINDOW_BATTERY ,
// -- strings: x2 gamepad
GAMEPAD_GUID , GAMEPAD_NAME ,
} ;