v4k-git-backup/engine/split/v4k_input.h

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2024-08-12 15:11:25 +00:00
// -----------------------------------------------------------------------------
// 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
API const char* input_string( int vk );
// -- extended polling api (read input at Nth frame ago)
API float input_frame( int vk, int Nth_frame );
API vec2 input_frame2( int vk, int Nth_frame );
// -- 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_enum(const char *sym);
API int input_anykey();
API int input_eval(const char *expression); // "down(X)*input(CTRL)"
// 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();
// --
enum INPUT_ENUMS {
// -- bits: x104 keyboard, x3 mouse, x15 gamepad, x7 window
// keyboard gaming keys (53-bit): first-class keys for gaming
KEY_0,KEY_1,KEY_2,KEY_3,KEY_4,KEY_5,KEY_6,KEY_7,KEY_8,KEY_9, KEY_TICK,KEY_BS, KEY_ESC,
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, // @todo: MOUSE_CLICKS,
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,
};
// these aliases do check both left and right counterparts
enum INPUT_ALIASES {
KEY_SHIFT = KEY_LSHIFT,
KEY_ALT = KEY_LALT,
KEY_CTRL = KEY_LCTRL,
};