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

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// input framework
// - rlyeh, public domain
//
// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)
// gotta love linux
#ifdef __linux
#undef KEY_ESC
#undef KEY_TICK
#undef KEY_1
#undef KEY_2
#undef KEY_3
#undef KEY_4
#undef KEY_5
#undef KEY_6
#undef KEY_7
#undef KEY_8
#undef KEY_9
#undef KEY_0
#undef KEY_BS
#undef KEY_TAB
#undef KEY_Q
#undef KEY_W
#undef KEY_E
#undef KEY_R
#undef KEY_T
#undef KEY_Y
#undef KEY_U
#undef KEY_I
#undef KEY_O
#undef KEY_P
#undef KEY_CAPS
#undef KEY_A
#undef KEY_S
#undef KEY_D
#undef KEY_F
#undef KEY_G
#undef KEY_H
#undef KEY_J
#undef KEY_K
#undef KEY_L
#undef KEY_ENTER
#undef KEY_LSHIFT
#undef KEY_Z
#undef KEY_X
#undef KEY_C
#undef KEY_V
#undef KEY_B
#undef KEY_N
#undef KEY_M
#undef KEY_RSHIFT
#undef KEY_UP
#undef KEY_LCTRL
#undef KEY_LALT
#undef KEY_SPACE
#undef KEY_RALT
#undef KEY_RCTRL
#undef KEY_LEFT
#undef KEY_DOWN
#undef KEY_RIGHT
#undef KEY_INS
#undef KEY_HOME
#undef KEY_PGUP
#undef KEY_DEL
#undef KEY_END
#undef KEY_PGDN
#undef KEY_LMETA
#undef KEY_RMETA
#undef KEY_MENU
#undef KEY_PRINT
#undef KEY_PAUSE
#undef KEY_SCROLL
#undef KEY_NUMLOCK
#undef KEY_MINUS
#undef KEY_EQUAL
#undef KEY_LSQUARE
#undef KEY_RSQUARE
#undef KEY_SEMICOLON
#undef KEY_QUOTE
#undef KEY_HASH
#undef KEY_BAR
#undef KEY_COMMA
#undef KEY_DOT
#undef KEY_SLASH
#undef KEY_F1
#undef KEY_F2
#undef KEY_F3
#undef KEY_F4
#undef KEY_F5
#undef KEY_F6
#undef KEY_F7
#undef KEY_F8
#undef KEY_F9
#undef KEY_F10
#undef KEY_F11
#undef KEY_F12
#undef KEY_PAD1
#undef KEY_PAD2
#undef KEY_PAD3
#undef KEY_PAD4
#undef KEY_PAD5
#undef KEY_PAD6
#undef KEY_PAD7
#undef KEY_PAD8
#undef KEY_PAD9
#undef KEY_PAD0
#undef KEY_PADADD
#undef KEY_PADSUB
#undef KEY_PADMUL
#undef KEY_PADDIV
#undef KEY_PADDOT
#undef KEY_PADENTER
#undef MOUSE_L
#undef MOUSE_M
#undef MOUSE_R
#undef GAMEPAD_CONNECTED
#undef GAMEPAD_A
#undef GAMEPAD_B
#undef GAMEPAD_X
#undef GAMEPAD_Y
#undef GAMEPAD_UP
#undef GAMEPAD_DOWN
#undef GAMEPAD_LEFT
#undef GAMEPAD_RIGHT
#undef GAMEPAD_MENU
#undef GAMEPAD_START
#undef GAMEPAD_LB
#undef GAMEPAD_RB
#undef GAMEPAD_LTHUMB
#undef GAMEPAD_RTHUMB
#undef WINDOW_BLUR
#undef WINDOW_FOCUS
#undef WINDOW_CLOSE
#undef WINDOW_MINIMIZE
#undef WINDOW_MAXIMIZE
#undef WINDOW_FULLSCREEN
#undef WINDOW_WINDOWED
#undef GAMEPAD_LPAD
#undef GAMEPAD_LPAD
#undef GAMEPAD_LPADY
#undef GAMEPAD_RPAD
#undef GAMEPAD_RPAD
#undef GAMEPAD_RPADY
#undef GAMEPAD_LT
#undef GAMEPAD_RT
#undef GAMEPAD_BATTERY
#undef MOUSE
#undef MOUSE
#undef MOUSE_Y
#undef MOUSE_W
#undef TOUCH_X1
#undef TOUCH_Y1
#undef TOUCH_X2
#undef TOUCH_Y2
#undef WINDOW_RESIZE
#undef WINDOW_RESIZE
#undef WINDOW_RESIZEY
#undef WINDOW_ORIENTATION
#undef WINDOW_BATTERY
#undef GAMEPAD_GUID
#undef GAMEPAD_NAME
#endif
static int controller_id = 0;
static int controller_cycle[4] = {0};
static struct controller_t {
const char* strings[2];
float floats[7+3+4+4];
char bits[104+3+15+7];
} controller[4] = {0}, frame[4][60] = {{0},{0},{0},{0}};
static struct controller_t *input_logger(int position, int advance) {
int *cycle = &controller_cycle[controller_id];
position += (*cycle += advance);
position = position >= 0 ? position % 60 : 60-1 + ((position+1) % 60);
return &frame[controller_id][position];
}
void input_mappings(const char *filename) {
#if !is(ems) // emscripten: no glfwUpdateGamepadMappings() available
char* mappings = vfs_read(filename);
if( mappings ) { glfwUpdateGamepadMappings(mappings); /*REALLOC(mappings, 0);*/ }
#endif
}
void input_init() {
do_once {
input_mappings("gamecontrollerdb.txt");
}
#if 0 // deprecated
void input_update();
window_hook(input_update, NULL);
#endif
}
static int any_key = 0;
int input_anykey() {
return any_key;
}
void input_update() {
struct controller_t *c = &controller[0]; // @fixme
char *bits = &c->bits[0];
float *floats = c->floats; floats -= GAMEPAD_LPADX;
const char **strings = c->strings; strings -= GAMEPAD_GUID;
float mouse_wheel_old = floats[MOUSE_W];
struct controller_t clear = {0};
*c = clear;
for( int i = 0; i < countof(c->strings); ++i ) c->strings[i] = "";
struct GLFWwindow *win = window_handle();
// glfwSetInputMode(win, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
double mx, my;
glfwGetCursorPos(win, &mx, &my);
floats[MOUSE_X] = mx;
floats[MOUSE_Y] = my;
struct nk_glfw* glfw = glfwGetWindowUserPointer(win); // from nuklear, because it is overriding glfwSetScrollCallback()
floats[MOUSE_W] = !glfw ? 0 : mouse_wheel_old + (float)glfw->scroll_bak.x + (float)glfw->scroll_bak.y;
glfw->scroll_bak.x = glfw->scroll_bak.y = 0;
// Dear Win32 users,
// - Touchpad cursor freezing when any key is being pressed?
// If using Alps/Elantech/Dell/Toshiba touchpad driver or similar, ensure to disable TouchGuard, TouchCheck, PalmTracking, etc.
// - Touchpad button not clicking when any key is being pressed?
// Change Touchpad settings on Windows10 from HighSentivity (default) to MostSensitivity.
// - Apparently, a sane solution is just to never bind FIRE/JUMP actions to LMB/RMB buttons, and bind actions to keys instead.
bits[MOUSE_L] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
bits[MOUSE_M] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
bits[MOUSE_R] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
#define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
#define k(VK) k2(VK,VK)
int table[] = {
k2(ESC,ESCAPE),
k2(TICK,GRAVE_ACCENT), k(1),k(2),k(3),k(4),k(5),k(6),k(7),k(8),k(9),k(0), k2(BS,BACKSPACE),
k(TAB), k(Q),k(W),k(E),k(R),k(T),k(Y),k(U),k(I),k(O),k(P),
k2(CAPS,CAPS_LOCK), k(A),k(S),k(D),k(F),k(G),k(H),k(J),k(K),k(L), k(ENTER),
k2(LSHIFT,LEFT_SHIFT), k(Z),k(X),k(C),k(V),k(B),k(N),k(M), k2(RSHIFT,RIGHT_SHIFT), k(UP),
k2(LCTRL,LEFT_CONTROL),k2(LALT,LEFT_ALT), k(SPACE), k2(RALT,RIGHT_ALT),k2(RCTRL,RIGHT_CONTROL), k(LEFT),k(DOWN),k(RIGHT),
k(F1),k(F2),k(F3),k(F4),k(F5),k(F6),k(F7),k(F8),k(F9),k(F10),k(F11),k(F12), k2(PRINT,PRINT_SCREEN),k(PAUSE),
k2(INS,INSERT),k(HOME),k2(PGUP,PAGE_UP), k2(DEL,DELETE),k(END), k2(PGDN,PAGE_DOWN),
};
#undef k
#undef k2
any_key = 0;
for(int i = 0; i < countof(table); ++i) {
#if is(ems)
if( table[i] ) any_key |= (bits[i] = glfwGetKey(win, table[i] ) == GLFW_PRESS);
#else
any_key |= (bits[i] = glfwGetKeys(win)[ table[i] ]);
#endif
}
#if is(ems)
{
int jid = 0; // @fixme
EmscriptenGamepadEvent state = {0};
if( emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS ) {
if( emscripten_get_gamepad_status(jid, &state) == EMSCRIPTEN_RESULT_SUCCESS ) {
// hardcoded for Xbox controller
if( state.numAxes >= 4 && state.numButtons >= 16 ) {
bits[GAMEPAD_CONNECTED] = 1; // !!state.connected
strings[GAMEPAD_GUID] = va("%s", state.id);
strings[GAMEPAD_NAME] = va("emscripten %s", state.mapping);
floats[GAMEPAD_BATTERY] = 100;
// e.digitalButton[i], e.analogButton[i]
bits[GAMEPAD_A] = state.analogButton[0]; // cross
bits[GAMEPAD_B] = state.analogButton[1]; // circle
bits[GAMEPAD_X] = state.analogButton[2]; // square
bits[GAMEPAD_Y] = state.analogButton[3]; // triangle
bits[GAMEPAD_UP] = state.analogButton[12];
bits[GAMEPAD_DOWN] = state.analogButton[13];
bits[GAMEPAD_LEFT] = state.analogButton[14];
bits[GAMEPAD_RIGHT] = state.analogButton[15];
bits[GAMEPAD_LB] = state.analogButton[4];
bits[GAMEPAD_RB] = state.analogButton[5];
bits[GAMEPAD_MENU] = state.analogButton[8];
bits[GAMEPAD_START] = state.analogButton[9];
bits[GAMEPAD_LTHUMB] = state.analogButton[10];
bits[GAMEPAD_RTHUMB] = state.analogButton[11];
floats[GAMEPAD_LT] = state.analogButton[6];
floats[GAMEPAD_RT] = state.analogButton[7];
floats[GAMEPAD_LPADX] = state.axis[0];
floats[GAMEPAD_LPADY] = -state.axis[1];
floats[GAMEPAD_RPADX] = state.axis[2];
floats[GAMEPAD_RPADY] = -state.axis[3];
}
}
}
if( 0 && ui_panel("emspad", 0)) {
for(int i = 0; i <= 5; ++i )
ui_label(va("axis #%d: %5.2f", i, (float)state.axis[i]));
for(int i = 0; i <= 15; ++i )
ui_label(va("button #%d: %d %5.2f", i, state.digitalButton[i], (float)state.analogButton[i]));
ui_panel_end();
}
}
#else
int jid = GLFW_JOYSTICK_1 + 0; // @fixme
if( glfwGetGamepadName(jid) ) { // glfwJoystickPresent(jid) && glfwJoystickIsGamepad(jid) ) {
bits[GAMEPAD_CONNECTED] = 1;
strings[GAMEPAD_GUID] = glfwGetJoystickGUID(jid);
strings[GAMEPAD_NAME] = glfwGetGamepadName(jid);
floats[GAMEPAD_BATTERY] = 100; //glfwJoystickCurrentPowerLevel(jid);
GLFWgamepadstate state;
if (glfwGetGamepadState(jid, &state)) {
bits[GAMEPAD_A] = state.buttons[GLFW_GAMEPAD_BUTTON_A]; // cross
bits[GAMEPAD_B] = state.buttons[GLFW_GAMEPAD_BUTTON_B]; // circle
bits[GAMEPAD_X] = state.buttons[GLFW_GAMEPAD_BUTTON_X]; // square
bits[GAMEPAD_Y] = state.buttons[GLFW_GAMEPAD_BUTTON_Y]; // triangle
bits[GAMEPAD_UP] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP];
bits[GAMEPAD_DOWN] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN];
bits[GAMEPAD_LEFT] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT];
bits[GAMEPAD_RIGHT] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT];
bits[GAMEPAD_LB] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER];
bits[GAMEPAD_RB] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER];
bits[GAMEPAD_MENU] = state.buttons[GLFW_GAMEPAD_BUTTON_BACK];
bits[GAMEPAD_START] = state.buttons[GLFW_GAMEPAD_BUTTON_START]; // _GUIDE
bits[GAMEPAD_LTHUMB] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_THUMB];
bits[GAMEPAD_RTHUMB] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_THUMB];
floats[GAMEPAD_LT] = input_filter_positive(state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER]); // [-1..+1] -> [0..1]
floats[GAMEPAD_RT] = input_filter_positive(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]); // [-1..+1] -> [0..1]
floats[GAMEPAD_LPADX] = state.axes[GLFW_GAMEPAD_AXIS_LEFT_X];
floats[GAMEPAD_LPADY] = -state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y];
floats[GAMEPAD_RPADX] = state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X];
floats[GAMEPAD_RPADY] = -state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y];
}
}
#endif
*input_logger(0,+1) = controller[0];
}
int input_use(int id) {
return controller_id >= 0 && controller_id <= 3 ? controller_id = id, 1 : 0;
}
float input_frame( int vk, int frame ) {
if( controller_id > 0 ) return 0; // @fixme
struct controller_t *c = input_logger(frame, +0);
if(vk < GAMEPAD_LPADX) return c->bits[vk]; // if in bits...
if(vk < GAMEPAD_GUID) return c->floats[vk - GAMEPAD_LPADX]; // if in floats...
return 0.f; // NAN?
}
vec2 input_frame2( int vk, int frame ) {
return vec2( input_frame(vk, frame), input_frame(vk+1, frame) );
}
const char *input_frames( int vk, int frame ) {
if( controller_id > 0 ) return ""; // @fixme
struct controller_t *c = input_logger(frame, +0);
return vk >= GAMEPAD_GUID ? c->strings[vk - GAMEPAD_GUID] : ""; // if in strings...
}
// --- sugars
float input_diff( int vk ) {
return input_frame(vk, 0) - input_frame(vk, -1);
}
vec2 input_diff2( int vk ) {
return vec2( input_diff(vk), input_diff(vk+1) );
}
float input( int vk ) {
return input_frame( vk, 0 );
}
vec2 input2( int vk ) {
return vec2( input_frame(vk, 0), input_frame(vk+1, 0) );
}
// --- events
const float MS2FRAME = 0.06f; // 60 hz/1000 ms
int event( int vk ) {
float v = input_frame(vk,0);
return (v * v) > 0;
}
int input_chord2( int vk1, int vk2 ) {
return event(vk1) && event(vk2);
}
int input_chord3( int vk1, int vk2, int vk3 ) {
return event(vk1) && input_chord2(vk2, vk3);
}
int input_chord4( int vk1, int vk2, int vk3, int vk4 ) {
return event(vk1) && input_chord3(vk2, vk3, vk4);
}
int input_down( int vk ) {
return input_diff(vk) > 0; // input_frame(vk,-1) <= 0 && input_frame(vk,0) > 0;
}
int input_held( int vk ) {
return input_diff(vk) == 0 && input_frame(vk,0) > 0; // input_frame(vk,-1) > 0 && input_frame(vk,0) > 0;
}
int input_up( int vk ) {
return input_diff(vk) < 0; // input_frame(vk,-1) > 0 && input_frame(vk,0) <= 0;
}
int input_idle( int vk ) {
return input_diff(vk) == 0 && input_frame(vk,0) <= 0; // input_frame(vk,-1) <= 0 && input_frame(vk,0) <= 0;
}
int input_repeat( int vk, int ms ) { // @fixme: broken
assert((unsigned)ms <= 1000);
return input_frame(vk,-ms * MS2FRAME ) > 0 && input_frame(vk,-ms * MS2FRAME /2) > 0 && input_frame(vk,0) > 0;
}
int input_click( int vk, int ms ) { // @fixme: broken
assert((unsigned)ms <= 1000);
return input_frame(vk,-ms * MS2FRAME ) <= 0 && input_frame(vk,-ms * MS2FRAME /2) > 0 && input_frame(vk,0) <= 0;
}
int input_click2( int vk, int ms ) { // @fixme: broken
assert((unsigned)ms <= 1000);
return input_frame(vk,-ms * MS2FRAME ) <= 0 && input_frame(vk,-ms * MS2FRAME *3/4) > 0
&& input_frame(vk,-ms * MS2FRAME *2/4) <= 0 && input_frame(vk,-ms * MS2FRAME *1/4) > 0 && input_frame(vk,0) <= 0;
}
#undef MS2FRAME
// --- filters
float input_filter_positive( float v ) { // [-1..1] -> [0..1]
return ( v + 1 ) * 0.5f;
}
vec2 input_filter_positive2( vec2 v ) { // [-1..1] -> [0..1]
return scale2(inc2(v,1), 0.5f);
}
vec2 input_filter_deadzone( vec2 v, float deadzone ) {
assert(deadzone > 0);
float mag = sqrt( v.x*v.x + v.y*v.y );
float nx = v.x / mag, ny = v.y / mag, k = (mag - deadzone) / (1 - deadzone);
if( k > 1 ) k = 1; // clamp
// k = k * k; // uncomment for a smoother curve
return mag < deadzone ? vec2(0, 0) : vec2(nx * k, ny * k);
}
vec2 input_filter_deadzone_4way( vec2 v, float deadzone ) {
assert(deadzone > 0);
float v0 = v.x*v.x < deadzone*deadzone ? 0 : v.x;
float v1 = v.y*v.y < deadzone*deadzone ? 0 : v.y;
return vec2(v0, v1);
}
// converts keyboard code to its latin char (if any)
char input_keychar(unsigned code) {
#define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
#define k(VK) k2(VK,VK)
int table[256] = {
k2(ESC,ESCAPE),
k2(TICK,GRAVE_ACCENT), k(1),k(2),k(3),k(4),k(5),k(6),k(7),k(8),k(9),k(0), k2(BS,BACKSPACE),
k(TAB), k(Q),k(W),k(E),k(R),k(T),k(Y),k(U),k(I),k(O),k(P),
k2(CAPS,CAPS_LOCK), k(A),k(S),k(D),k(F),k(G),k(H),k(J),k(K),k(L), k(ENTER),
k2(LSHIFT,LEFT_SHIFT), k(Z),k(X),k(C),k(V),k(B),k(N),k(M), k2(RSHIFT,RIGHT_SHIFT), k(UP),
k2(LCTRL,LEFT_CONTROL),k2(LALT,LEFT_ALT), k(SPACE), k2(RALT,RIGHT_ALT),k2(RCTRL,RIGHT_CONTROL), k(LEFT),k(DOWN),k(RIGHT),
k(F1),k(F2),k(F3),k(F4),k(F5),k(F6),k(F7),k(F8),k(F9),k(F10),k(F11),k(F12), k2(PRINT,PRINT_SCREEN),k(PAUSE),
k2(INS,INSERT),k(HOME),k2(PGUP,PAGE_UP), k2(DEL,DELETE),k(END), k2(PGDN,PAGE_DOWN),
};
#undef k
#undef k2
code = table[ code & 255 ];
const char* name = glfwGetKeyName(code, 0);
if( name && strlen(name) == 1 ) {
return *name >= 'A' && *name <= 'Z' ? name[0] - 'A' + 'a' : name[0];
}
if( code >= GLFW_KEY_0 && code <= GLFW_KEY_9 ) return code - GLFW_KEY_0 + '0';
if( code >= GLFW_KEY_A && code <= GLFW_KEY_Z ) return code - GLFW_KEY_A + 'a';
switch(code) {
default: break;
case GLFW_KEY_APOSTROPHE: return '\'';
case GLFW_KEY_BACKSLASH: return '\\';
case GLFW_KEY_COMMA: return ',';
case GLFW_KEY_EQUAL: return '=';
case GLFW_KEY_GRAVE_ACCENT: return '`';
case GLFW_KEY_LEFT_BRACKET: return '[';
case GLFW_KEY_MINUS: return '-';
case GLFW_KEY_PERIOD: return '.';
case GLFW_KEY_RIGHT_BRACKET: return ']';
case GLFW_KEY_SEMICOLON: return ';';
case GLFW_KEY_SLASH: return '/';
//case GLFW_KEY_WORLD_1: return non-US #1;
//case GLFW_KEY_WORLD_2: return non-US #2;
}
return '\0';
}
// -- multi-touch input
// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)
#if !is(ems)
void touch_init() {}
void touch_flush() {}
void input_touch_area(unsigned button, vec2 from, vec2 to) {}
vec2 input_touch(unsigned button, float sensitivity) { return vec2(0,0); }
vec2 input_touch_delta_from_origin(unsigned button, float sensitivity) { return vec2(0,0); }
vec2 input_touch_delta(unsigned button, float sensitivity) { return vec2(0,0); }
bool input_touch_active() { return false; }
#else
static struct touch {
bool init;
vec2 move, cached, origin, prev;
vec4 area;
} touch[2] = {0};
static EM_BOOL touch_move(int eventType, const EmscriptenTouchEvent *e, void *userData) {
for( int i = 0; i < (int)e->numTouches; ++i) {
if( !e->touches[i].isChanged ) continue;
int j = e->touches[i].identifier;
if( j >= countof(touch) ) continue;
touch[j].cached = vec2(e->touches[i].clientX, e->touches[i].clientY);
if (!touch[j].init) touch[j].init = 1, touch[j].origin = touch[j].prev = touch[j].move = touch[j].cached;
}
return EM_TRUE;
}
static EM_BOOL touch_end(int eventType, const EmscriptenTouchEvent *e, void *userData) {
for( int i = 0; i < (int)e->numTouches; ++i) {
if( !e->touches[i].isChanged ) continue;
int j = e->touches[i].identifier;
if( j >= countof(touch) ) continue;
//memset(&touch[j], 0, sizeof(touch[j]));
touch[j].init = false;
touch[j].move = touch[j].cached = touch[j].origin = touch[j].prev = vec2(0,0);
}
return EM_TRUE;
}
void input_touch_area(unsigned button, vec2 from_ndc, vec2 to_ndc) {
if( button >= countof(touch) ) return;
touch[button].area = vec4( from_ndc.x, from_ndc.y, to_ndc.x, to_ndc.y );
}
void touch_init() {
memset(touch, 0, sizeof(touch));
// default areas: left screen (button #0) and right_screen (button #1)
input_touch_area(0, vec2(0.0,0.0), vec2(0.5,1.0));
input_touch_area(1, vec2(0.5,0.0), vec2(1.0,1.0));
emscripten_set_touchstart_callback("#canvas", 0, EM_FALSE, &touch_move);
emscripten_set_touchmove_callback("#canvas", 0, EM_FALSE, &touch_move);
emscripten_set_touchend_callback("#canvas", 0, EM_FALSE, &touch_end);
}
void touch_flush() {
for( int j = 0; j < countof(touch); ++j) {
touch[j].prev = touch[j].move;
touch[j].move = touch[j].cached;
}
}
static
unsigned input_locate_button(unsigned button) {
// locate button in user-defined areas
vec2 c = window_canvas();
for( int j = 0; j < countof(touch); ++j ) {
if( touch[j].init )
if( touch[j].origin.x >= (touch[button].area.x * c.x) )
if( touch[j].origin.y >= (touch[button].area.y * c.y) )
if( touch[j].origin.x <= (touch[button].area.z * c.x) )
if( touch[j].origin.y <= (touch[button].area.w * c.y) )
return j;
}
return ~0u;
}
vec2 input_touch(unsigned button, float sensitivity) {
button = input_locate_button(button);
if( button >= countof(touch) ) return vec2(0,0);
return touch[button].init ? touch[button].move : vec2(0,0);
}
vec2 input_touch_delta(unsigned button, float sensitivity) {
button = input_locate_button(button);
if( button >= countof(touch) ) return vec2(0,0);
return touch[button].init ? scale2( sub2(touch[button].move, touch[button].prev), sensitivity ) : vec2(0,0);
}
vec2 input_touch_delta_from_origin(unsigned button, float sensitivity) {
button = input_locate_button(button);
if( button >= countof(touch) ) return vec2(0,0);
return touch[button].init ? scale2( sub2(touch[button].move, touch[button].origin), sensitivity ) : vec2(0,0);
}
bool input_touch_active() {
for( int j = 0; j < countof(touch); ++j ) {
if( touch[j].init ) return true;
}
return false;
}
#endif // !is(ems)
// ----------------------------------------------------------------------------
void input_demo() {
if( ui_panel("Input",0) ) {
ui_section("Keyboard");
ui_const_bool("[Key 1]", input(KEY_1));
ui_const_bool("[Key 2]", input(KEY_2));
ui_const_bool("[Key 3]", input(KEY_3));
ui_const_bool("[Key 4]", input(KEY_4));
ui_const_bool("[Key 5]", input(KEY_5));
ui_const_bool("[Key 6]", input(KEY_6));
ui_const_bool("[Key 7]", input(KEY_7));
ui_separator();
ui_const_bool("[Key 1] Down event", input_down(KEY_1) );
ui_const_bool("[Key 2] Held event", input_held(KEY_2) );
ui_const_bool("[Key 3] Up event", input_up(KEY_3) );
ui_const_bool("[Key 4] Idle event", input_idle(KEY_4) );
ui_const_bool("[Key 5] Click event", input_click(KEY_5,500) );
ui_const_bool("[Key 6] Click2 event", input_click2(KEY_6,1000) );
ui_const_bool("[Key 7] Repeat event", input_repeat(KEY_7,750) );
ui_separator();
ui_section("Mouse");
ui_const_float("X", input(MOUSE_X));
ui_const_float("Y", input(MOUSE_Y));
ui_separator();
ui_const_float("Wheel", input(MOUSE_W));
ui_separator();
ui_const_bool("Left", input(MOUSE_L));
ui_const_bool("Middle", input(MOUSE_M));
ui_const_bool("Right", input(MOUSE_R));
ui_separator();
for( int i = 0; i <= CURSOR_SW_AUTO; ++i ) if(ui_button(va("Cursor shape #%d", i))) window_cursor_shape(i);
ui_separator();
static int gamepad_id = 0;
const char *list[] = {"1","2","3","4"};
ui_section("GamePads");
ui_list("Gamepad", list, 4, &gamepad_id);
input_use(gamepad_id);
ui_const_string("Name", input_frames(GAMEPAD_NAME,0));
ui_const_bool("Connected", input(GAMEPAD_CONNECTED));
ui_separator();
ui_const_bool("A", input(GAMEPAD_A) );
ui_const_bool("B", input(GAMEPAD_B) );
ui_const_bool("X", input(GAMEPAD_X) );
ui_const_bool("Y", input(GAMEPAD_Y) );
ui_const_bool("Up", input(GAMEPAD_UP) );
ui_const_bool("Down", input(GAMEPAD_DOWN) );
ui_const_bool("Left", input(GAMEPAD_LEFT) );
ui_const_bool("Right", input(GAMEPAD_RIGHT) );
ui_const_bool("Menu", input(GAMEPAD_MENU) );
ui_const_bool("Start", input(GAMEPAD_START) );
ui_separator();
ui_const_float("Left pad x", input(GAMEPAD_LPADX) );
ui_const_float("Left pad y", input(GAMEPAD_LPADY) );
ui_const_float("Left trigger", input(GAMEPAD_LT) );
ui_const_bool("Left bumper", input(GAMEPAD_LB) );
ui_const_bool("Left thumb", input(GAMEPAD_LTHUMB) );
vec2 v = input_filter_deadzone( input2(GAMEPAD_LPADX), 0.1f );
ui_const_float("Filtered pad x", v.x);
ui_const_float("Filtered pad y", v.y);
ui_separator();
ui_const_float("Right pad x", input(GAMEPAD_RPADX) );
ui_const_float("Right pad y", input(GAMEPAD_RPADY) );
ui_const_float("Right trigger", input(GAMEPAD_RT) );
ui_const_bool("Right bumper", input(GAMEPAD_RB) );
ui_const_bool("Right thumb", input(GAMEPAD_RTHUMB) );
vec2 w = input_filter_deadzone( input2(GAMEPAD_RPADX), 0.1f );
ui_const_float("Filtered pad x", w.x);
ui_const_float("Filtered pad y", w.y);
input_use(0);
ui_panel_end();
}
}