/************************************************************/ /** * * @file: input_state.c * @author: Martin Fouilleul * @date: 19/04/2023 * *****************************************************************/ #include "input_state.h" //--------------------------------------------------------------- // Input state updating //--------------------------------------------------------------- static void oc_update_key_state(oc_input_state* state, oc_key_state* key, oc_key_action action) { u64 frameCounter = state->frameCounter; if(key->lastUpdate != frameCounter) { key->transitionCount = 0; key->repeatCount = 0; key->sysClicked = false; key->sysDoubleClicked = false; key->lastUpdate = frameCounter; } switch(action) { case OC_KEY_PRESS: { if(!key->down) { key->transitionCount++; } key->down = true; } break; case OC_KEY_REPEAT: { key->repeatCount++; key->down = true; } break; case OC_KEY_RELEASE: { if(key->down) { key->transitionCount++; } key->down = false; } break; default: break; } } static void oc_update_key_mods(oc_input_state* state, oc_keymod_flags mods) { state->keyboard.mods = mods; } static void oc_update_mouse_move(oc_input_state* state, f32 x, f32 y, f32 deltaX, f32 deltaY) { u64 frameCounter = state->frameCounter; oc_mouse_state* mouse = &state->mouse; if(mouse->lastUpdate != frameCounter) { mouse->delta = (oc_vec2){ 0, 0 }; mouse->wheel = (oc_vec2){ 0, 0 }; mouse->lastUpdate = frameCounter; } mouse->posValid = true; mouse->pos = (oc_vec2){ x, y }; mouse->delta.x += deltaX; mouse->delta.y += deltaY; } static void oc_update_mouse_leave(oc_input_state* state) { u64 frameCounter = state->frameCounter; oc_mouse_state* mouse = &state->mouse; if(mouse->lastUpdate != frameCounter) { mouse->delta = (oc_vec2){ 0, 0 }; mouse->wheel = (oc_vec2){ 0, 0 }; mouse->lastUpdate = frameCounter; } mouse->posValid = false; } static void oc_update_mouse_wheel(oc_input_state* state, f32 deltaX, f32 deltaY) { oc_log_info("wheel"); u64 frameCounter = state->frameCounter; oc_mouse_state* mouse = &state->mouse; if(mouse->lastUpdate != frameCounter) { mouse->posValid = false; mouse->delta = (oc_vec2){ 0, 0 }; mouse->wheel = (oc_vec2){ 0, 0 }; mouse->lastUpdate = frameCounter; } mouse->wheel.x += deltaX; mouse->wheel.y += deltaY; } static void oc_update_text(oc_input_state* state, oc_utf32 codepoint) { u64 frameCounter = state->frameCounter; oc_text_state* text = &state->text; if(text->lastUpdate != frameCounter) { text->codePoints.len = 0; text->lastUpdate = frameCounter; } text->codePoints.ptr = text->backing; if(text->codePoints.len < OC_INPUT_TEXT_BACKING_SIZE) { text->codePoints.ptr[text->codePoints.len] = codepoint; text->codePoints.len++; } else { oc_log_warning("too many input codepoints per frame, dropping input"); } } void oc_input_next_frame(oc_input_state* state) { state->frameCounter++; } void oc_input_process_event(oc_input_state* state, oc_event* event) { switch(event->type) { case OC_EVENT_KEYBOARD_KEY: { oc_key_state* key = &state->keyboard.keys[event->key.code]; oc_update_key_state(state, key, event->key.action); oc_update_key_mods(state, event->key.mods); } break; case OC_EVENT_KEYBOARD_CHAR: oc_update_text(state, event->character.codepoint); break; case OC_EVENT_KEYBOARD_MODS: oc_update_key_mods(state, event->key.mods); break; case OC_EVENT_MOUSE_MOVE: oc_update_mouse_move(state, event->mouse.x, event->mouse.y, event->mouse.deltaX, event->mouse.deltaY); break; case OC_EVENT_MOUSE_LEAVE: oc_update_mouse_leave(state); break; case OC_EVENT_MOUSE_WHEEL: oc_update_mouse_wheel(state, event->mouse.deltaX, event->mouse.deltaY); break; case OC_EVENT_MOUSE_BUTTON: { oc_key_state* key = &state->mouse.buttons[event->key.code]; oc_update_key_state(state, key, event->key.action); if(event->key.action == OC_KEY_PRESS) { if(event->key.clickCount >= 1) { key->sysClicked = true; } if(event->key.clickCount >= 2) { key->sysDoubleClicked = true; } } oc_update_key_mods(state, event->key.mods); } break; default: break; } } //-------------------------------------------------------------------- // Input state polling //-------------------------------------------------------------------- oc_key_state oc_key_get_state(oc_input_state* input, oc_key_code key) { oc_key_state state = { 0 }; if(key <= OC_KEY_COUNT) { state = input->keyboard.keys[key]; } return (state); } oc_key_state oc_mouse_button_get_state(oc_input_state* input, oc_mouse_button button) { oc_key_state state = { 0 }; if(button <= OC_MOUSE_BUTTON_COUNT) { state = input->mouse.buttons[button]; } return (state); } int oc_key_state_press_count(oc_input_state* input, oc_key_state* key) { int count = 0; if(key->lastUpdate == input->frameCounter) { count = key->transitionCount / 2; if(key->down) { //NOTE: add one if state is down transition count is odd count += (key->transitionCount & 0x01); } } return (count); } int oc_key_state_release_count(oc_input_state* input, oc_key_state* key) { int count = 0; if(key->lastUpdate == input->frameCounter) { count = key->transitionCount / 2; if(!key->down) { //NOTE: add one if state is up and transition count is odd count += (key->transitionCount & 0x01); } } return (count); } int oc_key_state_repeat_count(oc_input_state* input, oc_key_state* key) { int count = 0; if(key->lastUpdate == input->frameCounter) { count = key->repeatCount; } return (count); } bool oc_key_down(oc_input_state* input, oc_key_code key) { oc_key_state state = oc_key_get_state(input, key); return (state.down); } int oc_key_pressed(oc_input_state* input, oc_key_code key) { oc_key_state state = oc_key_get_state(input, key); int res = oc_key_state_press_count(input, &state); return (res); } int oc_key_released(oc_input_state* input, oc_key_code key) { oc_key_state state = oc_key_get_state(input, key); int res = oc_key_state_release_count(input, &state); return (res); } int oc_key_repeated(oc_input_state* input, oc_key_code key) { oc_key_state state = oc_key_get_state(input, key); int res = oc_key_state_repeat_count(input, &state); return (res); } bool oc_mouse_down(oc_input_state* input, oc_mouse_button button) { oc_key_state state = oc_mouse_button_get_state(input, button); return (state.down); } int oc_mouse_pressed(oc_input_state* input, oc_mouse_button button) { oc_key_state state = oc_mouse_button_get_state(input, button); int res = oc_key_state_press_count(input, &state); return (res); } int oc_mouse_released(oc_input_state* input, oc_mouse_button button) { oc_key_state state = oc_mouse_button_get_state(input, button); int res = oc_key_state_release_count(input, &state); return (res); } bool oc_mouse_clicked(oc_input_state* input, oc_mouse_button button) { oc_key_state state = oc_mouse_button_get_state(input, button); bool clicked = state.sysClicked && (state.lastUpdate == input->frameCounter); return (clicked); } bool oc_mouse_double_clicked(oc_input_state* input, oc_mouse_button button) { oc_key_state state = oc_mouse_button_get_state(input, button); bool doubleClicked = state.sysClicked && (state.lastUpdate == input->frameCounter); return (doubleClicked); } oc_keymod_flags oc_key_mods(oc_input_state* input) { return (input->keyboard.mods); } oc_vec2 oc_mouse_position(oc_input_state* input) { if(input->mouse.posValid) { return (input->mouse.pos); } else { return ((oc_vec2){ -1, -1 }); } } oc_vec2 oc_mouse_delta(oc_input_state* input) { if(input->mouse.lastUpdate == input->frameCounter) { return (input->mouse.delta); } else { return ((oc_vec2){ 0, 0 }); } } oc_vec2 oc_mouse_wheel(oc_input_state* input) { if(input->mouse.lastUpdate == input->frameCounter) { return (input->mouse.wheel); } else { return ((oc_vec2){ 0, 0 }); } } oc_str32 oc_input_text_utf32(oc_input_state* input, oc_arena* arena) { oc_str32 res = { 0 }; if(input->text.lastUpdate == input->frameCounter) { res = oc_str32_push_copy(arena, input->text.codePoints); } return (res); } oc_str8 oc_input_text_utf8(oc_input_state* input, oc_arena* arena) { oc_str8 res = { 0 }; if(input->text.lastUpdate == input->frameCounter) { res = oc_utf8_push_from_codepoints(arena, input->text.codePoints); } return (res); }