Moved some code around and cleaned things a bit.
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@ -7,13 +7,13 @@
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#include <stdbool.h>
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#include <stdint.h>
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#include <malloc.h>
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#include "../platform/platform.h"
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/////////////////////////////////// CONSTANTS //////////////////////////////////
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#define INPUT_NULL (inputbind_t)0x00
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#define INPUT_INPUTS_PER_BIND
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/////////////////////////////// Type Definitions ///////////////////////////////
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/**
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* Input Source, can be a button or an axis. Currently a void type.
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*/
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typedef void inputsource_t;
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/**
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* Input Bind, a specific action bind reference for the game engine to use.
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* e.g. "Jump" or "Walk Forward".
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@ -21,7 +21,7 @@ typedef void inputsource_t;
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typedef uint8_t inputbind_t;
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/**
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* Input Bind Map, contains the bound link between an inputsource_t and an
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* Input Bind Map, contains the bound link between an input source and an
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* inputbind_t. Bind Maps can be added and removed.
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*/
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typedef uint16_t inputbindmap_t;
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@ -34,28 +34,21 @@ typedef struct {
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uint32_t inputBindCount;
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/** Float of the input between 0 and 1. For teh current frame */
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float *inputsCurrent;
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float *current;
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/** Float of the input between 0 and 1. For the last frame */
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float *inputsPrevious;
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float *previous;
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/** Float of the GameTime that the input was actuated last. */
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float *inputTime;
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/**
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* Array of pointers to all of the input sources. This must be set up by the
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* platform to register each known input to poll on. Essentially the engine is
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* going to query the platform for the current state of each input based on the
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* entries within this list.
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*/
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inputsource_t **bindingSources;
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float *times;
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/**
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* Array of input bindings. This is the list of "possible actions" that the
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* user can perform. This would contain "jump", "walk forward", "run"... etc.
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*/
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inputbind_t *INPUT_BINDING_BINDS;
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inputbind_t *binds;
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} input_t;
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//////////////////////////////////// Methods ///////////////////////////////////
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/**
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@ -64,13 +57,13 @@ typedef struct {
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* @param inputCount The input binding counts to allow for.
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* @return The input manager
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*/
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input_t * inputInit(uint32_t inputBindCount);
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input_t * inputInit(platform_t *platform, uint32_t inputBindCount);
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/**
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* Tick the input manager.
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* @param input The input to update.
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*/
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void inputUpdate(input_t *input);
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void inputUpdate(platform_t *platform, input_t *input);
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/**
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* Destroy the input manager and cleanup.
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@ -88,19 +81,10 @@ void inputDispose(input_t *input);
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* @return The map between the bind and the source, needed to unbind later.
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*/
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inputbindmap_t inputBind(input_t *input, inputbind_t bind,
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inputsource_t *source
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platforminputsource_t *source
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);
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/**
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* Platform-centric method. Method will be polled for each known input source to
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* request the current state from the device. Values returned will be defined
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* within the 0 to 1 range.
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*
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* @param binding The binding that has been created.
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* @param source The input source, this was created when the binding was defined
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* @return Input state between 0 and 1.
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*/
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float inputGetState(inputbind_t binding, inputsource_t *source);
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float inputGetState(inputbind_t binding, platforminputsource_t *source);
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/**
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* Is the current input "down", not being pressed, being moved, not in a state
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