Beginning input refactor

This commit is contained in:
2025-09-03 11:57:48 -05:00
parent 059ccf41b6
commit 3f37b7cdb5
19 changed files with 320 additions and 137 deletions

View File

@@ -7,4 +7,20 @@
target_sources(${DUSK_TARGET_NAME}
PRIVATE
input.c
)
)
if(DUSK_TARGET_SYSTEM STREQUAL "linux")
target_compile_definitions(${DUSK_TARGET_NAME}
PRIVATE
INPUT_SDL2=1
INPUT_KEYBOARD=1
INPUT_MOUSE=1
INPUT_GAMEPAD=1
)
elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
target_compile_definitions(${DUSK_TARGET_NAME}
PRIVATE
INPUT_SDL=1
INPUT_GAMEPAD=1
)
endif()

View File

@@ -13,25 +13,57 @@ input_t INPUT;
void inputInit(void) {
memoryZero(&INPUT, sizeof(input_t));
INPUT.binds[INPUT_BIND_UP].keyboard[0] = SDL_SCANCODE_W;
INPUT.binds[INPUT_BIND_UP].keyboard[1] = SDL_SCANCODE_UP;
INPUT.binds[INPUT_BIND_CONSOLE].keyboard[0] = SDL_SCANCODE_GRAVE;
}
void inputUpdate(void) {
INPUT.previous = INPUT.current;
INPUT.current = inputStateGet();
#if INPUT_SDL2 == 1
const uint8_t *keyboardState = SDL_GetKeyboardState(NULL);
#endif
// For each input bind...
inputbinddata_t *data = INPUT.binds;
do {
data->lastValue = data->currentValue;
data->currentValue = 0.0f;
// Handle keyboard
#if INPUT_KEYBOARD == 1
for(uint32_t i = 0; i < INPUT_BIND_KEYBOARD_BUTTONS_MAX; i++) {
if(data->keyboard[i] == 0) break;
#if INPUT_SDL2 == 1
if(keyboardState[data->keyboard[i]]) {
data->currentValue = 1.0f;
break;
}
#endif
}
#endif
data++;
} while(data < INPUT.binds + INPUT_BIND_COUNT);
}
inputstate_t inputStateGet(void) {
return 0;
float_t inputGetCurrentValue(const inputbind_t bind) {
assertTrue(bind < INPUT_BIND_COUNT, "Input bind out of bounds");
return INPUT.binds[bind].currentValue;
}
float_t inputGetLast(const inputbind_t bind) {
assertTrue(bind < INPUT_BIND_COUNT, "Input bind out of bounds");
return INPUT.binds[bind].lastValue;
}
bool_t inputIsDown(const inputbind_t bind) {
assertTrue(bind < INPUT_BIND_COUNT, "Input bind out of bounds");
return (INPUT.current & bind) != 0;
return inputGetCurrentValue(bind) > 0.0f;
}
bool_t inputWasDown(const inputbind_t bind) {
assertTrue(bind < INPUT_BIND_COUNT, "Input bind out of bounds");
return (INPUT.previous & bind) != 0;
return inputGetLast(bind) > 0.0f;
}
bool_t inputPressed(const inputbind_t bind) {

View File

@@ -8,23 +8,60 @@
#pragma once
#include "dusk.h"
typedef uint8_t inputbind_t;
typedef inputbind_t inputstate_t;
#if INPUT_SDL2 == 1
#include <SDL2/SDL.h>
#else
#error "No input backend defined"
#endif
#define INPUT_BIND_UP (1 << 0)
#define INPUT_BIND_DOWN (1 << 1)
#define INPUT_BIND_LEFT (1 << 2)
#define INPUT_BIND_RIGHT (1 << 3)
#define INPUT_BIND_ACTION (1 << 4)
#define INPUT_BIND_CANCEL (1 << 5)
#define INPUT_BIND_CONSOLE (1 << 6)
#define INPUT_BIND_QUIT (1 << 7)
// Keyboard defs
#if INPUT_KEYBOARD == 1
#define INPUT_BIND_KEYBOARD_BUTTONS_MAX 32
#define INPUT_BIND_COUNT (INPUT_BIND_QUIT + 1)
#if INPUT_SDL2 == 1
typedef SDL_Scancode inputscancode_t;
#endif
#endif
// Gamepad defs
#if INPUT_GAMEPAD == 1
#define INPUT_GAMEPAD_BUTTON_NAME_MAX 8
#define INPUT_BIND_GAMEPAD_BUTTONS_MAX 8
#if INPUT_SDL2 == 1
typedef SDL_GameControllerButton inputgamepadbutton_t;
#endif
#endif
typedef enum {
INPUT_BIND_UP,
INPUT_BIND_DOWN,
INPUT_BIND_LEFT,
INPUT_BIND_RIGHT,
INPUT_BIND_ACCEPT,
INPUT_BIND_CANCEL,
INPUT_BIND_CONSOLE,
INPUT_BIND_COUNT
} inputbind_t;
typedef struct {
uint8_t current;
uint8_t previous;
inputbind_t bind;
float_t lastValue;
float_t currentValue;
#if INPUT_GAMEPAD == 1
inputgamepadbutton_t gamepad[INPUT_BIND_GAMEPAD_BUTTONS_MAX];
uint8_t gamepadButtonCount;
#endif
#if INPUT_KEYBOARD == 1
inputscancode_t keyboard[INPUT_BIND_KEYBOARD_BUTTONS_MAX];
#endif
} inputbinddata_t;
typedef struct {
inputbinddata_t binds[INPUT_BIND_COUNT];
} input_t;
extern input_t INPUT;
@@ -40,11 +77,20 @@ void inputInit(void);
void inputUpdate(void);
/**
* Gets the current input state as a bitmask.
* Gets the current value of a specific input bind.
*
* @return The current input state as a bitmask.
* @param bind The input bind to get the value for.
* @return The current value of the bind (0.0f to 1.0f).
*/
inputstate_t inputStateGet(void);
float_t inputGetCurrentValue(const inputbind_t bind);
/**
* Gets the last value of a specific input bind.
*
* @param bind The input bind to get the value for.
* @return The last value of the bind (0.0f to 1.0f).
*/
float_t inputGetLast(const inputbind_t bind);
/**
* Checks if a specific input bind is currently pressed.