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#ifndef INPUT_H
#define INPUT_H

#include <engine/types.h>

typedef void input_callback_t(void*);
typedef i32 scancode_t;

typedef enum InputType {
  InputType_error = 0,
  InputType_action,
  InputType_state,
  InputType_range, /* TBD */
} InputType;

typedef union action_t {
  InputType type;

  struct {
    InputType type;
    input_callback_t* callback;
    char* callback_str;
  } action;

  struct {
    InputType type;
    input_callback_t* activate;
    input_callback_t* deactivate;
    char* activate_str;
    char* deactivate_str;
  } state;
} action_t;

typedef struct binding_t {
  action_t action;

  // Change type depending on input handling back-end. like u16 for GLFW_KEY
  // enum SDL_Scancode keycode;
  scancode_t scancode;
  scancode_t scancode_alt;

  u64 since_last_activation;
} binding_t;

typedef struct i_ctx {
  binding_t* bindings;
  isize len;
} i_ctx;

void i_ctx_t_free(i_ctx* c);
/* Executes all callbacks that has been pushed onto the callstack and resets the
 * callstack */
void i_flush_bindings(usize numcalls, void* state_mem, input_callback_t* c[]);
action_t i_get_action(const i_ctx* restrict ctx, u32 time, scancode_t scancode);

void i_ctx_push(i_ctx* ctx);
void i_ctx_pop(void);
void i_ctx_reset(void);

/* Finds and updates the scancode of a binding with the given action in ctx */
void i_bind_ctx(i_ctx* c, scancode_t s, action_t* a);
void i_bind_ctx_alt(i_ctx* c, scancode_t s, action_t* a);

/* Update the scancode of a binding */
void i_bind(binding_t* b, scancode_t s);
void i_bind_alt(binding_t* b, scancode_t s);

#define BindAction(key, altkey, f_action)                                      \
  (binding_t) {                                                                \
    .action = (action_t){.action =                                             \
                             {                                                 \
                                 .type = InputType_action,                     \
                                 .callback = (input_callback_t*)&f_action,     \
                                 .callback_str = strdup(#f_action),            \
                             }},                                               \
    .scancode = key, .scancode_alt = altkey, .since_last_activation = 0        \
  }

#define BindState(key, altkey, f_activate, f_deactivate)                       \
  (binding_t) {                                                                \
    .action =                                                                  \
        (action_t){.state =                                                    \
                       {                                                       \
                           .type = InputType_state,                            \
                           .activate = (input_callback_t*)&f_activate,         \
                           .deactivate = (input_callback_t*)&f_deactivate,     \
                           .activate_str = strdup(#f_activate),                \
                           .deactivate_str = strdup(#f_deactivate),            \
                       }},                                                     \
    .scancode = key, .scancode_alt = altkey, .since_last_activation = 0        \
  }

#endif