Lumenarium/src_v2/lumenarium_input.cpp

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// TODO(PS) @DEPRECATE - new os layer
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#define INPUT_FRAME_STRING_LENGTH 32
struct Input_Frame
{
Platform_Key_Flags key_flags[KeyCode_Count];
char string_input[INPUT_FRAME_STRING_LENGTH];
u32 string_input_len;
v2 mouse_pos;
s32 mouse_scroll;
};
struct Input_State
{
Input_Frame frames[2];
Input_Frame* frame_hot;
Input_Frame* frame_cold;
// cross frame state tracking
v2 mouse_pos_delta;
v2 mouse_pos_down;
};
#define key_was_down(key_flags) has_flag((key_flags), KeyFlag_State_WasDown)
#define key_is_down(key_flags) has_flag((key_flags), KeyFlag_State_IsDown)
#define key_was_up(key_flags) (!has_flag((key_flags), KeyFlag_State_WasDown))
#define key_is_up(key_flags) (!has_flag((key_flags), KeyFlag_State_IsDown))
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internal Input_State*
input_state_create(Allocator* a)
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{
Input_State* result = allocator_alloc_struct(a, Input_State);
result->frame_hot = result->frames + 0;
result->frame_cold = result->frames + 1;
return result;
}
internal Platform_Key_Flags
input_key_advance(Platform_Key_Flags flag)
{
Platform_Key_Flags result = flag;
if (key_is_down(flag))
{
add_flag(result, KeyFlag_State_WasDown);
}
if (key_is_up(flag))
{
rem_flag(result, KeyFlag_State_WasDown);
}
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return result;
}
internal void
input_state_swap_frames(Input_State* input_state)
{
Input_Frame* next_hot = input_state->frame_cold;
input_state->frame_cold = input_state->frame_hot;
input_state->frame_hot = next_hot;
// Clear the new hot input frame
Platform_Key_Flags* hot_key_flags = input_state->frame_hot->key_flags;
Platform_Key_Flags* cold_key_flags = input_state->frame_cold->key_flags;
for (u32 i = 0; i < KeyCode_Count; i++)
{
hot_key_flags[i] = input_key_advance(cold_key_flags[i]);
}
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input_state->frame_hot->string_input_len = 0;
}
// Key State Queries
internal bool
input_key_is_down(Input_State* input_state, Platform_Key_Code key)
{
Platform_Key_Flags flags = input_state->frame_hot->key_flags[key];
return key_is_down(flags);
}
internal bool
input_key_went_down(Input_State* input_state, Platform_Key_Code key)
{
Platform_Key_Flags flags = input_state->frame_hot->key_flags[key];
return key_is_down(flags) && !key_was_down(flags);
}
internal bool
input_key_is_up(Input_State* input_state, Platform_Key_Code key)
{
Platform_Key_Flags flags = input_state->frame_hot->key_flags[key];
return !key_is_down(flags);
}
internal bool
input_key_went_up(Input_State* input_state, Platform_Key_Code key)
{
Platform_Key_Flags flags = input_state->frame_hot->key_flags[key];
return !key_is_down(flags) && key_was_down(flags);
}