// TODO(PS) @DEPRECATE - new os layer #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)) internal Input_State* input_state_create(Allocator* a) { 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); } 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]); } 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); }