/** * Jingga * * @copyright Jingga * @license OMS License 2.0 * @version 1.0.0 * @link https://jingga.app */ #ifndef TOS_INPUT_H #define TOS_INPUT_H // How many concurrent mouse/secondary input device presses to we recognize #define MAX_MOUSE_PRESSES 3 // How many concurrent primary key/button presses can be handled? #define MAX_KEY_PRESSES 5 #define MAX_KEY_STATES (2 * MAX_KEY_PRESSES) // How many keys/buttons do we support for the devices #define MAX_KEYBOARD_KEYS 255 #define MAX_MOUSE_KEYS 10 #define MAX_CONTROLLER_KEYS 24 #define MIN_INPUT_DEVICES 2 // How often can a key be asigned to a different hotkey #define MAX_KEY_TO_HOTKEY 5 // How many buttons together are allowed to form a hotkey #define MAX_HOTKEY_COMBINATION 3 // These values are used as bit flags to hint if a "key" is a keyboard/primary or mouse/secondary input // When adding a keybind the "key" can only be uint8 but we expand it to an int and set the first bit accordingly #define INPUT_MOUSE_PREFIX 0 #define INPUT_KEYBOARD_PREFIX 16384 #define INPUT_CONTROLLER_PREFIX 32768 #define INPUT_TYPE_MOUSE_KEYBOARD 0x01 #define INPUT_TYPE_CONTROLLER 0x02 #define INPUT_TYPE_OTHER 0x03 #define MIN_CONTROLLER_DEVICES 4 #include "../stdlib/Types.h" #include "../utils/BitUtils.h" #ifdef _WIN32 #include #endif // @todo I'm not sure if I like the general input handling // Having separate keyboard_down and mouse_down etc. is a little bit weird in the functions below struct InputMapping { // A key/button can be bound to up to 5 different hotkeys // This is used to check if a key/button has a hotkey association uint8 keys[MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS + MAX_CONTROLLER_KEYS][MAX_KEY_TO_HOTKEY]; // A hotkey can be bound to a combination of up to 3 key/button presses uint8 hotkey_count; uint16* hotkeys; }; enum KeyState { KEY_STATE_PRESSED, KEY_STATE_HELD, KEY_STATE_RELEASED, }; struct InputKey { // Includes flag for mouse, keyboard, controller uint16 key_id; uint16 key_state; uint16 value; // e.g. stick/trigger keys uint64 time; // when was this action performed (useful to decide if key state is held vs pressed) }; // @question Maybe we should also add a third key_down array for controllers and some special controller functions here to just handle everything in one struct // Or think about completely splitting all states (mouse, keyboard, other) struct InputState { // State of the hotkeys, resulting from the device input uint8 state_hotkeys[MAX_KEY_PRESSES]; InputKey state_keys[MAX_KEY_STATES]; int32 dx; int32 dy; uint32 x; uint32 y; }; struct Input { // Device bool is_connected = false; #ifdef _WIN32 // @todo maybe replace with id?! // -> remove _WIN32 section HANDLE handle_keyboard; HANDLE handle_mouse; HANDLE handle_controller; #endif bool state_change_button = false; bool state_change_mouse = false; bool mouse_movement; InputState state; InputMapping input_mapping; }; inline void input_clean_state(InputState* state) { for (int i = 0; i < MAX_KEY_STATES; ++i) { if (state->state_keys[i].key_state == KEY_STATE_RELEASED) { state->state_keys[i].key_id = 0; } } } inline bool input_action_exists(const InputState* state, uint16 key) { return state->state_keys[0].key_id == key || state->state_keys[1].key_id == key || state->state_keys[2].key_id == key || state->state_keys[3].key_id == key || state->state_keys[4].key_id == key || state->state_keys[4].key_id == key || state->state_keys[5].key_id == key || state->state_keys[6].key_id == key || state->state_keys[7].key_id == key || state->state_keys[8].key_id == key || state->state_keys[9].key_id == key; } inline bool input_is_down(const InputState* state, uint16 key) { return (state->state_keys[0].key_id == key && state->state_keys[0].key_state < KEY_STATE_RELEASED) || (state->state_keys[1].key_id == key && state->state_keys[1].key_state < KEY_STATE_RELEASED) || (state->state_keys[2].key_id == key && state->state_keys[2].key_state < KEY_STATE_RELEASED) || (state->state_keys[3].key_id == key && state->state_keys[3].key_state < KEY_STATE_RELEASED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state < KEY_STATE_RELEASED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state < KEY_STATE_RELEASED) || (state->state_keys[5].key_id == key && state->state_keys[5].key_state < KEY_STATE_RELEASED) || (state->state_keys[6].key_id == key && state->state_keys[6].key_state < KEY_STATE_RELEASED) || (state->state_keys[7].key_id == key && state->state_keys[7].key_state < KEY_STATE_RELEASED) || (state->state_keys[8].key_id == key && state->state_keys[8].key_state < KEY_STATE_RELEASED) || (state->state_keys[9].key_id == key && state->state_keys[9].key_state < KEY_STATE_RELEASED); } inline bool input_is_pressed(const InputState* state, uint16 key) { return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_PRESSED) || (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_PRESSED) || (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_PRESSED) || (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_PRESSED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_PRESSED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_PRESSED) || (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_PRESSED) || (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_PRESSED) || (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_PRESSED) || (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_PRESSED) || (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_PRESSED); } inline bool input_is_held(const InputState* state, uint16 key) { return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_HELD) || (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_HELD) || (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_HELD) || (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_HELD) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_HELD) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_HELD) || (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_HELD) || (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_HELD) || (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_HELD) || (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_HELD) || (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_HELD); } inline bool input_is_released(const InputState* state, uint16 key) { return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_RELEASED) || (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_RELEASED) || (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_RELEASED) || (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_RELEASED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED) || (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_RELEASED) || (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_RELEASED) || (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_RELEASED) || (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_RELEASED) || (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_RELEASED); } inline bool input_was_down(const InputState* state, uint16 key) { return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_RELEASED) || (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_RELEASED) || (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_RELEASED) || (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_RELEASED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED) || (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED) || (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_RELEASED) || (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_RELEASED) || (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_RELEASED) || (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_RELEASED) || (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_RELEASED); } inline bool inputs_are_down( const InputState* state, uint16 key0, uint16 key1 = 0, uint16 key2 = 0, uint16 key3 = 0, uint16 key4 = 0 ) { return (key0 != 0 && input_is_down(state, key0)) && (key1 == 0 || input_is_down(state, key1)) && (key2 == 0 || input_is_down(state, key2)) && (key3 == 0 || input_is_down(state, key3)) && (key4 == 0 || input_is_down(state, key4)); } // We are binding hotkeys bi-directional void input_add_hotkey( InputMapping* mapping, uint8 hotkey, uint32 key0, uint32 key1 = 0, uint32 key2 = 0 ) { int count = 0; // Define required keys for hotkey if (key0 != 0) { // Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty) mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION] = (uint16) key0; ++count; } if (key1 != 0) { // Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty) mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + count] = (uint16) key1; ++count; } if (key2 != 0) { // Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty) mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + count] = (uint16) key2; } int key0_offset = ((bool) (key0 & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS + ((bool) (key0 & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS); int key1_offset = ((bool) (key1 & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS + ((bool) (key1 & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS); int key2_offset = ((bool) (key2 & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS + ((bool) (key2 & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS); key0 = (key0 & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX)); key1 = (key1 & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX)); key2 = (key2 & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX)); // Bind key to hotkey for (int i = 0; i < MAX_KEY_TO_HOTKEY; ++i) { if (key0 == 0 && key1 == 0 && key2 == 0) { break; } if (key0 != 0 && mapping->keys[key0 + key0_offset - 1][i] == 0) { mapping->keys[key0 + key0_offset - 1][i] = hotkey; key0 = 0; // prevent adding same key again } if (key1 != 0 && mapping->keys[key1 + key1_offset - 1][i] == 0) { mapping->keys[key1 + key1_offset - 1][i] = hotkey; key1 = 0; // prevent adding same key again } if (key2 != 0 && mapping->keys[key2 + key2_offset - 1][i] == 0) { mapping->keys[key2 + key2_offset - 1][i] = hotkey; key2 = 0; // prevent adding same key again } } } inline bool hotkey_is_active(const InputState* state, uint8 hotkey) { return state->state_hotkeys[0] == hotkey || state->state_hotkeys[1] == hotkey || state->state_hotkeys[2] == hotkey || state->state_hotkeys[3] == hotkey || state->state_hotkeys[4] == hotkey; } // similar to hotkey_is_active but instead of just performing a lookup in the input_hotkey_state created results // this is actively checking the current input state (not the hotkey state) inline bool hotkey_keys_are_active(const InputState* __restrict state, const InputMapping* __restrict mapping, uint8 hotkey) { uint16 key0 = mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION]; uint16 key1 = mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + 1]; uint16 key2 = mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + 2]; // This may seem a little bit confusing but we don't care if a input key is down or up // Any state means it was used recently BUT NOT YET HANDLED // If it was handled it would've been removed (at least in case of RELEASED) // Therefore, if a key has a state -> treat it as if active bool is_active = input_action_exists(state, key0); if (!is_active || key1 == 0) { return is_active; } is_active &= input_action_exists(state, key1); if (!is_active || key2 == 0) { return is_active; } return (is_active &= input_action_exists(state, key2)); } inline void input_set_state(InputState* state, uint16 key_id, uint16 new_state) { InputKey* free_state = NULL; bool action_required = true; for (int j = 0; j < MAX_KEY_STATES; ++j) { if (!free_state && state->state_keys[j].key_id == 0) { free_state = &state->state_keys[j]; } else if (state->state_keys[j].key_id == key_id) { state->state_keys[j].key_state = new_state; action_required = false; } } if (!action_required || !free_state) { return; } free_state->key_id = key_id; free_state->key_state = new_state; // @todo implement // free_state->time = 0; } void input_hotkey_state(InputState* __restrict state, const InputMapping* mapping) { memset(state->state_hotkeys, 0, sizeof(uint8) * MAX_KEY_PRESSES); int i = 0; // Check every key down state for (int key_state = 0; key_state < MAX_KEY_STATES; ++key_state) { if (state->state_keys[key_state].key_id == 0 || state->state_keys[key_state].key_state == KEY_STATE_RELEASED ) { // no key defined for this down state continue; } // Is a key defined for this state AND is at least one hotkey defined for this key // If no hotkey is defined we don't care // Careful, remember MAX_MOUSE_KEYS offset InputKey* input = &state->state_keys[key_state]; int32 internal_key_id = (input->key_id & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX)) + ((bool) (input->key_id & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS + ((bool) (input->key_id & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS); const uint8* hotkeys_for_key = mapping->keys[internal_key_id - 1]; if (hotkeys_for_key[0] == 0) { // no possible hotkey associated with this key continue; } // Check every possible hotkey // Since multiple input devices have their own button/key indices whe have to do this weird range handling for (int possible_hotkey_idx = 0; possible_hotkey_idx < MAX_KEY_TO_HOTKEY; ++possible_hotkey_idx) { // We only support a slimited amount of active hotkeys if (i >= MAX_KEY_PRESSES) { return; } bool is_pressed = hotkey_keys_are_active(state, mapping, hotkeys_for_key[possible_hotkey_idx]); // store active hotkey, if it is not already active if (is_pressed && !hotkey_is_active(state, hotkeys_for_key[possible_hotkey_idx])) { state->state_hotkeys[i] = hotkeys_for_key[possible_hotkey_idx]; ++i; } } } // @bug how to handle long press vs click // @bug how to handle priority? e.g. there might be a hotkey for 1 and one for alt+1 // in this case only the hotkey for alt+1 should be triggered // @bug how to handle other conditions besides buttons pressed together? some hotkeys are only available in certain situations } #endif