cOMS/input/Input.h
Dennis Eichhorn 39fbcf4300
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linux bug fixes
2025-03-22 01:10:19 +00:00

735 lines
29 KiB
C
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/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef COMS_INPUT_H
#define COMS_INPUT_H
#include "../stdlib/Types.h"
#include "../utils/BitUtils.h"
#include "../utils/StringUtils.h"
#include "../memory/BufferMemory.h"
#include "ControllerInput.h"
#include "InputConnectionType.h"
#define INPUT_MOUSE_BUTTON_1 1
#define INPUT_MOUSE_BUTTON_2 2
#define INPUT_MOUSE_BUTTON_3 3
#define INPUT_MOUSE_BUTTON_4 4
#define INPUT_MOUSE_BUTTON_5 5
#define INPUT_MOUSE_BUTTON_WHEEL 6
#define INPUT_MOUSE_BUTTON_HWHEEL 7
// 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_PRESS_TYPES (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 MIN_INPUT_DEVICES 2
// How many buttons together are allowed to form a hotkey
#define MAX_HOTKEY_COMBINATION 3
// These values are used as bit flags to hint32 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 1 << 13
#define INPUT_CONTROLLER_PREFIX 1 << 14
enum InputType {
INPUT_TYPE_NONE = 0,
INPUT_TYPE_MOUSE_KEYBOARD = 1 << 0,
INPUT_TYPE_CONTROLLER = 1 << 2,
INPUT_TYPE_OTHER = 1 << 3,
};
#define MIN_CONTROLLER_DEVICES 4
#define INPUT_LONG_PRESS_DURATION 250
#ifdef _WIN32
#include <windows.h>
#include <dinput.h>
#include "../platform/win32/UtilsWin32.h"
#endif
typedef void (*InputCallback)(void* data);
// @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
enum KeyPressType : byte {
KEY_PRESS_TYPE_NONE,
KEY_PRESS_TYPE_PRESSED,
KEY_PRESS_TYPE_HELD,
KEY_PRESS_TYPE_RELEASED,
};
struct Hotkey {
// negative hotkeys mean any of them needs to be matched, positive hotkeys means all of them need to be matched
// mixing positive and negative keys for one hotkey is not possible
// index = hotkey, value = key id
int16 scan_codes[MAX_HOTKEY_COMBINATION];
KeyPressType key_state;
InputCallback callback;
};
struct InputMapping {
// A hotkey can be bound to a combination of up to 3 key/button presses
// The indices represent the hotkey id
uint8 hotkey_count;
Hotkey* hotkeys;
};
struct InputKey {
// Includes flag for mouse, keyboard, controller
uint16 scan_code;
uint16 virtual_code;
KeyPressType key_state;
uint64 time; // when was this action performed (useful to decide if key state is held vs pressed)
bool is_processed;
int16 value; // e.g. stick/trigger keys have additional values
};
// @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 {
// Active hotkeys
uint16 active_hotkeys[MAX_KEY_PRESSES];
// Active keys
InputKey active_keys[MAX_KEY_PRESS_TYPES];
// @question Couldn't we make the values below 16 bit?
int32 dx;
int32 dy;
uint32 x;
uint32 y;
// Secondary coordinate input (usually used by controllers)
int32 dx2;
int32 dy2;
uint32 x2;
uint32 y2;
// Tertiary coordinate input (usually used by controllers)
int32 dx3;
int32 dy3;
uint32 x3;
uint32 y3;
};
enum GeneralInputState : byte {
INPUT_STATE_GENERAL_BUTTON_CHANGE = 1 << 0,
INPUT_STATE_GENERAL_MOUSE_CHANGE = 1 << 1,
INPUT_STATE_GENERAL_MOUSE_MOVEMENT = 1 << 2,
INPUT_STATE_GENERAL_TYPING_MODE = 1 << 3,
};
struct Input {
// Device
InputConnectionType connection_type;
#ifdef _WIN32
// @question maybe replace with id?!
// -> remove _WIN32 section?
HANDLE handle_keyboard;
HANDLE handle_mouse;
// @todo support all three versions
int32 controller_id; // used by XInput
HANDLE handle_controller; // used by raw input controller
LPDIRECTINPUTDEVICE8* direct_controller; // used by direct input controller
#endif
byte controller_type;
byte general_states;
InputState state;
uint64 time_last_input_check;
// @todo this should probably be somewhere else
// @todo don't we need multiple deadzones? triggers, sticks
uint32 deadzone = 10;
char text[512];
// This data is passed to the hotkey callback
void* callback_data;
InputMapping input_mapping1;
InputMapping input_mapping2;
};
inline
void input_init(Input* input, uint8 size, void* callback_data, BufferMemory* buf) noexcept
{
// Init input
input->callback_data = callback_data;
// Init mapping1
input->input_mapping1.hotkey_count = size;
input->input_mapping1.hotkeys = (Hotkey *) buffer_get_memory(
buf,
input->input_mapping1.hotkey_count * sizeof(Hotkey),
4, true
);
// Init mapping2
input->input_mapping2.hotkey_count = size;
input->input_mapping2.hotkeys = (Hotkey *) buffer_get_memory(
buf,
input->input_mapping2.hotkey_count * sizeof(Hotkey),
4, true
);
}
inline
void input_clean_state(InputKey* active_keys, KeyPressType press_status = KEY_PRESS_TYPE_RELEASED) noexcept
{
if (press_status) {
for (int32 i = 0; i < MAX_KEY_PRESS_TYPES; ++i) {
if (active_keys[i].key_state == press_status) {
memset(&active_keys[i], 0, sizeof(InputKey));
}
}
} else {
memset(active_keys, 0, MAX_KEY_PRESS_TYPES * sizeof(InputKey));
}
}
inline
bool input_action_exists(const InputKey* active_keys, int16 key, KeyPressType press_type = KEY_PRESS_TYPE_PRESSED) noexcept
{
return (active_keys[0].scan_code == key && active_keys[0].key_state == press_type)
|| (active_keys[1].scan_code == key && active_keys[1].key_state == press_type)
|| (active_keys[2].scan_code == key && active_keys[2].key_state == press_type)
|| (active_keys[3].scan_code == key && active_keys[3].key_state == press_type)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == press_type)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == press_type)
|| (active_keys[5].scan_code == key && active_keys[5].key_state == press_type)
|| (active_keys[6].scan_code == key && active_keys[6].key_state == press_type)
|| (active_keys[7].scan_code == key && active_keys[7].key_state == press_type)
|| (active_keys[8].scan_code == key && active_keys[8].key_state == press_type)
|| (active_keys[9].scan_code == key && active_keys[9].key_state == press_type);
}
inline
bool input_is_down(const InputKey* active_keys, int16 key) noexcept
{
return (active_keys[0].scan_code == key && active_keys[0].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[1].scan_code == key && active_keys[1].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[2].scan_code == key && active_keys[2].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[3].scan_code == key && active_keys[3].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[4].scan_code == key && active_keys[4].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[5].scan_code == key && active_keys[5].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[6].scan_code == key && active_keys[6].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[7].scan_code == key && active_keys[7].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[8].scan_code == key && active_keys[8].key_state != KEY_PRESS_TYPE_RELEASED)
|| (active_keys[9].scan_code == key && active_keys[9].key_state != KEY_PRESS_TYPE_RELEASED);
}
inline
bool input_is_pressed(const InputKey* active_keys, int16 key) noexcept
{
return (active_keys[0].scan_code == key && active_keys[0].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[1].scan_code == key && active_keys[1].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[2].scan_code == key && active_keys[2].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[3].scan_code == key && active_keys[3].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[5].scan_code == key && active_keys[5].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[6].scan_code == key && active_keys[6].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[7].scan_code == key && active_keys[7].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[8].scan_code == key && active_keys[8].key_state == KEY_PRESS_TYPE_PRESSED)
|| (active_keys[9].scan_code == key && active_keys[9].key_state == KEY_PRESS_TYPE_PRESSED);
}
inline
bool input_is_held(const InputKey* active_keys, int16 key) noexcept
{
return (active_keys[0].scan_code == key && active_keys[0].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[1].scan_code == key && active_keys[1].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[2].scan_code == key && active_keys[2].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[3].scan_code == key && active_keys[3].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[5].scan_code == key && active_keys[5].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[6].scan_code == key && active_keys[6].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[7].scan_code == key && active_keys[7].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[8].scan_code == key && active_keys[8].key_state == KEY_PRESS_TYPE_HELD)
|| (active_keys[9].scan_code == key && active_keys[9].key_state == KEY_PRESS_TYPE_HELD);
}
inline
bool input_is_released(const InputKey* active_keys, int16 key) noexcept
{
return (active_keys[0].scan_code == key && active_keys[0].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[1].scan_code == key && active_keys[1].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[2].scan_code == key && active_keys[2].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[3].scan_code == key && active_keys[3].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[5].scan_code == key && active_keys[5].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[6].scan_code == key && active_keys[6].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[7].scan_code == key && active_keys[7].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[8].scan_code == key && active_keys[8].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[9].scan_code == key && active_keys[9].key_state == KEY_PRESS_TYPE_RELEASED);
}
inline
bool input_was_down(const InputKey* active_keys, int16 key) noexcept
{
return (active_keys[0].scan_code == key && active_keys[0].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[1].scan_code == key && active_keys[1].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[2].scan_code == key && active_keys[2].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[3].scan_code == key && active_keys[3].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[4].scan_code == key && active_keys[4].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[5].scan_code == key && active_keys[5].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[6].scan_code == key && active_keys[6].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[7].scan_code == key && active_keys[7].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[8].scan_code == key && active_keys[8].key_state == KEY_PRESS_TYPE_RELEASED)
|| (active_keys[9].scan_code == key && active_keys[9].key_state == KEY_PRESS_TYPE_RELEASED);
}
inline
bool inputs_are_down(
const InputKey* active_keys,
int16 key0, int16 key1 = 0, int16 key2 = 0, int16 key3 = 0, int16 key4 = 0
) noexcept {
return (key0 != 0 && input_is_down(active_keys, key0))
&& (key1 == 0 || input_is_down(active_keys, key1))
&& (key2 == 0 || input_is_down(active_keys, key2))
&& (key3 == 0 || input_is_down(active_keys, key3))
&& (key4 == 0 || input_is_down(active_keys, key4));
}
void input_add_callback(InputMapping* mapping, uint8 hotkey, InputCallback callback) noexcept
{
mapping->hotkeys[hotkey].callback = callback;
}
// We are binding hotkeys bi-directional:
// Which keys are required for a certain hotkey
// What are the hotkeys a key can trigger
void
input_add_hotkey(
InputMapping* mapping, uint8 hotkey,
int16 key0, int16 key1 = 0, int16 key2 = 0,
KeyPressType press_type = KEY_PRESS_TYPE_PRESSED
) noexcept
{
int32 count = 0;
mapping->hotkeys[(hotkey - 1)].key_state = press_type;
// Define required keys for hotkey
// Note: -1 since the hotkeys always MUST start at 1 (0 is a special value for empty)
if (key0) {
mapping->hotkeys[(hotkey - 1)].scan_codes[count++] = key0;
key0 = OMS_ABS_INT16(key0);
}
if (key1) {
// Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty)
mapping->hotkeys[(hotkey - 1)].scan_codes[count++] = key1;
key1 = OMS_ABS_INT16(key1);
}
if (key2) {
// Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty)
mapping->hotkeys[(hotkey - 1)].scan_codes[count++] = key2;
key2 = OMS_ABS_INT16(key2);
}
}
inline
bool hotkey_is_active(const uint16* active_hotkeys, uint16 hotkey) noexcept
{
return active_hotkeys[0] == hotkey
|| active_hotkeys[1] == hotkey
|| active_hotkeys[2] == hotkey
|| active_hotkeys[3] == hotkey
|| active_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 InputKey* active_keys, const InputMapping* mapping, uint16 hotkey) noexcept
{
int16 key0 = mapping->hotkeys[(hotkey - 1)].scan_codes[0];
int16 key1 = mapping->hotkeys[(hotkey - 1)].scan_codes[1];
int16 key2 = mapping->hotkeys[(hotkey - 1)].scan_codes[2];
if (!key0 && !key1 && !key2) {
return false;
}
// 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
// The code below also allows optional keys which have a negative sign (at least one of the optional keys must be valid)
bool is_active = input_action_exists(active_keys, OMS_ABS_INT16(key0), mapping->hotkeys[(hotkey - 1)].key_state);
if ((!is_active && (key0 > 0 || key1 >= 0)) || (is_active && key0 < 0) || (key1 == 0 && key2 == 0)) {
return is_active;
}
is_active = input_action_exists(active_keys, OMS_ABS_INT16(key1), mapping->hotkeys[(hotkey - 1)].key_state);
if ((!is_active && (key1 > 0 || key2 >= 0)) || (is_active && key1 < 0) || (key2 == 0)) {
return is_active;
}
return input_action_exists(active_keys, OMS_ABS_INT16(key2), mapping->hotkeys[(hotkey - 1)].key_state);
}
inline
void input_set_state(InputKey* __restrict active_keys, const InputKey* __restrict new_key) noexcept
{
InputKey* free_state = NULL;
// Insert new key state or change if key already exists
for (int32 i = 0; i < MAX_KEY_PRESS_TYPES; ++i) {
if (!free_state && active_keys[i].scan_code == 0) {
free_state = &active_keys[i];
} else if (active_keys[i].scan_code == new_key->scan_code) {
active_keys[i].key_state = new_key->key_state;
active_keys[i].value += new_key->value;
active_keys[i].time = new_key->time;
return;
}
}
if (!free_state) {
return;
}
free_state->scan_code = new_key->scan_code;
free_state->virtual_code = new_key->virtual_code;
free_state->key_state = new_key->key_state;
free_state->value = new_key->value;
free_state->time = new_key->time;
}
// Controllers are a little bit special
// We need to manually check the specific buttons and set their key
// Since some controllers are constantly sending data like mad it's not possible to handle them event based
// We need to poll them and then check the old state against this new state (annoying but necessary)
// Mice are fully supported by RawInput and are fairly generalized in terms of their buttons -> no special function needed
inline
void input_set_controller_state(Input* input, ControllerInput* controller, uint64 time) noexcept
{
// Check active keys that might need to be set to inactive
for (int32 i = 0; i < MAX_KEY_PRESSES; ++i) {
if ((input->state.active_keys[i].scan_code & INPUT_CONTROLLER_PREFIX)
&& input->state.active_keys[i].key_state != KEY_PRESS_TYPE_RELEASED
) {
uint32 scan_code = input->state.active_keys[i].scan_code & ~INPUT_CONTROLLER_PREFIX;
if ((controller->is_analog[scan_code] && OMS_ABS_INT8(controller->button[scan_code]) < input->deadzone)
|| (!controller->is_analog[scan_code] && controller->button[scan_code] == 0)
) {
input->state.active_keys[i].key_state = KEY_PRESS_TYPE_RELEASED;
}
}
}
// Special keys
// @todo this code means we cannot change this behavior (e.g. swap mouse view to dpad, swap sticks, ...)
// @todo This is also not very general, maybe we can fix it like we did with analog vs digital key (instead of bool flag maybe bit flag)
if (OMS_ABS_INT8(controller->button[CONTROLLER_BUTTON_STICK_RIGHT_HORIZONTAL]) > input->deadzone) {
input->state.dx += controller->button[CONTROLLER_BUTTON_STICK_RIGHT_HORIZONTAL] / 8;
input->general_states |= INPUT_STATE_GENERAL_MOUSE_CHANGE;
} else {
input->state.dx = 0;
}
if (OMS_ABS_INT8(controller->button[CONTROLLER_BUTTON_STICK_RIGHT_VERTICAL]) > input->deadzone) {
input->state.dy += controller->button[CONTROLLER_BUTTON_STICK_RIGHT_VERTICAL] / 8;
input->general_states |= INPUT_STATE_GENERAL_MOUSE_CHANGE;
} else {
input->state.dy = 0;
}
if (OMS_ABS_INT8(controller->button[CONTROLLER_BUTTON_STICK_LEFT_HORIZONTAL]) > input->deadzone) {
input->state.dx2 += controller->button[CONTROLLER_BUTTON_STICK_LEFT_HORIZONTAL] / 8;
// @todo needs state change flag like mouse?!
} else {
input->state.dx2 = 0;
}
if (OMS_ABS_INT8(controller->button[CONTROLLER_BUTTON_STICK_LEFT_HORIZONTAL]) > input->deadzone) {
input->state.dy2 += controller->button[CONTROLLER_BUTTON_STICK_LEFT_HORIZONTAL] / 8;
// @todo needs state change flag like mouse?!
} else {
input->state.dy2 = 0;
}
// General Keys
int32 count = 0;
InputKey keys[5];
for (uint16 i = 0; i < 32; ++i) {
if ((controller->is_analog[i] && OMS_ABS_INT8(controller->button[i]) > input->deadzone)
|| (!controller->is_analog[i] && controller->button[i] != 0)
) {
keys[count].scan_code = i | INPUT_CONTROLLER_PREFIX;
keys[count].key_state = KEY_PRESS_TYPE_PRESSED;
keys[count].value = controller->button[i];
keys[count].time = time;
++count;
}
}
if (count > 0) {
for (int32 i = 0; i < count; ++i) {
input_set_state(input->state.active_keys, &keys[i]);
}
}
input->general_states |= INPUT_STATE_GENERAL_BUTTON_CHANGE;
}
void input_hotkey_state(Input* input) noexcept
{
InputState* state = &input->state;
memset(state->active_hotkeys, 0, sizeof(uint16) * MAX_KEY_PRESSES);
// Check if we have any active keys
if (memcmp(state->active_keys, ((byte *) state->active_keys) + 1, sizeof(state->active_keys) - 1) == 0) {
input_clean_state(state->active_keys);
return;
}
// Check typing mode
if (input->general_states & INPUT_STATE_GENERAL_TYPING_MODE) {
*input->text = '\0';
int32 input_characters = 0;
uint32 characters[10];
// Create keyboard state array
byte keyboard_state[256] = {};
for (int32 key_state = 0; key_state < MAX_KEY_PRESS_TYPES; ++key_state) {
if (state->active_keys[key_state].scan_code == 0
|| state->active_keys[key_state].key_state == KEY_PRESS_TYPE_RELEASED
) {
// no key defined for this down state
continue;
}
keyboard_state[state->active_keys[key_state].virtual_code & 0x00FF] = 0x80;
}
// Check if all keys result in text, if not -> is potential hotkey -> shouldn't output any text
for (int32 key_state = 0; key_state < MAX_KEY_PRESS_TYPES; ++key_state) {
if ((input->general_states & INPUT_STATE_GENERAL_TYPING_MODE)
&& (state->active_keys[key_state].scan_code & INPUT_KEYBOARD_PREFIX)
&& state->active_keys[key_state].key_state != KEY_PRESS_TYPE_RELEASED
) {
if (input_characters >= ARRAY_COUNT(characters)) {
break;
}
uint32 code = key_to_unicode(
state->active_keys[key_state].scan_code & 0x00FF,
state->active_keys[key_state].virtual_code & 0x00FF,
keyboard_state
);
// Is the pressed key a keyboard input
if (!code) {
// Is not text -> we have to reset characters
memset(characters, 0, sizeof(uint32) * input_characters);
input_characters = 0;
break;
}
characters[input_characters++] = code;
}
}
if (input_characters) {
// Mark keys
for (int32 key_state = 0; key_state < MAX_KEY_PRESS_TYPES; ++key_state) {
state->active_keys[key_state].is_processed = true;
state->active_keys[key_state].time = 0; // @todo fix
}
// Create text from input
char* pos = input->text;
for (uint32 i = 0; i < ARRAY_COUNT(characters); ++i) {
pos += utf8_decode(characters[i], pos);
}
*pos = '\0';
input_clean_state(state->active_keys);
return;
}
}
int32 active_hotkeys = 0;
// Check every mapping
for (int32 i = 0; i < 2; ++i) {
InputMapping* mapping = i == 0 ? &input->input_mapping1 : &input->input_mapping2;
// Check all possible hotkeys if all of their required keys are active
for (int16 hotkey_idx = 1; hotkey_idx <= mapping->hotkey_count; ++hotkey_idx) {
// We only support a limited amount of active hotkeys
if (active_hotkeys >= MAX_KEY_PRESSES) {
hotkey_idx = mapping->hotkey_count + 1;
i = 2;
break;
}
if (hotkey_is_active(state->active_hotkeys, hotkey_idx),
!hotkey_keys_are_active(state->active_keys, mapping, hotkey_idx)
) {
// Hotkey already active, we don't need to check if it needs to be activated
// Or not all keys for the hotkey are pressed or the KeyPressType is not the same
continue;
}
state->active_hotkeys[active_hotkeys++] = hotkey_idx;
// Run callback if defined
if (mapping->hotkeys[hotkey_idx].callback != 0) {
mapping->hotkeys[hotkey_idx].callback(input->callback_data);
}
}
}
input_clean_state(state->active_keys);
// @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
// @bug how to handle values (e.g. stick may or may not set the x/y or dx/dy in some situations)
// @bug how to allow rebinding/swapping of left and right stick? (maybe create handful of events e.g. set dx/dy that fire based on the input?)
// @bug There is a bug ONLY with the controller, when doing camera look around and holding the stick at and angle
// The hotkey seemingly loses activity after 1-2 sec if you then move the stick a little bit it works again
// It doesn't always happen but you can test it rather consistently within a couple of seconds
}
// @todo We probably need a way to unset a specific key and hotkey after processing it
bool input_key_is_longpress(const InputState* state, int16 key, uint64 time, f32 dt = 0.0f) noexcept {
for (int32 i = 0; i < MAX_KEY_PRESS_TYPES; ++i) {
if (state->active_keys[i].scan_code == key) {
return (f32) (time - state->active_keys[i].time) / 1000.0f >= (dt == 0.0f ? INPUT_LONG_PRESS_DURATION : dt);
}
}
return false;
}
// @todo I wrote this code at 9am after staying awake for the whole night and that is how that code looks like... fix it!
bool input_hotkey_is_longpress(const Input* input, uint8 hotkey, uint64 time, f32 dt = 0.0f) noexcept {
bool is_longpress = false;
for (int32 i = 0; i < MAX_KEY_PRESSES; ++i) {
if (input->state.active_hotkeys[i] != hotkey) {
continue;
}
is_longpress = true;
for (int32 j = 0; j < MAX_HOTKEY_COMBINATION; ++j) {
bool potential_miss = true;
bool both_empty = false;
if (input->input_mapping1.hotkeys[hotkey].scan_codes[j] > 0) {
if(!input_key_is_longpress(&input->state, input->input_mapping1.hotkeys[hotkey].scan_codes[j], time, dt)) {
potential_miss = true;
} else {
potential_miss = false;
}
} else {
both_empty = true;
}
if (!potential_miss) {
continue;
}
if (input->input_mapping2.hotkeys[hotkey].scan_codes[j] > 0) {
if(!input_key_is_longpress(&input->state, input->input_mapping2.hotkeys[hotkey].scan_codes[j], time, dt)) {
potential_miss = true;
} else {
potential_miss = false;
}
} else {
both_empty &= true;
}
if (both_empty) {
continue;
} else if (potential_miss) {
return false;
}
}
}
return is_longpress;
}
uint32 input_get_typed_character(InputState* state, uint64 time, uint64 dt) noexcept
{
byte keyboard_state[256] = {};
for (int32 key_state = 0; key_state < MAX_KEY_PRESS_TYPES; ++key_state) {
if (state->active_keys[key_state].scan_code == 0
|| state->active_keys[key_state].key_state == KEY_PRESS_TYPE_RELEASED
) {
// no key defined for this down state
continue;
}
keyboard_state[state->active_keys[key_state].virtual_code & 0x00FF] = 0x80;
}
for (int32 key_state = 0; key_state < MAX_KEY_PRESS_TYPES; ++key_state) {
if (state->active_keys[key_state].scan_code == 0
|| (state->active_keys[key_state].is_processed
&& state->active_keys[key_state].time - time <= dt)
) {
// no key defined for this down state
// key is already released
// key was already processed and is not yet eligible for continuous output
continue;
}
uint32 code = key_to_unicode(
state->active_keys[key_state].scan_code & 0x00FF,
state->active_keys[key_state].virtual_code & 0x00FF,
keyboard_state
);
if (code) {
// We are not outputting a repeat character multiple times in low fps situations.
// It is annoying as a user to suddenly have 10s of repeated character just because the game lagged
state->active_keys[key_state].is_processed = true;
state->active_keys[key_state].time = time;
return code;
}
}
return 0;
}
#endif