cOMS/input/Input.h

410 lines
17 KiB
C

/**
* 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 <windows.h>
#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