HandmadeHero/project/engine/input.hpp

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#pragma once
#if INTELLISENSE_DIRECTIVES
#include "platform/platform.hpp"
#include "engine_module.hpp"
#endif
NS_ENGINE_BEGIN
// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
constexpr u32 Max_Controllers = 4;
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struct DigitalBtn
{
s32 half_transitions;
b32 ended_down;
};
struct AnalogAxis
{
f32 start;
f32 end;
f32 min;
f32 max;
// Platform doesn't provide this, we process in the engine layer.
f32 average;
};
struct AnalogStick
{
AnalogAxis X;
AnalogAxis Y;
};
union KeyboardState
{
DigitalBtn keys[12];
struct {
DigitalBtn _1;
DigitalBtn _2;
DigitalBtn _3;
DigitalBtn _4;
DigitalBtn Q;
DigitalBtn E;
DigitalBtn W;
DigitalBtn A;
DigitalBtn S;
DigitalBtn D;
DigitalBtn K;
DigitalBtn L;
DigitalBtn escape;
DigitalBtn backspace;
DigitalBtn up;
DigitalBtn down;
DigitalBtn left;
DigitalBtn right;
DigitalBtn space;
DigitalBtn pause;
DigitalBtn left_alt;
DigitalBtn right_alt;
DigitalBtn right_shift;
DigitalBtn left_shift;
};
};
struct MousesState
{
DigitalBtn left;
DigitalBtn middle;
DigitalBtn right;
AnalogAxis X;
AnalogAxis Y;
AnalogAxis vertical_wheel;
AnalogAxis horizontal_wheel;
};
struct XInputPadState
{
struct
{
AnalogStick left;
AnalogStick right;
} stick;
AnalogAxis left_trigger;
AnalogAxis right_trigger;
union {
DigitalBtn btns[14];
struct {
struct {
DigitalBtn up;
DigitalBtn down;
DigitalBtn left;
DigitalBtn right;
} dpad;
DigitalBtn A;
DigitalBtn B;
DigitalBtn X;
DigitalBtn Y;
DigitalBtn back;
DigitalBtn start;
DigitalBtn left_shoulder;
DigitalBtn right_shoulder;
};
};
};
using XInputPadStates = XInputPadState*[ Max_Controllers ];
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struct DualsensePadState
{
struct
{
AnalogStick left;
AnalogStick right;
} stick;
AnalogAxis L2;
AnalogAxis R2;
union {
DigitalBtn btns[14];
struct {
struct {
DigitalBtn up;
DigitalBtn down;
DigitalBtn left;
DigitalBtn right;
} dpad;
DigitalBtn cross;
DigitalBtn circle;
DigitalBtn square;
DigitalBtn triangle;
DigitalBtn share;
DigitalBtn options;
DigitalBtn L1;
DigitalBtn R1;
};
};
};
using DualsensePadStates = DualsensePadState*[ Max_Controllers ];
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struct InputStateSnapshot
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{
KeyboardState keyboard;
MousesState mouse;
XInputPadState xpads [ Max_Controllers ];
DualsensePadState ds_pads[ Max_Controllers ];
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};
struct InputState
{
KeyboardState* keyboard;
MousesState* mouse;
XInputPadStates xpads;
DualsensePadStates ds_pads;
};
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using InputBindCallback = void( void* );
using InputBindCallback_DigitalBtn = void( engine::DigitalBtn* button );
using InputBindCallback_AnalogAxis = void( engine::AnalogAxis* axis );
using InputBindCallback_AnalogStick = void( engine::AnalogStick* stick );
struct InputMode
{
InputBindCallback* binds;
s32 num_binds;
};
NS_ENGINE_END