Mercurial > games > semicongine
comparison semiconginev2/old/input.nim @ 1218:56781cc0fc7c compiletime-tests
did: renamge main package
author | sam <sam@basx.dev> |
---|---|
date | Wed, 17 Jul 2024 21:01:37 +0700 |
parents | semicongine/old/input.nim@a3eb305bcac2 |
children |
comparison
equal
deleted
inserted
replaced
1217:f819a874058f | 1218:56781cc0fc7c |
---|---|
1 # Linux joystick: https://www.kernel.org/doc/Documentation/input/joystick-api.txt | |
2 # Windows joystick: https://learn.microsoft.com/en-us/windows/win32/xinput/getting-started-with-xinput | |
3 | |
4 | |
5 import std/tables | |
6 import std/strutils | |
7 | |
8 import ./core/vector | |
9 import ./events | |
10 import ./storage | |
11 | |
12 type | |
13 Input = object | |
14 keyIsDown: set[Key] | |
15 keyWasPressed: set[Key] | |
16 keyWasReleased: set[Key] | |
17 mouseIsDown: set[MouseButton] | |
18 mouseWasPressed: set[MouseButton] | |
19 mouseWasReleased: set[MouseButton] | |
20 mousePosition: Vec2f | |
21 mouseMove: Vec2f | |
22 mouseWheel: float32 | |
23 windowWasResized: bool = true | |
24 windowIsMinimized: bool = false | |
25 | |
26 # warning, shit is not thread safe | |
27 var input: Input | |
28 | |
29 proc UpdateInputs*(events: seq[Event]): bool = | |
30 # reset input states | |
31 input.keyWasPressed = {} | |
32 input.keyWasReleased = {} | |
33 input.mouseWasPressed = {} | |
34 input.mouseWasReleased = {} | |
35 input.mouseWheel = 0 | |
36 input.mouseMove = NewVec2f() | |
37 input.windowWasResized = false | |
38 | |
39 var killed = false | |
40 for event in events: | |
41 case event.eventType: | |
42 of Quit: | |
43 killed = true | |
44 of ResizedWindow: | |
45 input.windowWasResized = true | |
46 of KeyPressed: | |
47 input.keyWasPressed.incl event.key | |
48 input.keyIsDown.incl event.key | |
49 of KeyReleased: | |
50 input.keyWasReleased.incl event.key | |
51 input.keyIsDown.excl event.key | |
52 of MousePressed: | |
53 input.mouseWasPressed.incl event.button | |
54 input.mouseIsDown.incl event.button | |
55 of MouseReleased: | |
56 input.mouseWasReleased.incl event.button | |
57 input.mouseIsDown.excl event.button | |
58 of MouseMoved: | |
59 let newPos = NewVec2(float32(event.x), float32(event.y)) | |
60 input.mouseMove = newPos - input.mousePosition | |
61 input.mousePosition = newPos | |
62 of MouseWheel: | |
63 input.mouseWheel = event.amount | |
64 of MinimizedWindow: | |
65 input.windowIsMinimized = true | |
66 of RestoredWindow: | |
67 input.windowIsMinimized = false | |
68 | |
69 return not killed | |
70 | |
71 proc KeyIsDown*(key: Key): bool = key in input.keyIsDown | |
72 proc KeyWasPressed*(key: Key): bool = key in input.keyWasPressed | |
73 proc KeyWasPressed*(): bool = input.keyWasPressed.len > 0 | |
74 proc KeyWasReleased*(key: Key): bool = key in input.keyWasReleased | |
75 proc MouseIsDown*(button: MouseButton): bool = button in input.mouseIsDown | |
76 proc MouseWasPressed*(): bool = input.mouseWasPressed.len > 0 | |
77 proc MouseWasPressed*(button: MouseButton): bool = button in input.mouseWasPressed | |
78 proc MousePressedButtons*(): set[MouseButton] = input.mouseWasPressed | |
79 proc MouseWasReleased*(): bool = input.mouseWasReleased.len > 0 | |
80 proc MouseWasReleased*(button: MouseButton): bool = button in input.mouseWasReleased | |
81 proc MouseReleasedButtons*(): set[MouseButton] = input.mouseWasReleased | |
82 proc MousePosition*(): Vec2f = input.mousePosition | |
83 proc MousePositionNormalized*(size: (int, int)): Vec2f = | |
84 result.x = (input.mousePosition.x / float32(size[0])) * 2.0 - 1.0 | |
85 result.y = (input.mousePosition.y / float32(size[1])) * 2.0 - 1.0 | |
86 proc MouseMove*(): auto = input.mouseMove | |
87 proc MouseWheel*(): auto = input.mouseWheel | |
88 proc WindowWasResized*(): auto = input.windowWasResized | |
89 proc WindowIsMinimized*(): auto = input.windowIsMinimized | |
90 | |
91 # actions as a slight abstraction over raw input | |
92 | |
93 type | |
94 ActionMap = object | |
95 keyActions: Table[string, set[Key]] | |
96 mouseActions: Table[string, set[MouseButton]] | |
97 | |
98 # warning, shit is not thread safe | |
99 var actionMap: ActionMap | |
100 | |
101 proc MapAction*[T: enum](action: T, key: Key) = | |
102 if not actionMap.keyActions.contains($action): | |
103 actionMap.keyActions[$action] = {} | |
104 actionMap.keyActions[$action].incl key | |
105 | |
106 proc MapAction*[T: enum](action: T, button: MouseButton) = | |
107 if not actionMap.mouseActions.contains($action): | |
108 actionMap.mouseActions[$action] = {} | |
109 actionMap.mouseActions[$action].incl button | |
110 | |
111 proc MapAction*[T: enum](action: T, keys: openArray[Key|MouseButton]) = | |
112 for key in keys: | |
113 MapAction(action, key) | |
114 | |
115 proc UnmapAction*[T: enum](action: T, key: Key) = | |
116 if actionMap.keyActions.contains($action): | |
117 actionMap.keyActions[$action].excl(key) | |
118 | |
119 proc UnmapAction*[T: enum](action: T, button: MouseButton) = | |
120 if actionMap.mouseActions.contains($action): | |
121 actionMap.mouseActions[$action].excl(button) | |
122 | |
123 proc UnmapAction*[T: enum](action: T) = | |
124 if actionMap.keyActions.contains($action): | |
125 actionMap.keyActions[$action] = {} | |
126 if actionMap.mouseActions.contains($action): | |
127 actionMap.mouseActions[$action] = {} | |
128 | |
129 proc SaveCurrentActionMapping*() = | |
130 for name, keys in actionMap.keyActions.pairs: | |
131 SystemStorage.Store(name, keys, table = "input_mapping_key") | |
132 for name, buttons in actionMap.mouseActions.pairs: | |
133 SystemStorage.Store(name, buttons, table = "input_mapping_mouse") | |
134 | |
135 proc LoadActionMapping*[T]() = | |
136 reset(actionMap) | |
137 for name in SystemStorage.List(table = "input_mapping_key"): | |
138 let action = parseEnum[T](name) | |
139 let keys = SystemStorage.Load(name, set[Key](), table = "input_mapping_key") | |
140 for key in keys: | |
141 MapAction(action, key) | |
142 | |
143 proc ActionDown*[T](action: T): bool = | |
144 if actionMap.keyActions.contains($action): | |
145 for key in actionMap.keyActions[$action]: | |
146 if key in input.keyIsDown: | |
147 return true | |
148 return false | |
149 if actionMap.mouseActions.contains($action): | |
150 for button in actionMap.mouseActions[$action]: | |
151 if button in input.mouseIsDown: | |
152 return true | |
153 return false | |
154 | |
155 proc ActionPressed*[T](action: T): bool = | |
156 if actionMap.keyActions.contains($action): | |
157 for key in actionMap.keyActions[$action]: | |
158 if key in input.keyWasPressed: | |
159 return true | |
160 elif actionMap.mouseActions.contains($action): | |
161 for button in actionMap.mouseActions[$action]: | |
162 if button in input.mouseWasPressed: | |
163 return true | |
164 | |
165 proc ActionReleased*[T](action: T): bool = | |
166 if actionMap.keyActions.contains($action): | |
167 for key in actionMap.keyActions[$action]: | |
168 if key in input.keyWasReleased: | |
169 return true | |
170 elif actionMap.mouseActions.contains($action): | |
171 for button in actionMap.mouseActions[$action]: | |
172 if button in input.mouseWasReleased: | |
173 return true | |
174 | |
175 proc ActionValue*[T](action: T): float32 = | |
176 if actionMap.keyActions.contains($action): | |
177 for key in actionMap.keyActions[$action]: | |
178 if key in input.keyIsDown: | |
179 return 1 | |
180 elif actionMap.mouseActions.contains($action): | |
181 for button in actionMap.mouseActions[$action]: | |
182 if button in input.mouseIsDown: | |
183 return 1 |