Change clang-format settings and format all codes

This commit is contained in:
esuo1198
2024-04-26 16:01:00 +09:00
parent 6a4082d511
commit bf2f54df84
15 changed files with 2033 additions and 2017 deletions
+290 -287
View File
@@ -3,8 +3,8 @@
#include <windows.h>
struct {
const char *string;
uint8_t keycode;
const char *string;
uint8_t keycode;
} ConfigKeyboardButtons[] = {
// Reference:https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
// Wayback Machine:https://web.archive.org/web/20231223135232/https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
@@ -130,8 +130,8 @@ struct {
};
struct {
const char *string;
SDL_GameControllerButton button;
const char *string;
SDL_GameControllerButton button;
} ConfigControllerButtons[] = {
{"SDL_A", SDL_CONTROLLER_BUTTON_A},
{"SDL_B", SDL_CONTROLLER_BUTTON_B},
@@ -157,27 +157,28 @@ struct {
};
struct {
const char *string;
SDLAxis axis;
const char *string;
SDLAxis axis;
} ConfigControllerAXIS[] = {
{"SDL_LSTICK_LEFT", SDL_AXIS_LEFT_LEFT}, {"SDL_LSTICK_UP", SDL_AXIS_LEFT_UP}, {"SDL_LSTICK_DOWN", SDL_AXIS_LEFT_DOWN}, {"SDL_LSTICK_RIGHT", SDL_AXIS_LEFT_RIGHT},
{"SDL_RSTICK_LEFT", SDL_AXIS_RIGHT_LEFT}, {"SDL_RSTICK_UP", SDL_AXIS_RIGHT_UP}, {"SDL_RSTICK_DOWN", SDL_AXIS_RIGHT_DOWN}, {"SDL_RSTICK_RIGHT", SDL_AXIS_RIGHT_RIGHT},
{"SDL_LTRIGGER", SDL_AXIS_LTRIGGER_DOWN}, {"SDL_RTRIGGER", SDL_AXIS_RTRIGGER_DOWN},
{"SDL_LSTICK_LEFT", SDL_AXIS_LEFT_LEFT}, {"SDL_LSTICK_UP", SDL_AXIS_LEFT_UP}, {"SDL_LSTICK_DOWN", SDL_AXIS_LEFT_DOWN},
{"SDL_LSTICK_RIGHT", SDL_AXIS_LEFT_RIGHT}, {"SDL_RSTICK_LEFT", SDL_AXIS_RIGHT_LEFT}, {"SDL_RSTICK_UP", SDL_AXIS_RIGHT_UP},
{"SDL_RSTICK_DOWN", SDL_AXIS_RIGHT_DOWN}, {"SDL_RSTICK_RIGHT", SDL_AXIS_RIGHT_RIGHT}, {"SDL_LTRIGGER", SDL_AXIS_LTRIGGER_DOWN},
{"SDL_RTRIGGER", SDL_AXIS_RTRIGGER_DOWN},
};
struct {
const char *string;
Scroll scroll;
const char *string;
Scroll scroll;
} ConfigMouseScroll[] = {
{"SCROLL_UP", MOUSE_SCROLL_UP},
{"SCROLL_DOWN", MOUSE_SCROLL_DOWN},
};
struct MouseState {
POINT Position;
POINT RelativePosition;
bool ScrolledUp;
bool ScrolledDown;
POINT Position;
POINT RelativePosition;
bool ScrolledUp;
bool ScrolledDown;
} currentMouseState, lastMouseState;
bool currentKeyboardState[0xFF];
@@ -193,297 +194,299 @@ SDL_GameController *controllers[255];
void
SetConfigValue (toml_table_t *table, const char *key, Keybindings *keybind) {
toml_array_t *array = toml_array_in (table, key);
if (!array) {
printWarning ("%s (%s): Cannot find array\n", __func__, key);
return;
}
toml_array_t *array = toml_array_in (table, key);
if (!array) {
printWarning ("%s (%s): Cannot find array\n", __func__, key);
return;
}
memset (keybind, 0, sizeof (*keybind));
for (size_t i = 0; i < COUNTOFARR (keybind->buttons); i++)
keybind->buttons[i] = SDL_CONTROLLER_BUTTON_INVALID;
memset (keybind, 0, sizeof (*keybind));
for (size_t i = 0; i < COUNTOFARR (keybind->buttons); i++)
keybind->buttons[i] = SDL_CONTROLLER_BUTTON_INVALID;
for (size_t i = 0;; i++) {
toml_datum_t bind = toml_string_at (array, i);
if (!bind.ok) break;
ConfigValue value = StringToConfigEnum (bind.u.s);
free (bind.u.s);
for (size_t i = 0;; i++) {
toml_datum_t bind = toml_string_at (array, i);
if (!bind.ok) break;
ConfigValue value = StringToConfigEnum (bind.u.s);
free (bind.u.s);
switch (value.type) {
case keycode:
for (size_t i = 0; i < COUNTOFARR (keybind->keycodes); i++) {
if (keybind->keycodes[i] == 0) {
keybind->keycodes[i] = value.keycode;
break;
}
}
break;
case button:
for (size_t i = 0; i < COUNTOFARR (keybind->buttons); i++) {
if (keybind->buttons[i] == SDL_CONTROLLER_BUTTON_INVALID) {
keybind->buttons[i] = value.button;
break;
}
}
break;
case axis:
for (size_t i = 0; i < COUNTOFARR (keybind->axis); i++) {
if (keybind->axis[i] == 0) {
keybind->axis[i] = value.axis;
break;
}
}
case scroll:
for (size_t i = 0; i < COUNTOFARR (keybind->scroll); i++) {
if (keybind->scroll[i] == 0) {
keybind->scroll[i] = value.scroll;
break;
}
}
break;
default: break;
}
}
switch (value.type) {
case keycode:
for (size_t i = 0; i < COUNTOFARR (keybind->keycodes); i++) {
if (keybind->keycodes[i] == 0) {
keybind->keycodes[i] = value.keycode;
break;
}
}
break;
case button:
for (size_t i = 0; i < COUNTOFARR (keybind->buttons); i++) {
if (keybind->buttons[i] == SDL_CONTROLLER_BUTTON_INVALID) {
keybind->buttons[i] = value.button;
break;
}
}
break;
case axis:
for (size_t i = 0; i < COUNTOFARR (keybind->axis); i++) {
if (keybind->axis[i] == 0) {
keybind->axis[i] = value.axis;
break;
}
}
case scroll:
for (size_t i = 0; i < COUNTOFARR (keybind->scroll); i++) {
if (keybind->scroll[i] == 0) {
keybind->scroll[i] = value.scroll;
break;
}
}
break;
default: break;
}
}
}
bool
InitializePoll (HWND windowHandle) {
bool hasRumble = true;
SDL_SetMainReady ();
bool hasRumble = true;
SDL_SetMainReady ();
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
SDL_SetHint (SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
if (SDL_Init (SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_VIDEO) != 0) {
if (SDL_Init (SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_VIDEO) == 0) {
hasRumble = false;
} else {
printError ("SDL_Init (SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_VIDEO): "
"%s\n",
SDL_GetError ());
return false;
}
}
if (SDL_Init (SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_VIDEO) != 0) {
if (SDL_Init (SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_VIDEO) == 0) {
hasRumble = false;
} else {
printError ("SDL_Init (SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_VIDEO): "
"%s\n",
SDL_GetError ());
return false;
}
}
auto configPath = std::filesystem::current_path () / "gamecontrollerdb.txt";
if (SDL_GameControllerAddMappingsFromFile (configPath.string ().c_str ()) == -1) printError ("%s (): Cannot read gamecontrollerdb.txt\n", __func__);
SDL_GameControllerEventState (SDL_ENABLE);
SDL_JoystickEventState (SDL_ENABLE);
auto configPath = std::filesystem::current_path () / "gamecontrollerdb.txt";
if (SDL_GameControllerAddMappingsFromFile (configPath.string ().c_str ()) == -1)
printError ("%s (): Cannot read gamecontrollerdb.txt\n", __func__);
SDL_GameControllerEventState (SDL_ENABLE);
SDL_JoystickEventState (SDL_ENABLE);
for (int i = 0; i < SDL_NumJoysticks (); i++) {
if (!SDL_IsGameController (i)) continue;
for (int i = 0; i < SDL_NumJoysticks (); i++) {
if (!SDL_IsGameController (i)) continue;
SDL_GameController *controller = SDL_GameControllerOpen (i);
if (!controller) {
printWarning ("Could not open gamecontroller %s: %s\n", SDL_GameControllerNameForIndex (i), SDL_GetError ());
continue;
}
controllers[i] = controller;
}
SDL_GameController *controller = SDL_GameControllerOpen (i);
if (!controller) {
printWarning ("Could not open gamecontroller %s: %s\n", SDL_GameControllerNameForIndex (i), SDL_GetError ());
continue;
}
controllers[i] = controller;
}
window = SDL_CreateWindowFrom (windowHandle);
if (window == NULL) printError ("SDL_CreateWindowFrom (windowHandle): %s\n", SDL_GetError ());
window = SDL_CreateWindowFrom (windowHandle);
if (window == NULL) printError ("SDL_CreateWindowFrom (windowHandle): %s\n", SDL_GetError ());
atexit (DisposePoll);
atexit (DisposePoll);
return hasRumble;
return hasRumble;
}
void
UpdatePoll (HWND windowHandle) {
if (windowHandle == NULL || GetForegroundWindow () != windowHandle) return;
if (windowHandle == NULL || GetForegroundWindow () != windowHandle) return;
memcpy (lastKeyboardState, currentKeyboardState, 255);
memcpy (lastControllerButtonsState, currentControllerButtonsState, 21);
lastMouseState = currentMouseState;
lastControllerAxisState = currentControllerAxisState;
memcpy (lastKeyboardState, currentKeyboardState, 255);
memcpy (lastControllerButtonsState, currentControllerButtonsState, 21);
lastMouseState = currentMouseState;
lastControllerAxisState = currentControllerAxisState;
for (uint8_t i = 0; i < 0xFF; i++)
currentKeyboardState[i] = GetAsyncKeyState (i) != 0;
for (uint8_t i = 0; i < 0xFF; i++)
currentKeyboardState[i] = GetAsyncKeyState (i) != 0;
currentMouseState.ScrolledUp = false;
currentMouseState.ScrolledDown = false;
currentMouseState.ScrolledUp = false;
currentMouseState.ScrolledDown = false;
GetCursorPos (&currentMouseState.Position);
ScreenToClient (windowHandle, &currentMouseState.Position);
GetCursorPos (&currentMouseState.Position);
ScreenToClient (windowHandle, &currentMouseState.Position);
SDL_Event event;
SDL_GameController *controller;
while (SDL_PollEvent (&event) != 0) {
switch (event.type) {
case SDL_CONTROLLERDEVICEADDED:
if (!SDL_IsGameController (event.cdevice.which)) break;
SDL_Event event;
SDL_GameController *controller;
while (SDL_PollEvent (&event) != 0) {
switch (event.type) {
case SDL_CONTROLLERDEVICEADDED:
if (!SDL_IsGameController (event.cdevice.which)) break;
controller = SDL_GameControllerOpen (event.cdevice.which);
if (!controller) {
printError ("%s (): Could not open gamecontroller %s: %s\n", __func__, SDL_GameControllerNameForIndex (event.cdevice.which), SDL_GetError ());
continue;
}
controllers[event.cdevice.which] = controller;
break;
case SDL_CONTROLLERDEVICEREMOVED:
if (!SDL_IsGameController (event.cdevice.which)) break;
SDL_GameControllerClose (controllers[event.cdevice.which]);
break;
case SDL_MOUSEWHEEL:
if (event.wheel.y > 0) currentMouseState.ScrolledUp = true;
else if (event.wheel.y < 0) currentMouseState.ScrolledDown = true;
break;
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERBUTTONDOWN: currentControllerButtonsState[event.cbutton.button] = event.cbutton.state; break;
case SDL_CONTROLLERAXISMOTION:
if (event.caxis.value > 1) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftRight = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_RIGHTX: currentControllerAxisState.RightRight = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_RIGHTY: currentControllerAxisState.RightDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = (float)event.caxis.value / 32767; break;
}
} else if (event.caxis.value < -1) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftLeft = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftUp = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_RIGHTX: currentControllerAxisState.RightLeft = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_RIGHTY: currentControllerAxisState.RightUp = (float)event.caxis.value / -32768; break;
}
} else {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
currentControllerAxisState.LeftRight = 0;
currentControllerAxisState.LeftLeft = 0;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
currentControllerAxisState.LeftDown = 0;
currentControllerAxisState.LeftUp = 0;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
currentControllerAxisState.RightRight = 0;
currentControllerAxisState.RightLeft = 0;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
currentControllerAxisState.RightDown = 0;
currentControllerAxisState.RightUp = 0;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = 0; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = 0; break;
}
}
break;
}
}
controller = SDL_GameControllerOpen (event.cdevice.which);
if (!controller) {
printError ("%s (): Could not open gamecontroller %s: %s\n", __func__, SDL_GameControllerNameForIndex (event.cdevice.which),
SDL_GetError ());
continue;
}
controllers[event.cdevice.which] = controller;
break;
case SDL_CONTROLLERDEVICEREMOVED:
if (!SDL_IsGameController (event.cdevice.which)) break;
SDL_GameControllerClose (controllers[event.cdevice.which]);
break;
case SDL_MOUSEWHEEL:
if (event.wheel.y > 0) currentMouseState.ScrolledUp = true;
else if (event.wheel.y < 0) currentMouseState.ScrolledDown = true;
break;
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERBUTTONDOWN: currentControllerButtonsState[event.cbutton.button] = event.cbutton.state; break;
case SDL_CONTROLLERAXISMOTION:
if (event.caxis.value > 1) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftRight = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_RIGHTX: currentControllerAxisState.RightRight = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_RIGHTY: currentControllerAxisState.RightDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = (float)event.caxis.value / 32767; break;
}
} else if (event.caxis.value < -1) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftLeft = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftUp = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_RIGHTX: currentControllerAxisState.RightLeft = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_RIGHTY: currentControllerAxisState.RightUp = (float)event.caxis.value / -32768; break;
}
} else {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
currentControllerAxisState.LeftRight = 0;
currentControllerAxisState.LeftLeft = 0;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
currentControllerAxisState.LeftDown = 0;
currentControllerAxisState.LeftUp = 0;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
currentControllerAxisState.RightRight = 0;
currentControllerAxisState.RightLeft = 0;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
currentControllerAxisState.RightDown = 0;
currentControllerAxisState.RightUp = 0;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = 0; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = 0; break;
}
}
break;
}
}
}
void
DisposePoll () {
SDL_DestroyWindow (window);
SDL_Quit ();
SDL_DestroyWindow (window);
SDL_Quit ();
}
ConfigValue
StringToConfigEnum (const char *value) {
ConfigValue rval;
for (size_t i = 0; i < COUNTOFARR (ConfigKeyboardButtons); ++i)
if (!strcmp (value, ConfigKeyboardButtons[i].string)) {
rval.type = keycode;
rval.keycode = ConfigKeyboardButtons[i].keycode;
return rval;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerButtons); ++i)
if (!strcmp (value, ConfigControllerButtons[i].string)) {
rval.type = button;
rval.button = ConfigControllerButtons[i].button;
return rval;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerAXIS); ++i)
if (!strcmp (value, ConfigControllerAXIS[i].string)) {
rval.type = axis;
rval.axis = ConfigControllerAXIS[i].axis;
return rval;
}
for (size_t i = 0; i < COUNTOFARR (ConfigMouseScroll); ++i)
if (!strcmp (value, ConfigMouseScroll[i].string)) {
rval.type = scroll;
rval.scroll = ConfigMouseScroll[i].scroll;
return rval;
}
ConfigValue rval;
for (size_t i = 0; i < COUNTOFARR (ConfigKeyboardButtons); ++i)
if (!strcmp (value, ConfigKeyboardButtons[i].string)) {
rval.type = keycode;
rval.keycode = ConfigKeyboardButtons[i].keycode;
return rval;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerButtons); ++i)
if (!strcmp (value, ConfigControllerButtons[i].string)) {
rval.type = button;
rval.button = ConfigControllerButtons[i].button;
return rval;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerAXIS); ++i)
if (!strcmp (value, ConfigControllerAXIS[i].string)) {
rval.type = axis;
rval.axis = ConfigControllerAXIS[i].axis;
return rval;
}
for (size_t i = 0; i < COUNTOFARR (ConfigMouseScroll); ++i)
if (!strcmp (value, ConfigMouseScroll[i].string)) {
rval.type = scroll;
rval.scroll = ConfigMouseScroll[i].scroll;
return rval;
}
printError ("%s (%s): Unknown value\n", __func__, value);
return rval;
printError ("%s (%s): Unknown value\n", __func__, value);
return rval;
}
InternalButtonState
GetInternalButtonState (Keybindings bindings) {
InternalButtonState buttons = {0};
InternalButtonState buttons = {0};
for (size_t i = 0; i < COUNTOFARR (ConfigKeyboardButtons); i++) {
if (bindings.keycodes[i] == 0) continue;
if (KeyboardIsReleased (bindings.keycodes[i])) buttons.Released = 1;
if (KeyboardIsDown (bindings.keycodes[i])) buttons.Down = 1;
if (KeyboardIsTapped (bindings.keycodes[i])) buttons.Tapped = 1;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerButtons); i++) {
if (bindings.buttons[i] == SDL_CONTROLLER_BUTTON_INVALID) continue;
if (ControllerButtonIsReleased (bindings.buttons[i])) buttons.Released = 1;
if (ControllerButtonIsDown (bindings.buttons[i])) buttons.Down = 1;
if (ControllerButtonIsTapped (bindings.buttons[i])) buttons.Tapped = 1;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerAXIS); i++) {
if (bindings.axis[i] == 0) continue;
if (float val = ControllerAxisIsReleased (bindings.axis[i])) buttons.Released = val;
if (float val = ControllerAxisIsDown (bindings.axis[i])) buttons.Down = val;
if (float val = ControllerAxisIsTapped (bindings.axis[i])) buttons.Tapped = val;
}
for (size_t i = 0; i < COUNTOFARR (ConfigMouseScroll); i++) {
if (bindings.scroll[i] == 0) continue;
if (GetMouseScrollIsReleased (bindings.scroll[i])) buttons.Released = 1;
if (GetMouseScrollIsDown (bindings.scroll[i])) buttons.Down = 1;
if (GetMouseScrollIsTapped (bindings.scroll[i])) buttons.Tapped = 1;
}
for (size_t i = 0; i < COUNTOFARR (ConfigKeyboardButtons); i++) {
if (bindings.keycodes[i] == 0) continue;
if (KeyboardIsReleased (bindings.keycodes[i])) buttons.Released = 1;
if (KeyboardIsDown (bindings.keycodes[i])) buttons.Down = 1;
if (KeyboardIsTapped (bindings.keycodes[i])) buttons.Tapped = 1;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerButtons); i++) {
if (bindings.buttons[i] == SDL_CONTROLLER_BUTTON_INVALID) continue;
if (ControllerButtonIsReleased (bindings.buttons[i])) buttons.Released = 1;
if (ControllerButtonIsDown (bindings.buttons[i])) buttons.Down = 1;
if (ControllerButtonIsTapped (bindings.buttons[i])) buttons.Tapped = 1;
}
for (size_t i = 0; i < COUNTOFARR (ConfigControllerAXIS); i++) {
if (bindings.axis[i] == 0) continue;
if (float val = ControllerAxisIsReleased (bindings.axis[i])) buttons.Released = val;
if (float val = ControllerAxisIsDown (bindings.axis[i])) buttons.Down = val;
if (float val = ControllerAxisIsTapped (bindings.axis[i])) buttons.Tapped = val;
}
for (size_t i = 0; i < COUNTOFARR (ConfigMouseScroll); i++) {
if (bindings.scroll[i] == 0) continue;
if (GetMouseScrollIsReleased (bindings.scroll[i])) buttons.Released = 1;
if (GetMouseScrollIsDown (bindings.scroll[i])) buttons.Down = 1;
if (GetMouseScrollIsTapped (bindings.scroll[i])) buttons.Tapped = 1;
}
return buttons;
return buttons;
}
void
SetRumble (int left, int right, int length) {
for (size_t i = 0; i < COUNTOFARR (controllers); i++) {
if (!controllers[i] || !SDL_GameControllerHasRumble (controllers[i])) continue;
for (size_t i = 0; i < COUNTOFARR (controllers); i++) {
if (!controllers[i] || !SDL_GameControllerHasRumble (controllers[i])) continue;
SDL_GameControllerRumble (controllers[i], left, right, length);
}
SDL_GameControllerRumble (controllers[i], left, right, length);
}
}
bool
KeyboardIsDown (uint8_t keycode) {
return currentKeyboardState[keycode];
return currentKeyboardState[keycode];
}
bool
KeyboardIsUp (uint8_t keycode) {
return !KeyboardIsDown (keycode);
return !KeyboardIsDown (keycode);
}
bool
KeyboardIsTapped (uint8_t keycode) {
return KeyboardIsDown (keycode) && KeyboardWasUp (keycode);
return KeyboardIsDown (keycode) && KeyboardWasUp (keycode);
}
bool
KeyboardIsReleased (uint8_t keycode) {
return KeyboardIsUp (keycode) && KeyboardWasDown (keycode);
return KeyboardIsUp (keycode) && KeyboardWasDown (keycode);
}
bool
KeyboardWasDown (uint8_t keycode) {
return lastKeyboardState[keycode];
return lastKeyboardState[keycode];
}
bool
KeyboardWasUp (uint8_t keycode) {
return !KeyboardWasDown (keycode);
return !KeyboardWasDown (keycode);
}
POINT
@@ -500,142 +503,142 @@ GetLastMouseRelativePosition () { return lastMouseState.RelativePosition; }
void
SetMousePosition (POINT newPosition) {
currentMouseState.Position = newPosition;
currentMouseState.Position = newPosition;
}
bool
GetMouseScrollUp () {
return currentMouseState.ScrolledUp;
return currentMouseState.ScrolledUp;
}
bool
GetMouseScrollDown () {
return currentMouseState.ScrolledDown;
return currentMouseState.ScrolledDown;
}
bool
GetWasMouseScrollUp () {
return lastMouseState.ScrolledUp;
return lastMouseState.ScrolledUp;
}
bool
GetWasMouseScrollDown () {
return lastMouseState.ScrolledDown;
return lastMouseState.ScrolledDown;
}
bool
GetMouseScrollIsReleased (Scroll scroll) {
if (scroll == MOUSE_SCROLL_UP) return !GetMouseScrollUp () && GetWasMouseScrollUp ();
else return !GetMouseScrollDown () && GetWasMouseScrollDown ();
if (scroll == MOUSE_SCROLL_UP) return !GetMouseScrollUp () && GetWasMouseScrollUp ();
else return !GetMouseScrollDown () && GetWasMouseScrollDown ();
}
bool
GetMouseScrollIsDown (Scroll scroll) {
if (scroll == MOUSE_SCROLL_UP) return GetMouseScrollUp ();
else return GetMouseScrollDown ();
if (scroll == MOUSE_SCROLL_UP) return GetMouseScrollUp ();
else return GetMouseScrollDown ();
}
bool
GetMouseScrollIsTapped (Scroll scroll) {
if (scroll == MOUSE_SCROLL_UP) return GetMouseScrollUp () && !GetWasMouseScrollUp ();
else return GetMouseScrollDown () && !GetWasMouseScrollDown ();
if (scroll == MOUSE_SCROLL_UP) return GetMouseScrollUp () && !GetWasMouseScrollUp ();
else return GetMouseScrollDown () && !GetWasMouseScrollDown ();
}
bool
ControllerButtonIsDown (SDL_GameControllerButton button) {
return currentControllerButtonsState[button];
return currentControllerButtonsState[button];
}
bool
ControllerButtonIsUp (SDL_GameControllerButton button) {
return !ControllerButtonIsDown (button);
return !ControllerButtonIsDown (button);
}
bool
ControllerButtonWasDown (SDL_GameControllerButton button) {
return lastControllerButtonsState[button];
return lastControllerButtonsState[button];
}
bool
ControllerButtonWasUp (SDL_GameControllerButton button) {
return !ControllerButtonWasDown (button);
return !ControllerButtonWasDown (button);
}
bool
ControllerButtonIsTapped (SDL_GameControllerButton button) {
return ControllerButtonIsDown (button) && ControllerButtonWasUp (button);
return ControllerButtonIsDown (button) && ControllerButtonWasUp (button);
}
bool
ControllerButtonIsReleased (SDL_GameControllerButton button) {
return ControllerButtonIsUp (button) && ControllerButtonWasDown (button);
return ControllerButtonIsUp (button) && ControllerButtonWasDown (button);
}
float
ControllerAxisIsDown (SDLAxis axis) {
switch (axis) {
case SDL_AXIS_LEFT_LEFT: return currentControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT: return currentControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP: return currentControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN: return currentControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT: return currentControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT: return currentControllerAxisState.RightRight;
case SDL_AXIS_RIGHT_UP: return currentControllerAxisState.RightUp;
case SDL_AXIS_RIGHT_DOWN: return currentControllerAxisState.RightDown;
case SDL_AXIS_LTRIGGER_DOWN: return currentControllerAxisState.LTriggerDown;
case SDL_AXIS_RTRIGGER_DOWN: return currentControllerAxisState.RTriggerDown;
default: return false;
}
switch (axis) {
case SDL_AXIS_LEFT_LEFT: return currentControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT: return currentControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP: return currentControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN: return currentControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT: return currentControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT: return currentControllerAxisState.RightRight;
case SDL_AXIS_RIGHT_UP: return currentControllerAxisState.RightUp;
case SDL_AXIS_RIGHT_DOWN: return currentControllerAxisState.RightDown;
case SDL_AXIS_LTRIGGER_DOWN: return currentControllerAxisState.LTriggerDown;
case SDL_AXIS_RTRIGGER_DOWN: return currentControllerAxisState.RTriggerDown;
default: return false;
}
}
bool
ControllerAxisIsUp (SDLAxis axis) {
return !ControllerAxisIsDown (axis);
return !ControllerAxisIsDown (axis);
}
float
ControllerAxisWasDown (SDLAxis axis) {
switch (axis) {
case SDL_AXIS_LEFT_LEFT: return lastControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT: return lastControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP: return lastControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN: return lastControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT: return lastControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT: return lastControllerAxisState.RightRight;
case SDL_AXIS_RIGHT_UP: return lastControllerAxisState.RightUp;
case SDL_AXIS_RIGHT_DOWN: return lastControllerAxisState.RightDown;
case SDL_AXIS_LTRIGGER_DOWN: return lastControllerAxisState.LTriggerDown;
case SDL_AXIS_RTRIGGER_DOWN: return lastControllerAxisState.RTriggerDown;
default: return false;
}
switch (axis) {
case SDL_AXIS_LEFT_LEFT: return lastControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT: return lastControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP: return lastControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN: return lastControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT: return lastControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT: return lastControllerAxisState.RightRight;
case SDL_AXIS_RIGHT_UP: return lastControllerAxisState.RightUp;
case SDL_AXIS_RIGHT_DOWN: return lastControllerAxisState.RightDown;
case SDL_AXIS_LTRIGGER_DOWN: return lastControllerAxisState.LTriggerDown;
case SDL_AXIS_RTRIGGER_DOWN: return lastControllerAxisState.RTriggerDown;
default: return false;
}
}
bool
ControllerAxisWasUp (SDLAxis axis) {
return !ControllerAxisWasDown (axis);
return !ControllerAxisWasDown (axis);
}
bool
ControllerAxisIsTapped (SDLAxis axis) {
return ControllerAxisIsDown (axis) && ControllerAxisWasUp (axis);
return ControllerAxisIsDown (axis) && ControllerAxisWasUp (axis);
}
bool
ControllerAxisIsReleased (SDLAxis axis) {
return ControllerAxisIsUp (axis) && ControllerAxisWasDown (axis);
return ControllerAxisIsUp (axis) && ControllerAxisWasDown (axis);
}
bool
IsButtonTapped (Keybindings bindings) {
return GetInternalButtonState (bindings).Tapped;
return GetInternalButtonState (bindings).Tapped;
}
bool
IsButtonReleased (Keybindings bindings) {
return GetInternalButtonState (bindings).Released;
return GetInternalButtonState (bindings).Released;
}
float
IsButtonDown (Keybindings bindings) {
return GetInternalButtonState (bindings).Down;
return GetInternalButtonState (bindings).Down;
}