mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-08 14:48:15 +03:00
173 lines
4.7 KiB
C
173 lines
4.7 KiB
C
/*
|
|
by korenkonder
|
|
GitHub/GitLab: korenkonder
|
|
|
|
Some input code is from samyuu's TLAC
|
|
*/
|
|
|
|
#include "input.h"
|
|
|
|
#define KEYBOARD_KEYS 0xFF
|
|
|
|
typedef struct key_state {
|
|
bool key_states[KEYBOARD_KEYS];
|
|
} key_state;
|
|
|
|
typedef struct mouse_state {
|
|
POINT position;
|
|
} mouse_state;
|
|
|
|
key_state input_key_current_state;
|
|
key_state input_key_last_state;
|
|
|
|
mouse_state input_mouse_current_state;
|
|
mouse_state input_mouse_last_state;
|
|
|
|
float_t input_movement_speed = 1.0f;
|
|
float_t input_rotation_sensitivity = 0.5f;
|
|
vec2 input_move;
|
|
vec2 input_rotate;
|
|
bool input_reset;
|
|
bool input_play_glitter;
|
|
bool input_stop_glitter;
|
|
bool input_auto_glitter;
|
|
bool input_pause_glitter;
|
|
bool input_reset_mouse_position;
|
|
|
|
extern bool close;
|
|
HANDLE input_lock = 0;
|
|
extern HANDLE window_handle;
|
|
|
|
void input_poll();
|
|
|
|
#define FREQ 60
|
|
#include "../CRE/timer.h"
|
|
timer_val(input);
|
|
|
|
int32_t input_main(void* arg) {
|
|
timer_init(input, "Input");
|
|
input_lock = CreateMutexW(0, 0, L"Input");
|
|
if (!input_lock)
|
|
goto End;
|
|
|
|
while (!close) {
|
|
timer_calc_pre(input);
|
|
WaitForSingleObject(input_lock, INFINITE);
|
|
input_poll();
|
|
ReleaseMutex(input_lock);
|
|
double_t cycle_time = timer_calc_post(input);
|
|
msleep(1000.0 / FREQ - cycle_time);
|
|
}
|
|
CloseHandle(input_lock);
|
|
|
|
End:
|
|
timer_dispose(input);
|
|
return 0;
|
|
}
|
|
|
|
void input_poll() {
|
|
input_mouse_last_state = input_mouse_current_state;
|
|
input_key_last_state = input_key_current_state;
|
|
|
|
for (uint8_t i = 0; i < KEYBOARD_KEYS; i++)
|
|
input_key_current_state.key_states[i] = GetAsyncKeyState(i) < 0;
|
|
|
|
if (window_handle) {
|
|
GetCursorPos(&input_mouse_current_state.position);
|
|
ScreenToClient(window_handle, &input_mouse_current_state.position);
|
|
}
|
|
|
|
input_rotate.x = 0.0f;
|
|
input_rotate.y = 0.0f;
|
|
input_move.x = 0.0f;
|
|
input_move.y = 0.0f;
|
|
|
|
if (window_handle != GetForegroundWindow())
|
|
return;
|
|
|
|
float_t temp_input_movement_speed = input_movement_speed / 10.0f;
|
|
if (input_is_down(VK_SHIFT))
|
|
temp_input_movement_speed = input_movement_speed;
|
|
else if (input_is_down(VK_CONTROL))
|
|
temp_input_movement_speed = input_movement_speed / 100.0f;
|
|
|
|
if (input_is_down('W'))
|
|
input_move.x += temp_input_movement_speed;
|
|
if (input_is_down('A'))
|
|
input_move.y -= temp_input_movement_speed;
|
|
if (input_is_down('S'))
|
|
input_move.x -= temp_input_movement_speed;
|
|
if (input_is_down('D'))
|
|
input_move.y += temp_input_movement_speed;
|
|
|
|
temp_input_movement_speed = input_movement_speed;
|
|
if (input_is_down(VK_SHIFT))
|
|
temp_input_movement_speed = input_movement_speed * 10.0f;
|
|
else if (input_is_down(VK_CONTROL))
|
|
temp_input_movement_speed = input_movement_speed / 10.0f;
|
|
|
|
if (input_is_down(VK_UP))
|
|
input_rotate.y += temp_input_movement_speed;
|
|
if (input_is_down(VK_LEFT))
|
|
input_rotate.x -= temp_input_movement_speed;
|
|
if (input_is_down(VK_DOWN))
|
|
input_rotate.y -= temp_input_movement_speed;
|
|
if (input_is_down(VK_RIGHT))
|
|
input_rotate.x += temp_input_movement_speed;
|
|
|
|
if (input_is_tapped('R'))
|
|
input_reset = true;
|
|
|
|
if (input_is_tapped('F'))
|
|
input_play_glitter = true;
|
|
|
|
if (input_is_tapped('V'))
|
|
input_stop_glitter = true;
|
|
|
|
if (input_is_tapped('T'))
|
|
input_auto_glitter ^= true;
|
|
|
|
if (input_is_tapped('G'))
|
|
input_pause_glitter ^= true;
|
|
|
|
if (input_is_down(VK_MBUTTON)) {
|
|
POINT last = input_mouse_last_state.position;
|
|
POINT curr = input_mouse_current_state.position;
|
|
if (!input_reset_mouse_position) {
|
|
input_rotate.y += (float_t)(((double_t)last.y - (double_t)curr.y) * input_rotation_sensitivity);
|
|
input_rotate.x += (float_t)(((double_t)curr.x - (double_t)last.x) * input_rotation_sensitivity);
|
|
}
|
|
input_reset_mouse_position = false;
|
|
}
|
|
else
|
|
input_reset_mouse_position = true;
|
|
}
|
|
|
|
inline bool input_is_down(uint8_t keycode) {
|
|
return input_key_current_state.key_states[keycode];
|
|
}
|
|
|
|
inline bool input_is_up(uint8_t keycode) {
|
|
return !input_key_current_state.key_states[keycode];
|
|
}
|
|
|
|
inline bool input_is_tapped(uint8_t keycode) {
|
|
return input_key_current_state.key_states[keycode] && !input_key_last_state.key_states[keycode];
|
|
}
|
|
|
|
inline bool input_is_released(uint8_t keycode) {
|
|
return !input_key_current_state.key_states[keycode] && input_key_last_state.key_states[keycode];
|
|
}
|
|
|
|
inline bool input_was_down(uint8_t keycode) {
|
|
return input_key_last_state.key_states[keycode];
|
|
}
|
|
|
|
inline bool input_was_up(uint8_t keycode) {
|
|
return !input_key_last_state.key_states[keycode];
|
|
}
|
|
|
|
inline POINT input_mouse_position() {
|
|
return input_mouse_current_state.position;
|
|
}
|