mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-07 22:28:10 +03:00
218 lines
5.8 KiB
C
218 lines
5.8 KiB
C
/*
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by korenkonder
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GitHub/GitLab: korenkonder
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Some input code is from samyuu's TLAC
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*/
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#include "input.h"
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#include "../KKdLib/vec.h"
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#include "../CRE/timer.h"
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#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS
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#include <cimgui.h>
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#include <timeapi.h>
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#define KEYBOARD_KEYS 0xFF
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typedef struct key_state {
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bool key_states[KEYBOARD_KEYS];
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} key_state;
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typedef struct mouse_state {
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POINT position;
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} mouse_state;
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timer input_timer;
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key_state input_key_current_state;
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key_state input_key_last_state;
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mouse_state input_mouse_current_state;
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mouse_state input_mouse_last_state;
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double_t input_movement_speed = 0.1;
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double_t input_rotation_sensitivity = 0.5;
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vec2d input_move;
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vec2d input_rotate;
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double_t input_roll;
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bool input_reset;
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bool input_reset_mouse_position;
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bool input_shaders_reload;
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bool input_locked;
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extern bool close;
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lock input_lock;
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extern lock render_lock;
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extern timer render_timer;
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extern HWND window_handle;
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extern ImGuiContext* imgui_context;
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extern lock imgui_context_lock;
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static void input_poll();
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int32_t input_main(void* arg) {
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
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timeBeginPeriod(1);
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timer_init(&input_timer, 60.0);
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lock_init(&input_lock);
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bool state_wait = false;
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bool state_disposed = false;
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bool local_close = false;
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if (!lock_check_init(&input_lock))
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goto End;
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do {
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lock_lock(&state_lock);
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state_wait = state != RENDER_INITIALIZED;
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state_disposed = state == RENDER_DISPOSED;
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lock_unlock(&state_lock);
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if (state_disposed) {
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lock_free(&input_lock);
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goto End;
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}
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timer_sleep(&input_timer, 0.0625);
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} while (state_wait);
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timer_reset(&input_timer);
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while (!close && !local_close) {
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timer_start_of_cycle(&input_timer);
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lock_lock(&state_lock);
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local_close = state == RENDER_DISPOSED;
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lock_unlock(&state_lock);
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lock_lock(&input_lock);
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input_poll();
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lock_unlock(&input_lock);
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timer_end_of_cycle(&input_timer);
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}
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lock_free(&input_lock);
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End:
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timer_dispose(&input_timer);
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return 0;
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}
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static void input_poll() {
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input_mouse_last_state = input_mouse_current_state;
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input_key_last_state = input_key_current_state;
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for (uint8_t i = 0; i < KEYBOARD_KEYS; i++)
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input_key_current_state.key_states[i] = GetAsyncKeyState(i) < 0;
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if (window_handle) {
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GetCursorPos(&input_mouse_current_state.position);
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ScreenToClient(window_handle, &input_mouse_current_state.position);
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}
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input_move.x = 0.0;
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input_move.y = 0.0;
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input_rotate.x = 0.0;
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input_rotate.y = 0.0;
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input_roll = 0.0;
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if (!window_handle || window_handle != GetForegroundWindow())
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return;
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double_t freq = timer_get_freq(&render_timer);
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double_t freq_hist = timer_get_freq_hist(&render_timer);
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double_t frame_speed = freq / freq_hist;
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input_locked = false;
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classes_process_input(classes, classes_count);
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if (!input_locked) {
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double_t speed;
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if (input_is_down(VK_SHIFT))
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speed = input_movement_speed * 10.0;
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else if (input_is_down(VK_CONTROL))
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speed = input_movement_speed / 10.0;
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else
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speed = input_movement_speed;
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speed *= freq / freq_hist;
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if (input_is_down('W'))
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input_move.x += speed;
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if (input_is_down('S'))
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input_move.x -= speed;
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if (input_is_down('A'))
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input_move.y -= speed;
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if (input_is_down('D'))
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input_move.y += speed;
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if (input_is_down(VK_SHIFT))
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speed = input_movement_speed * 2.0;
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else if (input_is_down(VK_CONTROL))
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speed = input_movement_speed / 2.0;
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else
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speed = input_movement_speed;
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speed *= freq / freq_hist;
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speed *= 10.0;
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if (input_is_down(VK_UP))
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input_rotate.y += speed;
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if (input_is_down(VK_DOWN))
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input_rotate.y -= speed;
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if (input_is_down(VK_LEFT))
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input_rotate.x -= speed;
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if (input_is_down(VK_RIGHT))
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input_rotate.x += speed;
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if (input_is_down('Q'))
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input_roll -= speed;
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if (input_is_down('E'))
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input_roll += speed;
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if (input_is_tapped('R'))
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if (input_is_down(VK_CONTROL))
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input_shaders_reload = true;
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else
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input_reset = true;
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}
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lock_lock(&imgui_context_lock);
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igSetCurrentContext(imgui_context);
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if (!igGetIO()->WantCaptureMouse && input_is_down(VK_MBUTTON)) {
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if (!input_reset_mouse_position) {
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POINT last = input_mouse_last_state.position;
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POINT curr = input_mouse_current_state.position;
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input_rotate.y += ((double_t)last.y - (double_t)curr.y) * input_rotation_sensitivity;
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input_rotate.x += ((double_t)curr.x - (double_t)last.x) * input_rotation_sensitivity;
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}
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input_reset_mouse_position = false;
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}
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else
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input_reset_mouse_position = true;
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lock_unlock(&imgui_context_lock);
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}
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inline bool input_is_down(uint8_t keycode) {
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return input_key_current_state.key_states[keycode];
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}
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inline bool input_is_up(uint8_t keycode) {
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return !input_key_current_state.key_states[keycode];
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}
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inline bool input_is_tapped(uint8_t keycode) {
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return input_key_current_state.key_states[keycode] && !input_key_last_state.key_states[keycode];
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}
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inline bool input_is_released(uint8_t keycode) {
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return !input_key_current_state.key_states[keycode] && input_key_last_state.key_states[keycode];
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}
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inline bool input_was_down(uint8_t keycode) {
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return input_key_last_state.key_states[keycode];
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}
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inline bool input_was_up(uint8_t keycode) {
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return !input_key_last_state.key_states[keycode];
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}
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inline POINT input_mouse_position() {
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return input_mouse_current_state.position;
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}
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