68 lines
1.4 KiB
C
68 lines
1.4 KiB
C
#pragma once
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#include <stdint.h>
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Types of input the player might want
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typedef enum {
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input_Key_Left,
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input_Key_Right,
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input_Key_Up,
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input_Key_Down,
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input_Key_Jump,
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input_Key_Attack,
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input_Key_Spell,
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input_Key_Use,
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input_Key_Escape,
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input_Key_Count
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} input_Key;
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// Names for input_Key
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extern const char *input_KeyNames[input_Key_Count];
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// States a key might in
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typedef enum {
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Released,
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JustReleased,
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Pressed,
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JustPressed
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} input_KeyState;
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static inline bool input_IsPressed(input_KeyState state) { return state == Pressed || state == JustPressed; }
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static inline bool input_IsReleased(input_KeyState state) { return state == Released || state == JustReleased; }
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typedef struct _App App;
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typedef struct {
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App *super;
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input_KeyState keys[input_Key_Count]; // States of keys
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unsigned int systemKeymap[input_Key_Count]; // Which system key (VK code) this function uses
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// https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
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} System_Input;
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// Creates a new input system.
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// Uses a default keymap
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System_Input *input_NewSystem(App *super);
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void input_DeleteSystem(System_Input *sys);
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// Sets the keymaps to default.
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void input_SetDefaultKeymap(System_Input *sys);
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// Update key states
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void input_Advance(System_Input *sys);
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#ifdef __cplusplus
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}
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#endif
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