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package fw
import "core:c"
import "vendor:glfw"
Keyboard_Input :: union {
Key,
Mouse_Button,
}
Controller_Input :: union {
}
Keybind :: struct {
input: Keyboard_Input,
pressed: bool,
just_pressed: bool,
}
key_down_last_frame: #sparse [Key]bool
key_just_down: #sparse [Key]bool
mouse_down_last_frame: #sparse [Mouse_Button]bool
mouse_just_down: #sparse [Mouse_Button]bool
@(private)
_update_input :: proc() {
for key in Key {
status := glfw.GetKey(window, c.int(key))
key_pressed := status == glfw.PRESS
key_just_down[key] = key_pressed && !key_down_last_frame[key]
key_down_last_frame[key] = key_pressed
}
for mb in Mouse_Button {
status := glfw.GetMouseButton(window, c.int(mb))
mouse_pressed := status == glfw.PRESS
mouse_just_down[mb] = mouse_pressed && !mouse_down_last_frame[mb]
mouse_down_last_frame[mb] = mouse_pressed
}
}
is_keybind_down :: proc(keybind: Keybind) -> bool {
switch val in keybind.input {
case Key:
return glfw.GetKey(window, c.int(val)) == glfw.PRESS
case Mouse_Button:
return glfw.GetMouseButton(window, c.int(val)) == glfw.PRESS
}
assert(false)
return false
}
is_keybind_just_down :: proc(keybind: Keybind) -> bool {
switch val in keybind.input {
case Key: return key_just_down[val]
case Mouse_Button: return mouse_just_down[val]
}
assert(false)
return false
}
get_mouse_pos :: proc() -> (mouse_pos: Vec2) {
w_width, w_height := glfw.GetWindowSize(window)
mx, my := glfw.GetCursorPos(window)
mouse_pos = Vec2{f32(mx), f32(mx)}
mouse_pos /= Vec2{f32(w_width), f32(w_height)}
mouse_pos *= Vec2{f32(framebuf.color.size.x), f32(framebuf.color.size.y)}
// mouse_pos += state.camera.target
return
}
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