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package fw
import "core:c"
import "core:log"
import "vendor:glfw"
Keyboard_Input :: union {
Key,
Mouse_Button,
}
Controller_Input :: union {
}
Keybind :: struct {
input: Keyboard_Input,
was_pressed: bool,
just_pressed: bool,
}
update_keybind :: proc(keybind: ^Keybind) {
pressed: bool
switch val in keybind.input {
case Key:
pressed = glfw.GetKey(window, c.int(val)) == glfw.PRESS
case Mouse_Button:
pressed = glfw.GetMouseButton(window, c.int(val)) == glfw.PRESS
}
keybind.just_pressed = !keybind.was_pressed && pressed
keybind.was_pressed = pressed
}
@(require_results)
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
case:
log.warn("Keybind input is invalid")
return false
}
}
@(require_results)
is_keybind_just_down :: proc(keybind: Keybind) -> bool {
return keybind.just_pressed
}
@(require_results)
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(my)}
mouse_pos /= Vec2{f32(w_width), f32(w_height)}
mouse_pos *= Vec2{f32(framebuf.color.size.x), f32(framebuf.color.size.y)}
mouse_pos += renderer.camera_pos
return
}
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