Remove input dependency on GLFW in game code

Create own platform abstraction for keyboard input for use in game code.
This commit is contained in:
2016-08-04 18:19:02 +10:00
parent 523fe0f2b1
commit aa505ed0b3
6 changed files with 112 additions and 22 deletions
+62 -13
View File
@@ -5,7 +5,14 @@
#include "Dengine/OpenGL.h"
#include "Dengine/WorldTraveller.h"
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
INTERNAL inline void processKey(b32 *currState, int key, int action)
{
if (action == GLFW_PRESS) *currState = TRUE;
else if (action == GLFW_RELEASE) *currState = FALSE;
}
INTERNAL void keyCallback(GLFWwindow *window, int key, int scancode, int action,
int mode)
{
GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
@@ -14,20 +21,61 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action, int mod
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 && key < NUM_KEYS)
switch (key)
{
if (action == GLFW_PRESS)
game->keys[key] = TRUE;
else if (action == GLFW_RELEASE)
game->keys[key] = FALSE;
case GLFW_KEY_UP:
processKey(&game->input.up, key, action);
break;
case GLFW_KEY_DOWN:
processKey(&game->input.down, key, action);
break;
case GLFW_KEY_LEFT:
processKey(&game->input.left, key, action);
break;
case GLFW_KEY_RIGHT:
processKey(&game->input.right, key, action);
break;
case GLFW_KEY_SPACE:
processKey(&game->input.space, key, action);
break;
case GLFW_KEY_LEFT_SHIFT:
processKey(&game->input.leftShift, key, action);
break;
default:
break;
}
}
void mouse_callback(GLFWwindow *window, double xPos, double yPos) {}
INTERNAL void mouseCallback(GLFWwindow *window, double xPos, double yPos)
{
GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) {}
// NOTE(doyle): x(0), y(0) of mouse starts from the top left of window
v2 windowSize = game->renderer.size;
f32 flipYPos = windowSize.h - CAST(f32) yPos;
game->input.mouse = V2(CAST(f32) xPos, flipYPos);
}
int main()
INTERNAL void mouseButtonCallback(GLFWwindow *window, int button, int action,
int mods)
{
GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
switch(button)
{
case GLFW_MOUSE_BUTTON_LEFT:
processKey(&game->input.mouseLeft, button, action);
break;
default:
break;
}
}
INTERNAL void scrollCallback(GLFWwindow *window, double xOffset, double yOffset)
{
}
i32 main(void)
{
/*
**************************
@@ -75,11 +123,12 @@ int main()
glfwGetFramebufferSize(window, &frameBufferWidth, &frameBufferHeight);
glViewport(0, 0, frameBufferWidth, frameBufferHeight);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetKeyCallback(window, keyCallback);
glfwSetCursorPosCallback(window, mouseCallback);
glfwSetMouseButtonCallback(window, mouseButtonCallback);
glfwSetScrollCallback(window, scrollCallback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);