add mouse support

This commit is contained in:
2024-08-24 13:52:32 +10:00
parent e087ed682f
commit 7a417e0701
6 changed files with 111 additions and 11 deletions

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import SDL3
public class GameController {
public struct Pad {
public enum Axes {
case leftStickX, leftStickY
case rightStickX, rightStickY
case leftTrigger, rightTrigger
internal var sdlEnum: SDL_GamepadAxis {
switch self {
case .leftStickX: SDL_GAMEPAD_AXIS_LEFTX
case .leftStickY: SDL_GAMEPAD_AXIS_LEFTY
case .rightStickX: SDL_GAMEPAD_AXIS_RIGHTX
case .rightStickY: SDL_GAMEPAD_AXIS_RIGHTY
case .leftTrigger: SDL_GAMEPAD_AXIS_LEFT_TRIGGER
case .rightTrigger: SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
}
}
}
public struct Buttons: OptionSet {
public let rawValue: Int
public init(rawValue: Int) { self.rawValue = rawValue }
static let east = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_EAST.rawValue)
static let south = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_SOUTH.rawValue)
static let north = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_NORTH.rawValue)
static let west = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_WEST.rawValue)
static let back = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_BACK.rawValue)
static let start = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_START.rawValue)
static let guide = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_GUIDE.rawValue)
static let leftStick = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_STICK.rawValue)
static let rightStick = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_STICK.rawValue)
static let leftBumper = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_SHOULDER.rawValue)
static let rightBumper = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER.rawValue)
static let dpadLeft = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT.rawValue)
static let dpadRight = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT.rawValue)
static let dpadUp = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_UP.rawValue)
static let dpadDown = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN.rawValue)
static let misc1 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC1.rawValue)
static let misc2 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC2.rawValue)
static let misc3 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC3.rawValue)
static let misc4 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC4.rawValue)
static let misc5 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC5.rawValue)
static let misc6 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC6.rawValue)
static let paddle1 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1.rawValue)
static let paddle2 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1.rawValue)
static let paddle3 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2.rawValue)
static let paddle4 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2.rawValue)
static let touchPad = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_TOUCHPAD.rawValue)
}
public struct State {
private let _axes: [Int16]
private let _btns: Buttons, _btnImpulse: Buttons
internal init(axes: [Int16], btns: Buttons, btnImpulse: Buttons) {
self._axes = axes
self._btns = btns
self._btnImpulse = btnImpulse
}
public func axis(_ axis: Axes) -> Float {
let raw = rawAxis(axis)
let rescale = raw < 0 ? 1 / Float(-Int(Int16.min)) : 1 / Float(Int16.max)
return Float(raw) * rescale
}
@inline(__always) func rawAxis(_ axis: Axes) -> Int16 {
_axes[Int(axis.sdlEnum.rawValue)]
}
public func down(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btns)
}
public func pressed(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btns.intersection(_btnImpulse))
}
public func released(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btnImpulse.subtracting(_btns))
}
}
public var name: String { String(cString: SDL_GetGamepadName(_sdlPad)) }
public var state: State {
.init(
axes: self._axes,
btns: self._btnCur,
btnImpulse: self._btnCur.symmetricDifference(self._btnPrv))
}
//MARK: - Private
private var _joyInstance: SDL_JoystickID, _sdlPad: OpaquePointer
private var _axes = [Int16](repeating: 0, count: Int(SDL_GAMEPAD_AXIS_MAX.rawValue))
private var _btnCur: Buttons = [], _btnPrv: Buttons = []
internal var instanceID: SDL_JoystickID { _joyInstance }
private init(instance: SDL_JoystickID, pad: OpaquePointer) {
self._joyInstance = instance
self._sdlPad = pad
}
internal static func open(joystickID: SDL_JoystickID) -> Self? {
return if let sdlPad = SDL_OpenGamepad(joystickID) {
.init(instance: joystickID, pad: sdlPad)
} else { nil }
}
internal func close() {
SDL_CloseGamepad(self._sdlPad)
}
internal mutating func buttonEvent(_ btn: SDL_GamepadButton, _ down: Bool) {
if down {
self._btnCur.formUnion(.init(rawValue: 1 << btn.rawValue))
} else {
self._btnCur.subtract(.init(rawValue: 1 << btn.rawValue))
}
}
internal mutating func axisEvent(_ axis: SDL_GamepadAxis, _ value: Int16) {
self._axes[Int(axis.rawValue)] = value
}
internal mutating func newTick() {
self._btnPrv = self._btnCur
}
}
public static func getPad(id: Int32) -> Pad? {
_instance._pads[SDL_JoystickID(id)] ?? nil
}
@inline(__always) public static var current: Pad? {
getPad(id: Int32(_instance._firstID))
}
//MARK: - Private
private static let _instance = GameController()
public static var instance: GameController { _instance }
private var _pads = Dictionary<SDL_JoystickID, Pad>()
private var _firstID: SDL_JoystickID = 0
internal func connectedEvent(id: SDL_JoystickID) {
if _pads.keys.contains(id) {
return
}
if let pad = Pad.open(joystickID: id) {
printErr("Using gamepad #\(pad.instanceID), \"\(pad.name)\"")
if self._firstID == 0 {
self._firstID = id
}
self._pads[id] = pad
}
}
internal func removedEvent(id: SDL_JoystickID) {
if let pad = self._pads.removeValue(forKey: id) {
pad.close()
}
if id == _firstID {
_firstID = _pads.keys.first ?? 0
}
}
internal func buttonEvent(id: SDL_JoystickID, btn: SDL_GamepadButton, state: UInt8) {
_pads[id]?.buttonEvent(btn, state == SDL_PRESSED)
}
internal func axisEvent(id: SDL_JoystickID, axis: SDL_GamepadAxis, value: Int16) {
_pads[id]?.axisEvent(axis, value)
}
internal func newFrame() {
for idx in _pads.values.indices {
_pads.values[idx].newTick()
}
}
}
//MARK: - Stick convenience functions
public extension GameController.Pad.State {
var leftStick: SIMD2<Float> {
.init(axis(.leftStickX), axis(.leftStickY))
}
var rightStick: SIMD2<Float> {
.init(axis(.rightStickX), axis(.rightStickY))
}
var leftTrigger: Float { axis(.leftTrigger) }
var rightTrigger: Float { axis(.rightTrigger) }
}
public extension FloatingPoint {
@inline(__always) internal func axisDeadzone(_ min: Self, _ max: Self) -> Self {
let x = abs(self)
return if x <= min { 0 } else if x >= max {
.init(signOf: self, magnitudeOf: 1)
} else {
.init(signOf: self, magnitudeOf: x - min) / (max - min)
}
}
}
public extension SIMD2 where Scalar: FloatingPoint {
func cardinalDeadzone(min: Scalar, max: Scalar) -> Self {
.init(self.x.axisDeadzone(min, max), self.y.axisDeadzone(min, max))
}
func radialDeadzone(min: Scalar, max: Scalar) -> Self {
let magnitude = (x * x + y * y).squareRoot()
if magnitude == .zero || magnitude < min {
return .zero
} else if magnitude > max {
return self / magnitude
} else {
let rescale = (magnitude - min) / (max - min)
return self / magnitude * rescale
}
}
}

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import SDL3
public class Keyboard {
public enum Keys {
case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
case right, left, up, down
case space, tab
}
public static func down(_ key: Keys) -> Bool {
keyState(key) & Self._DOWN == Self._DOWN
}
public static func pressed(_ key: Keys, repeat rep: Bool = false) -> Bool {
var state = keyState(key)
if rep {
state &= ~Self._REPEAT
}
return state == Self._PRESS
}
public static func released(_ key: Keys) -> Bool {
keyState(key) == Self._RELEASE
}
//MARK: - Private
private static let _instance = Keyboard()
public static var instance: Keyboard { _instance }
@inline(__always) private static func keyState(_ key: Keys) -> UInt8 {
self._instance._state[Int(key.sdlScancode.rawValue)]
}
private static let _UP = UInt8(0b000), _DOWN = UInt8(0b010), _IMPULSE = UInt8(0b001)
private static let _REPEAT = UInt8(0b100)
private static let _PRESS: UInt8 = _DOWN | _IMPULSE
private static let _RELEASE: UInt8 = _UP | _IMPULSE
private var _state = [UInt8](repeating: _UP, count: Int(SDL_NUM_SCANCODES.rawValue))
internal func keyDownEvent(scan: SDL_Scancode, repeat rep: Bool) {
var newState = Self._PRESS
if rep {
newState |= Self._REPEAT
}
self._state[Int(scan.rawValue)] = newState
}
internal func keyUpEvent(scan: SDL_Scancode) {
self._state[Int(scan.rawValue)] = Self._RELEASE
}
internal func newFrame() {
self._state = self._state.map({ $0 & ~(Self._IMPULSE | Self._REPEAT) })
}
}
internal extension Keyboard.Keys {
var sdlKeycode: SDL_Keycode {
switch self {
case .a: SDLK_A
case .b: SDLK_B
case .c: SDLK_C
case .d: SDLK_D
case .e: SDLK_E
case .f: SDLK_F
case .g: SDLK_G
case .h: SDLK_H
case .i: SDLK_I
case .j: SDLK_J
case .k: SDLK_K
case .l: SDLK_L
case .m: SDLK_M
case .n: SDLK_N
case .o: SDLK_O
case .p: SDLK_P
case .q: SDLK_Q
case .r: SDLK_R
case .s: SDLK_S
case .t: SDLK_T
case .u: SDLK_U
case .v: SDLK_V
case .w: SDLK_W
case .x: SDLK_X
case .y: SDLK_Y
case .z: SDLK_Z
case .left: SDLK_LEFT
case .right: SDLK_RIGHT
case .up: SDLK_UP
case .down: SDLK_DOWN
case .space: SDLK_SPACE
case .tab: SDLK_TAB
}
}
var sdlScancode: SDL_Scancode {
switch self {
case .a: SDL_SCANCODE_A
case .b: SDL_SCANCODE_B
case .c: SDL_SCANCODE_C
case .d: SDL_SCANCODE_D
case .e: SDL_SCANCODE_E
case .f: SDL_SCANCODE_F
case .g: SDL_SCANCODE_G
case .h: SDL_SCANCODE_H
case .i: SDL_SCANCODE_I
case .j: SDL_SCANCODE_J
case .k: SDL_SCANCODE_K
case .l: SDL_SCANCODE_L
case .m: SDL_SCANCODE_M
case .n: SDL_SCANCODE_N
case .o: SDL_SCANCODE_O
case .p: SDL_SCANCODE_P
case .q: SDL_SCANCODE_Q
case .r: SDL_SCANCODE_R
case .s: SDL_SCANCODE_S
case .t: SDL_SCANCODE_T
case .u: SDL_SCANCODE_U
case .v: SDL_SCANCODE_V
case .w: SDL_SCANCODE_W
case .x: SDL_SCANCODE_X
case .y: SDL_SCANCODE_Y
case .z: SDL_SCANCODE_Z
case .left: SDL_SCANCODE_LEFT
case .right: SDL_SCANCODE_RIGHT
case .up: SDL_SCANCODE_UP
case .down: SDL_SCANCODE_DOWN
case .space: SDL_SCANCODE_SPACE
case .tab: SDL_SCANCODE_TAB
}
}
}
fileprivate extension SDL_Keycode {
init(scancode: SDL_Scancode) {
self.init(scancode.rawValue | UInt32(SDLK_SCANCODE_MASK))
}
}

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import SDL3
public class Mouse {
public struct Buttons: OptionSet {
public let rawValue: UInt32
public init(rawValue: UInt32) { self.rawValue = rawValue }
static let left = Self(rawValue: UInt32(SDL_BUTTON_LEFT).buttonMask)
static let middle = Self(rawValue: UInt32(SDL_BUTTON_MIDDLE).buttonMask)
static let right = Self(rawValue: UInt32(SDL_BUTTON_RIGHT).buttonMask)
static let button4 = Self(rawValue: UInt32(SDL_BUTTON_X1).buttonMask)
static let button5 = Self(rawValue: UInt32(SDL_BUTTON_X2).buttonMask)
}
public static var capture: Bool {
get { self._instance.getCapture() }
set { self._instance.setCapture(newValue) }
}
public static var position: SIMD2<Float> { self._instance.getAbsolute() }
public static var relative: SIMD2<Float> { self._instance.getDelta() }
public static func down(_ btn: Buttons) -> Bool {
btn.isSubset(of: self._instance._btns)
}
public static func pressed(_ btn: Buttons) -> Bool {
btn.isSubset(of: self._instance._btns.intersection(self._instance._btnImpulse))
}
public static func released(_ btn: Buttons) -> Bool {
btn.isSubset(of: self._instance._btnImpulse.subtracting(self._instance._btns))
}
//MARK: - Private
private static let _instance = Mouse()
public static var instance: Mouse { self._instance }
private var _window: OpaquePointer!
private var _captured: Bool = false
private var _abs: SIMD2<Float> = .zero, _delta: SIMD2<Float> = .zero
private var _btns: Buttons = [], _btnImpulse: Buttons = []
private func getCapture() -> Bool { self._captured }
private func setCapture(_ toggle: Bool) {
let sdlBool = toggle ? SDL_TRUE : SDL_FALSE
if SDL_SetRelativeMouseMode(sdlBool) >= 0 && SDL_SetWindowMouseGrab(self._window, sdlBool) >= 0 {
self._captured = toggle
}
}
private func getAbsolute() -> SIMD2<Float> { self._abs }
private func getDelta() -> SIMD2<Float> { self._delta }
internal func buttonEvent(btn: UInt32, state: UInt8) {
if state == SDL_PRESSED {
self._btns.formUnion(.init(rawValue: btn.buttonMask))
} else {
self._btns.subtract(.init(rawValue: btn.buttonMask))
}
self._btnImpulse.formUnion(.init(rawValue: btn.buttonMask))
}
internal func motionEvent(absolute: SIMD2<Float>, relative: SIMD2<Float>) {
self._abs = absolute
self._delta += relative
}
internal func newFrame(_ window: OpaquePointer) {
self._window = window
let grabbedFlag = SDL_WindowFlags(SDL_WINDOW_MOUSE_GRABBED)
self._captured = (SDL_GetWindowFlags(window) & grabbedFlag) == grabbedFlag
self._delta = .zero
self._btnImpulse = []
}
}
fileprivate extension UInt32 {
var buttonMask: UInt32 { 1 &<< (self &- 1) }
}