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https://github.com/bkaradzic/bgfx.git
synced 2026-11-01 05:35:33 +00:00
Fixed static initializer order.
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@@ -8,6 +8,7 @@
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#include "entry_p.h"
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#include "input.h"
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#include <bx/allocator.h>
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#include <bx/ringbuffer.h>
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#include <tinystl/allocator.h>
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#include <tinystl/unordered_map.h>
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@@ -249,95 +250,105 @@ struct Input
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Gamepad m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
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};
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static Input s_input;
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static Input* s_input;
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void inputInit()
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{
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s_input = BX_NEW(entry::getAllocator(), Input);
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}
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void inputShutdown()
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{
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BX_DELETE(entry::getAllocator(), s_input);
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}
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void inputAddBindings(const char* _name, const InputBinding* _bindings)
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{
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s_input.addBindings(_name, _bindings);
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s_input->addBindings(_name, _bindings);
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}
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void inputRemoveBindings(const char* _name)
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{
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s_input.removeBindings(_name);
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s_input->removeBindings(_name);
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}
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void inputProcess()
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{
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s_input.process();
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s_input->process();
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}
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void inputSetMouseResolution(uint16_t _width, uint16_t _height)
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{
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s_input.m_mouse.setResolution(_width, _height);
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s_input->m_mouse.setResolution(_width, _height);
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}
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void inputSetKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down)
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{
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s_input.m_keyboard.setKeyState(_key, _modifiers, _down);
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s_input->m_keyboard.setKeyState(_key, _modifiers, _down);
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}
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void inputChar(uint8_t _len, const uint8_t _char[4])
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{
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s_input.m_keyboard.pushChar(_len, _char);
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s_input->m_keyboard.pushChar(_len, _char);
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}
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const uint8_t* inputGetChar()
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{
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return s_input.m_keyboard.popChar();
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return s_input->m_keyboard.popChar();
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}
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void inputCharFlush()
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{
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s_input.m_keyboard.charFlush();
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s_input->m_keyboard.charFlush();
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}
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void inputSetMousePos(int32_t _mx, int32_t _my, int32_t _mz)
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{
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s_input.m_mouse.setPos(_mx, _my, _mz);
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s_input->m_mouse.setPos(_mx, _my, _mz);
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}
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void inputSetMouseButtonState(entry::MouseButton::Enum _button, uint8_t _state)
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{
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s_input.m_mouse.setButtonState(_button, _state);
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s_input->m_mouse.setButtonState(_button, _state);
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}
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void inputGetMouse(float _mouse[3])
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{
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_mouse[0] = s_input.m_mouse.m_norm[0];
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_mouse[1] = s_input.m_mouse.m_norm[1];
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_mouse[2] = s_input.m_mouse.m_norm[2];
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s_input.m_mouse.m_norm[0] = 0.0f;
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s_input.m_mouse.m_norm[1] = 0.0f;
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s_input.m_mouse.m_norm[2] = 0.0f;
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_mouse[0] = s_input->m_mouse.m_norm[0];
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_mouse[1] = s_input->m_mouse.m_norm[1];
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_mouse[2] = s_input->m_mouse.m_norm[2];
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s_input->m_mouse.m_norm[0] = 0.0f;
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s_input->m_mouse.m_norm[1] = 0.0f;
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s_input->m_mouse.m_norm[2] = 0.0f;
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}
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bool inputIsMouseLocked()
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{
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return s_input.m_mouse.m_lock;
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return s_input->m_mouse.m_lock;
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}
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void inputSetMouseLock(bool _lock)
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{
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if (s_input.m_mouse.m_lock != _lock)
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if (s_input->m_mouse.m_lock != _lock)
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{
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s_input.m_mouse.m_lock = _lock;
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s_input->m_mouse.m_lock = _lock;
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entry::WindowHandle defaultWindow = { 0 };
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entry::setMouseLock(defaultWindow, _lock);
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if (_lock)
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{
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s_input.m_mouse.m_norm[0] = 0.0f;
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s_input.m_mouse.m_norm[1] = 0.0f;
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s_input.m_mouse.m_norm[2] = 0.0f;
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s_input->m_mouse.m_norm[0] = 0.0f;
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s_input->m_mouse.m_norm[1] = 0.0f;
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s_input->m_mouse.m_norm[2] = 0.0f;
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}
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}
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}
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void inputSetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis, int32_t _value)
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{
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s_input.m_gamepad[_handle.idx].setAxis(_axis, _value);
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s_input->m_gamepad[_handle.idx].setAxis(_axis, _value);
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}
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int32_t inputGetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis)
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{
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return s_input.m_gamepad[_handle.idx].getAxis(_axis);
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return s_input->m_gamepad[_handle.idx].getAxis(_axis);
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}
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