Sun, 06 Oct 2024 20:49:43 +0200
revert introduction of high level ucx trees and stick to the low level API
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2024 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #ifndef ASCENSION_INPUT_H #define ASCENSION_INPUT_H #include "window.h" #include <SDL2/SDL_scancode.h> typedef struct AscInput AscInput; struct AscInput { /** * The last X position of the mouse in \c mouse_window. */ int mouse_x; /** * The last Y position of the mouse in \c mouse_window. */ int mouse_y; /** * The mouse movement in X direction since the last frame. */ int mouse_xrel; /** * The mouse movement in Y direction since the last frame. */ int mouse_yrel; /** * The index of the window, the mouse was last seen in. */ unsigned mouse_window; bool keys[SDL_NUM_SCANCODES]; }; #define asc_key_pressed(scancode) \ (asc_context.input.keys[SDL_SCANCODE_##scancode]) #define asc_mouse_x asc_context.input.mouse_x #define asc_mouse_y asc_context.input.mouse_y #define asc_mouse_window asc_context.input.mouse_window #define asc_mouse_pos (asc_vec2i) {asc_mouse_x, asc_mouse_y} #define asc_mouse_move_x asc_context.input.mouse_xrel #define asc_mouse_move_y asc_context.input.mouse_yrel #define asc_mouse_move (asc_vec2i) {asc_mouse_move_x, asc_mouse_move_y} #endif //ASCENSION_INPUT_H