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#include "input.h"
#include "camera.h"
#include "cglm/types.h"
#include "pthread.h"
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_stdinc.h>
pthread_t input_init(struct engine* engine) {
pthread_t thread;
pthread_create(&thread, NULL, (void*)input_handle, engine);
return thread;
}
void input_join(pthread_t thread, struct engine* engine) {
pthread_join(thread, NULL);
}
void input_handle(struct engine *engine) {
SDL_Event event;
SDL_SetRelativeMouseMode(SDL_TRUE);
while (engine->game_loop) {
// Quit game
// TODO: Locks?
SDL_PollEvent(&event);
if (event.type == SDL_QUIT) {
engine->game_loop = 0;
}
if (event.type == SDL_KEYDOWN) {
SDL_KeyboardEvent key = event.key;
if (key.keysym.sym == SDLK_w) {
camera_move(engine->camera, FORWARD);
}
if (key.keysym.sym == SDLK_a) {
camera_move(engine->camera, LEFT);
}
if (key.keysym.sym == SDLK_s) {
camera_move(engine->camera, BACKWARD);
}
if (key.keysym.sym == SDLK_d) {
camera_move(engine->camera, RIGHT);
}
if (key.keysym.sym == SDLK_ESCAPE) {
engine->game_loop = 0;
}
}
if (event.type == SDL_MOUSEMOTION) {
int x;
int y;
SDL_GetRelativeMouseState(&x, &y);
if (x != 0 || y != 0) {
vec2 offset = { x, y };
camera_rotate(engine->camera, offset);
}
}
}
}
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