mach/libs/glfw/src/hat.zig
Stephen Gutekanst 0645429df9 all: move standalone libraries to libs/ subdirectory
The root dir of our repository has grown quite a lot the past few months.

I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.

As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.

We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.

Performed via:

```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```

git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>

git mv ecs libs/

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-08-26 15:12:04 -07:00

100 lines
2.5 KiB
Zig

const c = @import("c.zig").c;
// must be in sync with GLFW C constants in hat state group, search for "@defgroup hat_state Joystick hat states"
/// A bitmask of all Joystick hat states
///
/// See glfw.Joystick.getHats for how these are used.
pub const Hat = packed struct {
up: bool = false,
right: bool = false,
down: bool = false,
left: bool = false,
_reserved: u4 = 0,
pub inline fn centered(self: Hat) bool {
return self.up == false and self.right == false and self.down == false and self.left == false;
}
inline fn verifyIntType(comptime IntType: type) void {
comptime {
switch (@typeInfo(IntType)) {
.Int => {},
else => @compileError("Int was not of int type"),
}
}
}
pub inline fn toInt(self: Hat, comptime IntType: type) IntType {
verifyIntType(IntType);
return @intCast(IntType, @bitCast(u8, self));
}
pub inline fn fromInt(flags: anytype) Hat {
verifyIntType(@TypeOf(flags));
return @bitCast(Hat, @intCast(u8, flags));
}
};
/// Holds all GLFW hat values in their raw form.
pub const RawHat = struct {
pub const centered = c.GLFW_HAT_CENTERED;
pub const up = c.GLFW_HAT_UP;
pub const right = c.GLFW_HAT_RIGHT;
pub const down = c.GLFW_HAT_DOWN;
pub const left = c.GLFW_HAT_LEFT;
pub const right_up = right | up;
pub const right_down = right | down;
pub const left_up = left | up;
pub const left_down = left | down;
};
test "from int, single" {
const std = @import("std");
try std.testing.expectEqual(Hat{
.up = true,
.right = false,
.down = false,
.left = false,
._reserved = 0,
}, Hat.fromInt(RawHat.up));
}
test "from int, multi" {
const std = @import("std");
try std.testing.expectEqual(Hat{
.up = true,
.right = false,
.down = true,
.left = true,
._reserved = 0,
}, Hat.fromInt(RawHat.up | RawHat.down | RawHat.left));
}
test "to int, single" {
const std = @import("std");
var v = Hat{
.up = true,
.right = false,
.down = false,
.left = false,
._reserved = 0,
};
try std.testing.expectEqual(v.toInt(c_int), RawHat.up);
}
test "to int, multi" {
const std = @import("std");
var v = Hat{
.up = true,
.right = false,
.down = true,
.left = true,
._reserved = 0,
};
try std.testing.expectEqual(v.toInt(c_int), RawHat.up | RawHat.down | RawHat.left);
}