twn_input: singleton rework, twn_control.h and fixes

This commit is contained in:
2024-10-08 10:12:30 +03:00
parent aef3f6444e
commit 0ede612bec
17 changed files with 677 additions and 647 deletions

View File

@ -15,10 +15,10 @@
static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
if (input_is_mouse_captured(&ctx.input)) {
if (input_is_mouse_captured()) {
const float sensitivity = 0.6f; /* TODO: put this in a better place */
scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.input.mouse_relative_position.y * sensitivity;
scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity;
scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
const float yaw_rad = scn->yaw * (float)DEG2RAD;
@ -33,27 +33,27 @@ static void ingame_tick(State *state) {
const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
if (input_is_action_pressed("player_left"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_right"))
if (input_is_action_pressed("player_right"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_forward"))
if (input_is_action_pressed("player_forward"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_backward"))
if (input_is_action_pressed("player_backward"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_jump"))
if (input_is_action_pressed("player_jump"))
scn->cam.pos.y += speed;
if (input_is_action_pressed(&ctx.input, "player_run"))
if (input_is_action_pressed("player_run"))
scn->cam.pos.y -= speed;
/* toggle mouse capture with end key */
if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) {
input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
if (input_is_action_just_pressed("mouse_capture_toggle")) {
input_set_mouse_captured(!input_is_mouse_captured());
}
draw_camera(&scn->cam);
@ -111,7 +111,7 @@ Scene *ingame_scene(State *state) {
m_opt(channel, "soundtrack"),
m_opt(repeat, true));
input_set_mouse_captured(&ctx.input, true);
input_set_mouse_captured(true);
return (Scene *)new_scene;
}

View File

@ -11,7 +11,7 @@ static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
(void)scn;
if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) {
if (input_is_action_just_pressed("ui_accept")) {
switch_to(state, ingame_scene);
return;
}