rework input to be in line with rendering semantics
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@ -18,40 +18,13 @@ void game_tick(void) {
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state->ctx = &ctx;
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state->scene = title_scene(state);
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}
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input_add_action("debug_toggle");
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input_bind_action_control("debug_toggle", CONTROL_BACKSPACE);
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input_add_action("debug_dump_atlases");
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input_bind_action_control("debug_dump_atlases", CONTROL_HOME);
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input_add_action("player_left");
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input_bind_action_control("player_left", CONTROL_A);
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input_add_action("player_right");
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input_bind_action_control("player_right", CONTROL_D);
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input_add_action("player_forward");
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input_bind_action_control("player_forward", CONTROL_W);
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input_add_action("player_backward");
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input_bind_action_control("player_backward", CONTROL_S);
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input_add_action("player_jump");
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input_bind_action_control("player_jump", CONTROL_SPACE);
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input_add_action("player_run");
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input_bind_action_control("player_run", CONTROL_LSHIFT);
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input_add_action("ui_accept");
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input_bind_action_control("ui_accept", CONTROL_RETURN);
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input_add_action("mouse_capture_toggle");
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input_bind_action_control("mouse_capture_toggle", CONTROL_ESCAPE);
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}
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State *state = ctx.udata;
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input_bind_action_control("debug_toggle", CONTROL_BACKSPACE);
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input_bind_action_control("debug_dump_atlases", CONTROL_HOME);
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if (input_is_action_just_pressed("debug_toggle")) {
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ctx.debug = !ctx.debug;
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}
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@ -11,6 +11,13 @@
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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input_bind_action_control("player_left", CONTROL_A);
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input_bind_action_control("player_right", CONTROL_D);
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input_bind_action_control("player_forward", CONTROL_W);
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input_bind_action_control("player_backward", CONTROL_S);
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input_bind_action_control("player_jump", CONTROL_SPACE);
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input_bind_action_control("player_run", CONTROL_LSHIFT);
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world_drawdef(scn->world);
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player_calc(scn->player);
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@ -14,6 +14,8 @@ static void title_tick(State *state) {
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SceneTitle *scn = (SceneTitle *)state->scene;
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(void)scn;
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input_bind_action_control("ui_accept", CONTROL_RETURN);
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if (input_is_action_just_pressed("ui_accept")) {
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switch_to(state, ingame_scene);
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return;
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