rework input to be in line with rendering semantics
This commit is contained in:
parent
a22bcfd97e
commit
9da26638c8
@ -67,14 +67,11 @@ void game_tick(void)
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// Allocating State struct to store data there
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if (!ctx.udata)
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ctx.udata = ccalloc(1, sizeof(State));
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input_add_action("add_a_bit");
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input_bind_action_control("add_a_bit", CONTROL_LEFT_MOUSE);
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input_add_action("add_a_lot");
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input_bind_action_control("add_a_lot", CONTROL_RIGHT_MOUSE);
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}
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input_bind_action_control("add_a_bit", CONTROL_LEFT_MOUSE);
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input_bind_action_control("add_a_lot", CONTROL_RIGHT_MOUSE);
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State *state = ctx.udata;
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for (int i = 0; i < state->bunniesCount; i++)
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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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@ -19,40 +19,13 @@ 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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@ -15,7 +15,15 @@
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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if (input_is_mouse_captured()) {
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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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input_bind_action_control("mouse_capture_toggle", CONTROL_ESCAPE);
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if (scn->mouse_captured) {
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const float sensitivity = 0.6f; /* TODO: put this in a better place */
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scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
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scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
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@ -52,9 +60,10 @@ static void ingame_tick(State *state) {
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scn->cam.pos.y -= speed;
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/* toggle mouse capture with end key */
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if (input_is_action_just_pressed("mouse_capture_toggle")) {
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input_set_mouse_captured(!input_is_mouse_captured());
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}
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if (input_is_action_just_pressed("mouse_capture_toggle"))
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scn->mouse_captured = !scn->mouse_captured;
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input_set_mouse_captured(scn->mouse_captured);
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draw_camera(&scn->cam);
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@ -106,6 +115,7 @@ Scene *ingame_scene(State *state) {
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new_scene->base.end = ingame_end;
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new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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new_scene->mouse_captured = true;
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m_audio(m_set(path, "music/mod65.xm"),
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m_opt(channel, "soundtrack"),
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@ -6,6 +6,8 @@
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#include "../state.h"
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#include "scene.h"
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#include <stdbool.h>
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typedef struct SceneIngame {
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Scene base;
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@ -16,6 +18,8 @@ typedef struct SceneIngame {
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float yaw;
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float pitch;
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float roll;
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bool mouse_captured;
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} SceneIngame;
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@ -11,6 +11,8 @@ 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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@ -13,9 +13,6 @@
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TWN_API void input_bind_action_control(const char *action_name, Control control);
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TWN_API void input_unbind_action_control(const char *action_name, Control control);
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TWN_API void input_add_action(const char *action_name);
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TWN_API void input_delete_action(const char *action_name);
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TWN_API bool input_is_action_pressed(const char *action_name);
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TWN_API bool input_is_action_just_pressed(const char *action_name);
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TWN_API bool input_is_action_just_released(const char *action_name);
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@ -23,6 +20,5 @@ TWN_API bool input_is_action_just_released(const char *action_name);
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TWN_API Vec2 input_get_action_position(const char *action_name);
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TWN_API void input_set_mouse_captured(bool enabled);
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TWN_API bool input_is_mouse_captured(void);
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#endif
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@ -64,15 +64,15 @@ typedef struct EngineContext {
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int64_t delta_averager_residual;
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int64_t time_averager[4];
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SDL_GLContext *gl_context;
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SDL_Window *window;
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uint32_t window_id;
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/* this should be a multiple of the current ticks per second */
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/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
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/* it can be changed at runtime; any resulting logic anomalies are bugs */
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uint32_t update_multiplicity;
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SDL_GLContext *gl_context;
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SDL_Window *window;
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uint32_t window_id;
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bool is_running;
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bool window_size_has_changed;
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bool resync_flag;
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105
src/twn_input.c
105
src/twn_input.c
@ -9,7 +9,6 @@
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#include <stb_ds.h>
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#include <stdbool.h>
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#include <stdlib.h>
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static void update_action_pressed_state(InputState *input, Action *action) {
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@ -71,20 +70,40 @@ static void update_action_pressed_state(InputState *input, Action *action) {
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}
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static ActionHashItem *input_add_action(char const *action_name) {
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SDL_assert(action_name);
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Action new_action = { 0 };
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new_action.bindings = SDL_calloc(ctx.keybind_slots, sizeof *new_action.bindings);
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shput(ctx.input.action_hash, action_name, new_action);
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return shgetp(ctx.input.action_hash, action_name);
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}
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static void input_delete_action(char const *action_name) {
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SDL_assert(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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SDL_assert(action);
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SDL_free(action->value.bindings);
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shdel(ctx.input.action_hash, action_name);
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}
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static void input_bind_code_to_action(InputState *input,
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char const *action_name,
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ButtonSource source,
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union ButtonCode code)
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{
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ActionHashItem *action_item = shgetp_null(input->action_hash, action_name);
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if (action_item == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return;
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}
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if (!action_item)
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action_item = input_add_action(action_name);
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Action *action = &action_item->value;
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/* check every binding to make sure this code isn't already bound */
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for (size_t i = 0; i < (uint64_t)ctx.keybind_slots; ++i) {
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for (size_t i = 0; i < action->num_bindings; ++i) {
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Button *binding = &action->bindings[i];
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if (binding->source != source)
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@ -111,7 +130,8 @@ static void input_bind_code_to_action(InputState *input,
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}
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if (is_already_bound) {
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log_warn("(%s) Code already bound to action \"%s\".", __func__, action_name);
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/* keep it alive */
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binding->in_use = true;
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return;
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}
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}
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@ -119,13 +139,14 @@ static void input_bind_code_to_action(InputState *input,
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/* if we're at max bindings, forget the first element and shift the rest */
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if (action->num_bindings == (uint64_t)ctx.keybind_slots) {
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--action->num_bindings;
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size_t shifted_size = (sizeof action->bindings) - (sizeof action->bindings[0]);
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size_t shifted_size = sizeof action->bindings[0] * (ctx.keybind_slots - 1);
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SDL_memmove(action->bindings, action->bindings + 1, shifted_size);
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}
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action->bindings[action->num_bindings++] = (Button) {
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.source = source,
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.code = code,
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.in_use = true,
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};
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}
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@ -136,16 +157,15 @@ static void input_unbind_code_from_action(InputState *input,
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union ButtonCode code)
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{
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ActionHashItem *action_item = shgetp_null(input->action_hash, action_name);
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if (action_item == NULL) {
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log_warn("(%s) Action \"%s\" does not exist.", __func__, action_name);
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return;
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}
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if (!action_item)
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action_item = input_add_action(action_name);
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Action *action = &action_item->value;
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/* check every binding to make sure this code is bound */
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size_t index = 0;
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bool is_bound = false;
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for (index = 0; index < (uint64_t)ctx.keybind_slots; ++index) {
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for (index = 0; index < action->num_bindings; ++index) {
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Button *binding = &action->bindings[index];
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if (binding->source != source)
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@ -175,10 +195,8 @@ static void input_unbind_code_from_action(InputState *input,
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break;
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}
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if (!is_bound) {
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log_warn("(%s) Code is not bound to action \"%s\".", __func__, action_name);
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if (!is_bound)
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return;
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}
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/* remove the element to unbind and shift the rest so there isn't a gap */
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size_t elements_after_index = action->num_bindings - index;
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@ -199,6 +217,10 @@ void input_state_deinit(InputState *input) {
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void input_state_update(InputState *input) {
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/* TODO: don't spam it if it happens */
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if (SDL_SetRelativeMouseMode(input->mouse_captured) != 0)
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log_warn("(%s) Mouse capture isn't supported.", __func__);
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input->keyboard_state = SDL_GetKeyboardState(NULL);
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input->mouse_state = SDL_GetMouseState(&input->mouse_window_position.x,
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&input->mouse_window_position.y);
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@ -211,8 +233,23 @@ void input_state_update(InputState *input) {
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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Action *action = &input->action_hash[i].value;
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/* collect unused */
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for (size_t u = 0; u < action->num_bindings; ++u) {
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Button *button = &action->bindings[u];
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if (!button->in_use)
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input_unbind_code_from_action(input, input->action_hash[i].key, button->source, button->code);
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else
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button->in_use = false;
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}
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update_action_pressed_state(input, action);
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}
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size_t removed = 0;
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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if (input->action_hash[i - removed].value.num_bindings == 0)
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input_delete_action(input->action_hash[i - removed].key);
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}
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}
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@ -260,34 +297,6 @@ void input_unbind_action_control(char const *action_name,
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}
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void input_add_action(char const *action_name) {
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SDL_assert_always(action_name);
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if (shgeti(ctx.input.action_hash, action_name) >= 0) {
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log_warn("(%s) Action \"%s\" is already registered.", __func__, action_name);
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return;
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}
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Action new_action = { 0 };
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new_action.bindings = ccalloc(ctx.keybind_slots, sizeof *new_action.bindings);
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shput(ctx.input.action_hash, action_name, new_action);
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}
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void input_delete_action(char const *action_name) {
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SDL_assert_always(action_name);
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ActionHashItem *action = shgetp_null(ctx.input.action_hash, action_name);
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if (action == NULL) {
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log_warn("(%s) Action \"%s\" is not registered.", __func__, action_name);
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return;
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}
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SDL_free(action->value.bindings);
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shdel(ctx.input.action_hash, action_name);
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}
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bool input_is_action_pressed(char const *action_name) {
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SDL_assert_always(action_name);
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@ -338,13 +347,7 @@ Vec2 input_get_action_position(char const *action_name) {
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void input_set_mouse_captured(bool enabled) {
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if (SDL_SetRelativeMouseMode(enabled) != 0)
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log_warn("(%s) Mouse capture isn't supported.", __func__);
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}
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bool input_is_mouse_captured(void) {
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return SDL_GetRelativeMouseMode();
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ctx.input.mouse_captured = enabled;
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}
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@ -33,6 +33,7 @@ typedef enum ButtonSource {
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typedef struct Button {
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enum ButtonSource source;
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union ButtonCode code;
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bool in_use;
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} Button;
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@ -204,8 +204,8 @@ static void main_loop(void) {
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/* TODO: disable rendering pushes on not-last ? */
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render_queue_clear();
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poll_events();
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input_state_update(&ctx.input);
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game_object_tick();
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input_state_update(&ctx.input);
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preserve_persistent_ctx_fields();
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ctx.frame_accumulator -= ctx.desired_frametime;
|
||||
|
Loading…
Reference in New Issue
Block a user