remove unused SDL2/SDL.h and physfs.h from twn_util.h, explicit usage of SDL in apps, move to Scancode enum in apps

This commit is contained in:
veclav talica 2024-10-07 00:00:36 +03:00
parent ba488801b3
commit ca6c6a711c
8 changed files with 31 additions and 25 deletions

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@ -1,6 +1,8 @@
#include "twn_game_api.h"
#include "state.h"
#include <SDL2/SDL.h>
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>

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@ -4,7 +4,6 @@
#include "twn_game_api.h"
#include <SDL_scancode.h>
#include <stdio.h>
#include <malloc.h>
#include <stdint.h>
@ -21,34 +20,34 @@ void game_tick(void) {
}
input_add_action(&ctx.input, "debug_toggle");
input_bind_action_scancode(&ctx.input, "debug_toggle", SDL_SCANCODE_BACKSPACE);
input_bind_action_scancode(&ctx.input, "debug_toggle", SCANCODE_BACKSPACE);
input_add_action(&ctx.input, "debug_dump_atlases");
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SDL_SCANCODE_HOME);
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SCANCODE_HOME);
input_add_action(&ctx.input, "player_left");
input_bind_action_scancode(&ctx.input, "player_left", SDL_SCANCODE_A);
input_bind_action_scancode(&ctx.input, "player_left", SCANCODE_A);
input_add_action(&ctx.input, "player_right");
input_bind_action_scancode(&ctx.input, "player_right", SDL_SCANCODE_D);
input_bind_action_scancode(&ctx.input, "player_right", SCANCODE_D);
input_add_action(&ctx.input, "player_forward");
input_bind_action_scancode(&ctx.input, "player_forward", SDL_SCANCODE_W);
input_bind_action_scancode(&ctx.input, "player_forward", SCANCODE_W);
input_add_action(&ctx.input, "player_backward");
input_bind_action_scancode(&ctx.input, "player_backward", SDL_SCANCODE_S);
input_bind_action_scancode(&ctx.input, "player_backward", SCANCODE_S);
input_add_action(&ctx.input, "player_jump");
input_bind_action_scancode(&ctx.input, "player_jump", SDL_SCANCODE_SPACE);
input_bind_action_scancode(&ctx.input, "player_jump", SCANCODE_SPACE);
input_add_action(&ctx.input, "player_run");
input_bind_action_scancode(&ctx.input, "player_run", SDL_SCANCODE_LSHIFT);
input_bind_action_scancode(&ctx.input, "player_run", SCANCODE_LSHIFT);
input_add_action(&ctx.input, "ui_accept");
input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN);
input_bind_action_scancode(&ctx.input, "ui_accept", SCANCODE_RETURN);
input_add_action(&ctx.input, "mouse_capture_toggle");
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE);
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SCANCODE_ESCAPE);
}
State *state = ctx.udata;

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@ -4,6 +4,8 @@
#include "twn_game_api.h"
#include <SDL2/SDL.h>
static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;

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@ -5,6 +5,8 @@
#include "twn_game_api.h"
#include <SDL2/SDL.h>
#include <stdio.h>

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@ -4,10 +4,10 @@
#include "twn_game_api.h"
#include <SDL_scancode.h>
#include <stdio.h>
#include <malloc.h>
#include <stdint.h>
#include <stdlib.h>
void game_tick(void) {
@ -21,34 +21,34 @@ void game_tick(void) {
}
input_add_action(&ctx.input, "debug_toggle");
input_bind_action_scancode(&ctx.input, "debug_toggle", SDL_SCANCODE_BACKSPACE);
input_bind_action_scancode(&ctx.input, "debug_toggle", SCANCODE_BACKSPACE);
input_add_action(&ctx.input, "debug_dump_atlases");
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SDL_SCANCODE_HOME);
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SCANCODE_HOME);
input_add_action(&ctx.input, "player_left");
input_bind_action_scancode(&ctx.input, "player_left", SDL_SCANCODE_A);
input_bind_action_scancode(&ctx.input, "player_left", SCANCODE_A);
input_add_action(&ctx.input, "player_right");
input_bind_action_scancode(&ctx.input, "player_right", SDL_SCANCODE_D);
input_bind_action_scancode(&ctx.input, "player_right", SCANCODE_D);
input_add_action(&ctx.input, "player_forward");
input_bind_action_scancode(&ctx.input, "player_forward", SDL_SCANCODE_W);
input_bind_action_scancode(&ctx.input, "player_forward", SCANCODE_W);
input_add_action(&ctx.input, "player_backward");
input_bind_action_scancode(&ctx.input, "player_backward", SDL_SCANCODE_S);
input_bind_action_scancode(&ctx.input, "player_backward", SCANCODE_S);
input_add_action(&ctx.input, "player_jump");
input_bind_action_scancode(&ctx.input, "player_jump", SDL_SCANCODE_SPACE);
input_bind_action_scancode(&ctx.input, "player_jump", SCANCODE_SPACE);
input_add_action(&ctx.input, "player_run");
input_bind_action_scancode(&ctx.input, "player_run", SDL_SCANCODE_LSHIFT);
input_bind_action_scancode(&ctx.input, "player_run", SCANCODE_LSHIFT);
input_add_action(&ctx.input, "ui_accept");
input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN);
input_bind_action_scancode(&ctx.input, "ui_accept", SCANCODE_RETURN);
input_add_action(&ctx.input, "mouse_capture_toggle");
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE);
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SCANCODE_ESCAPE);
}
State *state = ctx.udata;

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@ -6,6 +6,9 @@
#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
#include <SDL2/SDL.h>
#include <stdlib.h>
static void ingame_tick(State *state) {

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@ -4,6 +4,7 @@
#include "twn_game_api.h"
#include <stdio.h>
#include <stdlib.h>
static void title_tick(State *state) {

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@ -4,9 +4,6 @@
#include "twn_vec.h"
#include "twn_engine_api.h"
#include <SDL2/SDL.h>
#include <physfs.h>
#include <stdint.h>
#include <stdbool.h>