added keyboard input event handling

This commit is contained in:
Sara 2023-10-01 15:22:27 +02:00
parent 4ebe759030
commit 6ac2fa6c4f
5 changed files with 250 additions and 13 deletions

View file

@ -1,11 +1,63 @@
#include "camera.h"
#include "input.h"
#include "program.h"
#include "spritesheet.h"
#include "sprite.h"
#include "tilemap.h"
#include <assert.h>
static Spritesheet* spr_player_standing = NULL;
static Sprite* player = NULL;
static Transform player_trans = IdentityTransform;
static Level* level = NULL;
static Vector cam_speed = ZeroVector;
static
void cam_move_h(int val) {
cam_speed.x = -val * 0.01f;
}
static
void cam_move_v(int val) {
cam_speed.y = val * 0.01f;
}
static
void play() {
spr_player_standing = spritesheet_load("assets/sprites/player.png", (IVector){128, 128});
player = sprite_from_spritesheet(spr_player_standing, 0);
sprite_set_origin(player, (Vector){0.5f, 1.0f});
player_trans.scale = OneVector;
assert(player != NULL && "Player failed to load");
level = level_load("level_0");
assert(level != NULL && "Level failed to load");
input_add_axis_action(SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, &cam_move_h);
input_add_axis_action(SDL_SCANCODE_DOWN, SDL_SCANCODE_UP, &cam_move_v);
g_camera.width = 20;
}
static
void tick() {
g_camera.centre = vaddf(g_camera.centre, cam_speed);
}
static
void draw() {
level_draw(level);
sprite_draw(player, player_trans);
}
int main(int argc, char* argv[]) {
struct ProgramSettings config = {
.target_fps = 0, // unbounded speed
.title = "fencer",
.view_resolution = {1920, 1080}
.view_resolution = {1920, 1080},
.on_play = &play,
.on_tick = &tick,
.on_draw = &draw
};
return program_run(&config);
}

115
src/input.c Normal file
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@ -0,0 +1,115 @@
#include "input.h"
#include "debug.h"
#include <stdint.h>
typedef struct InputAction {
const uint8_t* positive;
const uint8_t* negative;
int last;
InputActionDelegate delegate;
} InputAction;
static InputAction* _actions = NULL;
static size_t _actions_len = 0;
static size_t _actions_cap = 0;
static const uint8_t* _keys;
void input_init() {
_actions = malloc(8 * sizeof(InputAction));
if(_actions == NULL) {
LOG_ERROR("Failed to allocate memory for input actions array");
return;
}
_actions_cap = 8;
_keys = SDL_GetKeyboardState(NULL);
}
void input_clean() {
free(_actions);
_actions_len = 0;
_actions_cap = 0;
}
static
void _key_changed_event(SDL_Event evt) {
const uint8_t* keyptr = _keys + evt.key.keysym.scancode;
for(InputAction* action = _actions; action < _actions + _actions_len; ++action) {
if(keyptr == action->positive || keyptr == action->negative) {
int val = *action->positive - *action->negative;
if(val != action->last) {
action->last = val;
action->delegate(val);
}
}
}
}
void input_handle_event(SDL_Event event) {
switch(event.type) {
default:return;
case SDL_KEYDOWN:
case SDL_KEYUP:
_key_changed_event(event);
break;
}
}
static
void _resize_actions_if_needed(size_t needed_amount) {
if(_actions_cap > needed_amount)
return;
size_t next_amount = _actions_cap;
while(next_amount <= needed_amount) {
next_amount *= 2;
}
InputAction* new = realloc(_actions, next_amount);
if(new == NULL) {
LOG_ERROR("Failed to allocate enough space for adding a new input actions");
return;
}
_actions = new;
_actions_cap = next_amount;
}
void input_add_axis_action(SDL_Scancode negative, SDL_Scancode positive, InputActionDelegate delegate) {
_resize_actions_if_needed(_actions_len + 1);
_actions[_actions_len] = (InputAction){
.negative = _keys + negative,
.positive = _keys + positive,
.delegate = delegate
};
++_actions_len;
}
void input_add_key_action(SDL_Scancode key, InputActionDelegate delegate) {
_resize_actions_if_needed(_actions_len + 1);
_actions[_actions_len] = (InputAction) {
.negative = NULL,
.positive = _keys + key,
.delegate = delegate
};
++_actions_len;
}
static
void _remove_element(InputAction* item) {
InputAction* next = item + 1;
if(next < _actions + _actions_len) {
memmove(item, next, (_actions + _actions_len) - next);
}
--_actions_len;
}
void input_remove_actions(InputActionDelegate delegate) {
for(InputAction* action = _actions; action < _actions + _actions_len; ++action) {
if(action->delegate == delegate) {
_remove_element(action);
}
}
}

19
src/input.h Normal file
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@ -0,0 +1,19 @@
#ifndef _fencer_input_h
#define _fencer_input_h
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_scancode.h>
#include <SDL2/SDL_keyboard.h>
typedef void (*InputActionDelegate)(int value);
extern void input_init();
extern void input_clean();
extern void input_handle_event(SDL_Event event);
extern void input_add_axis_action(SDL_Scancode negative, SDL_Scancode positive, InputActionDelegate delegate);
extern void input_add_key_action(SDL_Scancode key, InputActionDelegate delegate);
extern void input_remove_actions(InputActionDelegate delegate);
#endif // !_fencer_input_h

View file

@ -1,18 +1,44 @@
#include "program.h"
#include "tilemap.h"
#include "camera.h"
#include "sprite.h"
#include "time.h"
#include "assets.h"
#include "debug.h"
#include "input.h"
#include <assert.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_image.h>
SDL_Window* g_window;
double g_delta_time;
double g_frame_start;
static double _delta_time;
static double _frame_start;
static double _game_start_time;
#define INITFLAGS SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER
static inline
double tstos(struct timespec ts) {
return (double)ts.tv_sec + (double)ts.tv_nsec * 1E-09;
}
struct timespec get_time() {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return ts;
}
double get_time_s() {
return tstos(get_time());
}
int program_run(const struct ProgramSettings* settings) {
LOG_INFO("Starting program...");
float target_dt = 1.0f/settings->target_fps;
if(settings->target_fps <= 0) {
target_dt = 0;
}
_game_start_time = _frame_start = get_time_s();
SDL_Init(INITFLAGS);
g_window = SDL_CreateWindow(
@ -21,26 +47,41 @@ int program_run(const struct ProgramSettings* settings) {
SDL_WINDOWPOS_CENTERED_DISPLAY(0),
settings->view_resolution.x,
settings->view_resolution.y,
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE);
SDL_WINDOW_MAXIMIZED | SDL_WINDOW_RESIZABLE);
render_init(g_window, settings);
assets_init();
camera_init();
input_init();
Spritesheet* sheet = spritesheet_from_texture("resources/player.png", (IVector){64, 64});
Sprite* sprite = sprite_from_spritesheet(sheet);
LOG_INFO("settings->on_play");
settings->on_play();
LOG_INFO("Starting program loop");
for(;;) {
SDL_Delay(1);
program_handle_events();
sprite_draw(sprite, IdentityTransform);
render_present();
double current;
do {
current = get_time_s();
_delta_time = current - _frame_start;
SDL_Delay(1);
program_handle_events();
} while(_delta_time <= target_dt);
_frame_start = current;
settings->on_tick();
settings->on_draw();
}
return 1;
LOG_ERROR("Failed to exit");
abort();
}
void program_quit() {
assets_clean();
render_clean();
input_clean();
SDL_DestroyWindow(g_window);
SDL_Quit();
exit(0);
@ -51,6 +92,10 @@ void program_handle_events() {
while(SDL_PollEvent(&event)) {
switch(event.type) {
default: break;
case SDL_KEYUP:
case SDL_KEYDOWN:
input_handle_event(event);
break;
case SDL_WINDOWEVENT:
if(event.window.windowID == SDL_GetWindowID(g_window)) {
program_handle_windowevent(&event.window);

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@ -6,15 +6,21 @@
#include "vmath.h"
#include "render.h"
typedef void(*TickCallback)();
typedef void(*PlayCallback)();
typedef void(*DrawCallback)();
struct ProgramSettings {
const char* title;
IVector view_resolution;
int target_fps;
TickCallback on_tick;
PlayCallback on_play;
DrawCallback on_draw;
};
extern SDL_Window* g_window;
extern double g_delta_time;
extern double g_frame_start;
extern int program_run(const struct ProgramSettings* settings);
extern void program_quit();