input listeners now take object arguments

This commit is contained in:
Sara 2023-11-02 21:00:02 +01:00
parent c4438c86de
commit 78e4558786
5 changed files with 48 additions and 80 deletions

View file

@ -17,7 +17,7 @@ static Player* player = NULL;
static Level* level = NULL;
static
void toggle_info_key(int down) {
void toggle_info_key(void* null, int down) {
if(down) {
g_debug_log_lvl = (g_debug_log_lvl + 1) % 4;
}
@ -25,7 +25,7 @@ void toggle_info_key(int down) {
static
void play() {
input_add_key_action(SDL_SCANCODE_F1, &toggle_info_key);
input_add_key_action(NULL, InputDelegate(toggle_info_key), SDL_SCANCODE_F1);
g_camera.fov = 40;
player = player_new();

View file

@ -1,46 +1,38 @@
#include "input.h"
#include "debug.h"
#include "list.h"
#include <stdint.h>
typedef struct InputAction {
const uint8_t* positive;
const uint8_t* negative;
int last;
void* object_arg;
InputActionDelegate delegate;
} InputAction;
static InputAction* _actions = NULL;
static size_t _actions_len = 0;
static size_t _actions_cap = 0;
static List _actions;
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;
_actions = list_from_type(InputAction);
_keys = SDL_GetKeyboardState(NULL);
}
void input_clean() {
free(_actions);
_actions_len = 0;
_actions_cap = 0;
list_empty(&_actions);
}
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) {
list_foreach(InputAction, action, &_actions) {
if(keyptr == action->positive || keyptr == action->negative) {
int val = *action->positive - *action->negative;
if(val != action->last) {
action->last = val;
action->delegate(val);
action->delegate(action->object_arg, val);
}
}
}
@ -56,60 +48,28 @@ void input_handle_event(SDL_Event event) {
}
}
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){
void input_add_axis_action(void* object, InputActionDelegate delegate, SDL_Scancode negative, SDL_Scancode positive) {
list_add(&_actions, &(InputAction){
.negative = _keys + negative,
.positive = _keys + positive,
.delegate = delegate
};
++_actions_len;
.delegate = delegate,
.object_arg = object,
});
}
void input_add_key_action(SDL_Scancode key, InputActionDelegate delegate) {
_resize_actions_if_needed(_actions_len + 1);
_actions[_actions_len] = (InputAction) {
void input_add_key_action(void* object, InputActionDelegate delegate, SDL_Scancode key) {
list_add(&_actions, &(InputAction) {
.negative = _keys + SDL_SCANCODE_UNKNOWN,
.positive = _keys + key,
.delegate = delegate
};
++_actions_len;
.delegate = delegate,
.object_arg = object,
});
}
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);
void input_remove_actions(void* object) {
for(size_t i = 0; i < _actions.len; ++i) {
if(list_at_as(InputAction, &_actions, i)->object_arg == object) {
list_erase(&_actions, i);
}
}
}

View file

@ -5,15 +5,23 @@
#include <SDL2/SDL_scancode.h>
#include <SDL2/SDL_keyboard.h>
typedef void (*InputActionDelegate)(int value);
// input listener
typedef void (*InputActionDelegate)(void* object, int value);
extern void input_init();
extern void input_clean();
// handle an input event
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);
// create a new axis action triggering on a change of either 'negative' or 'positive' and invoking 'delegate' with first argument 'object'
extern void input_add_axis_action(void* object, InputActionDelegate delegate, SDL_Scancode negative, SDL_Scancode positive);
// create a new key action triggering on 'key' change invoking 'delegate' on 'object'.
extern void input_add_key_action(void* object, InputActionDelegate delegate, SDL_Scancode key);
// remove all actions related to 'object'.
extern void input_remove_actions(void* object);
#define InputDelegate(__Listener)\
((InputActionDelegate)&__Listener)
#endif // !_fencer_input_h

View file

@ -8,23 +8,18 @@
#include "physics_world.h"
#include "game_world.h"
static Vector _directional = ZeroVector;
static Spritesheet* spr_player_standing = NULL;
static
void player_input_h(int val) {
_directional.x = val * 10.f;
void player_input_h(Player* self, int val) {
self->directional.x = val * 10.f;
}
static
void player_input_v(int val) {
_directional.y = -val * 10.f;
void player_input_v(Player* self, int val) {
self->directional.y = -val * 10.f;
}
Player* player_new() {
input_add_axis_action(SDL_SCANCODE_A, SDL_SCANCODE_D, &player_input_h);
input_add_axis_action(SDL_SCANCODE_S, SDL_SCANCODE_W, &player_input_v);
spr_player_standing = spritesheet_load("assets/sprites/player.png", (IVector){128, 128});
Spritesheet* spr_player_standing = spritesheet_load("assets/sprites/player.png", (IVector){128, 128});
float ex_w = 0.1f;
float h = .75f;
@ -45,6 +40,8 @@ Player* player_new() {
rigidbody_set_mass(self->rigidbody, 10.f);
physics_world_add_entity(Player_as_PhysicsEntity(self));
sprite_set_origin(self->sprite, (Vector){0.25f, 1.f});
input_add_axis_action(self, InputDelegate(player_input_h), SDL_SCANCODE_A, SDL_SCANCODE_D);
input_add_axis_action(self, InputDelegate(player_input_v), SDL_SCANCODE_S, SDL_SCANCODE_W);
return self;
}
@ -61,9 +58,9 @@ void player_start(Player* self) {}
void player_update(Player* self, float dt) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
Vector velocity_target = {self->is_grounded ? _directional.x : velocity.x, velocity.y};
if(_directional.y < 0 && self->is_grounded) {
_directional.y = 0;
Vector velocity_target = {self->is_grounded ? self->directional.x : velocity.x, velocity.y};
if(self->directional.y < 0 && self->is_grounded) {
self->directional.y = 0;
velocity.y = -30.f;
rigidbody_set_velocity(self->rigidbody, velocity);
}
@ -80,6 +77,7 @@ void player_free(Player* self) {
rigidbody_destroy(self->rigidbody);
shape_destroy(self->shape);
sprite_destroy(self->sprite);
input_remove_actions(self);
free(self);
}

View file

@ -14,6 +14,8 @@ typedef struct Player {
RigidBody* rigidbody;
Shape* shape;
Vector directional;
Sprite* sprite;
int is_grounded;
} Player;