implemented new input system
This commit is contained in:
parent
43527cd675
commit
86ba2b8c29
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@ -19,4 +19,8 @@ static inline Drop T##_as_Drop(T* x) {\
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return (Drop){.tc = &tc, .data = x};\
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}
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#define impl_default_Drop_for(T)\
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static void default_drop_##T(T* v) { free(v); }\
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impl_Drop_for(T, default_drop_##T)
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#endif // !_fencer_drop_h
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11
src/fencer.c
11
src/fencer.c
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@ -2,6 +2,7 @@
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#include "camera.h"
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#include "debug.h"
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#include "input.h"
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#include "input_axis.h"
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#include "physics_entity.h"
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#include "physics_world.h"
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#include "program.h"
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@ -16,16 +17,8 @@
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static Player* player = NULL;
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static Level* level = NULL;
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static
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void toggle_info_key(void* null, int down) {
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if(down) {
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g_debug_log_lvl = (g_debug_log_lvl + 1) % 4;
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}
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}
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static
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void play() {
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input_add_key_action(NULL, InputDelegate(toggle_info_key), SDL_SCANCODE_F1);
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g_camera.fov = 40;
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player = player_new();
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@ -47,7 +40,7 @@ void draw() {
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int main(int argc, char* argv[]) {
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struct ProgramSettings config = {
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.target_fps = 120,
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.target_fps = 240,
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.title = "fencer",
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.view_resolution = {1920, 1080},
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.on_play = &play,
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@ -22,7 +22,7 @@ size_t _internal_find_index_for_entity(void* data, const List* list) {
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static inline
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void _internal_clear_removed() {
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list_foreach(size_t, index, &_remove_queue) {
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list_foreach(size_t*, index, &_remove_queue) {
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BehaviourEntity* entity = list_at_as(BehaviourEntity, &_game_entities, *index);
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entity->drop->drop(entity->data);
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list_erase(&_game_entities, *index);
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@ -32,7 +32,7 @@ void _internal_clear_removed() {
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static inline
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void _internal_process_new() {
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list_foreach(BehaviourEntity, entity, &_add_queue) {
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list_foreach(BehaviourEntity*, entity, &_add_queue) {
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list_add(&_game_entities, entity);
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entity->tc->start(entity->data);
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}
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@ -48,7 +48,7 @@ void game_world_init() {
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void game_world_close() {
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_internal_clear_removed();
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_internal_process_new();
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list_foreach(BehaviourEntity, entity, &_game_entities) {
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list_foreach(BehaviourEntity*, entity, &_game_entities) {
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entity->drop->drop(entity->data);
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}
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list_empty(&_game_entities);
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@ -67,14 +67,14 @@ void game_world_remove_entity(void* entity) {
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void game_world_update() {
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_internal_process_new();
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list_foreach(BehaviourEntity, entity, &_game_entities) {
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list_foreach(BehaviourEntity*, entity, &_game_entities) {
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entity->tc->update(entity->data, delta_time());
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}
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_internal_clear_removed();
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}
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void game_word_draw() {
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list_foreach(BehaviourEntity, entity, &_game_entities) {
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list_foreach(BehaviourEntity*, entity, &_game_entities) {
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entity->tc->draw(entity->data);
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}
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}
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97
src/input.c
97
src/input.c
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@ -1,10 +1,103 @@
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#include "input.h"
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#include "input_axis.h"
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#include "debug.h"
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static List _devices;
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static
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void _internal_open_keyboard() {
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InputDevice* keyboard = malloc(sizeof(InputDevice));
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*keyboard = (InputDevice){
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.listeners = NULL,
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.type = InputDevice_KBM,
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.id = -1,
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.keyboard = {
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.state = SDL_GetKeyboardState(NULL)
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}
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};
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list_add(&_devices, &keyboard);
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LOG_INFO("registered keyboard %d", keyboard->id);
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}
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static
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void _internal_open_controller(size_t id) {
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InputDevice* device = malloc(sizeof(InputDevice));
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*device = (InputDevice) {
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.listeners = NULL,
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.type = InputDevice_Gamepad,
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.id = id,
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.gamepad = {
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.id = id,
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.controller = SDL_GameControllerOpen(id)
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}
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};
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list_add(&_devices, &device);
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LOG_INFO("registered game controller %d", device->id);
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}
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void input_init() {
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_devices = list_from_type(InputDevice*);
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// open the keyboard by default
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_internal_open_keyboard();
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// open any controllers already available
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const size_t joystick_count = SDL_NumJoysticks();
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for(size_t i = 0; i < joystick_count; ++i) {
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_internal_open_controller(i);
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}
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}
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void input_clean() {
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list_foreach(InputDevice**, _device, &_devices) {
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InputDevice* device = *_device;
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if(device->type == InputDevice_Gamepad)
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SDL_GameControllerClose(device->gamepad.controller);
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free(device);
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}
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list_empty(&_devices);
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}
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void input_handle_event(SDL_Event event) {
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list_foreach(InputDevice**, _device, &_devices) {
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InputDevice* device = *_device;
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if(device->listeners != NULL) {
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list_foreach(InputListener*, listener, device->listeners) {
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InputAxis axis = listener->axis;
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if(axis.tc->is_changed_by(axis.data, event)) {
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InputEvent value = axis.tc->evaluate(axis.data, event);
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listener->fn(listener->self, value);
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}
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}
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}
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}
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}
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void input_device_set_listeners(InputDevice* self, List* listeners) {
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if(self->listeners != NULL) {
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list_foreach(InputListener*, listener, self->listeners) {
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listener->axis.tc->set_device(listener->axis.data, NULL);
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}
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}
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self->listeners = listeners;
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if(listeners == NULL)
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return;
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list_foreach(InputListener*, listener, listeners)
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listener->axis.tc->set_device(listener->axis.data, self);
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LOG_INFO("Set listeners for device %d to %p", self->id, listeners);
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}
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InputDevice* input_get_device_by_id(int id) {
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list_foreach(InputDevice**, _device, &_devices) {
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InputDevice* device = *_device;
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if(device->id == id) {
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return device;
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}
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}
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return NULL;
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}
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35
src/input.h
35
src/input.h
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@ -3,15 +3,48 @@
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#include "vmath.h"
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#include "list.h"
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#include "input_axis.h"
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_scancode.h>
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#include <SDL2/SDL_keyboard.h>
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#include <SDL2/SDL_joystick.h>
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#include <SDL2/SDL_gamecontroller.h>
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struct PlayerInput;
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typedef void (*InputDelegateFn)(void* self, InputEvent event);
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typedef struct InputListener {
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void* self;
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InputDelegateFn fn;
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InputAxis axis;
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} InputListener;
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typedef enum InputDeviceType {
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InputDevice_Gamepad,
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InputDevice_KBM
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} InputDeviceType;
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typedef struct InputDevice {
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List* listeners;
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InputDeviceType type;
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int id;
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union {
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struct {
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const uint8_t* state;
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} keyboard;
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struct {
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SDL_JoystickID id;
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SDL_GameController* controller;
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} gamepad;
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};
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} InputDevice;
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extern void input_init();
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extern void input_clean();
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// handle an input event
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extern void input_handle_event(SDL_Event event);
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extern void input_device_set_listeners(InputDevice* self, List* listeners);
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extern InputDevice* input_get_device_by_id(int id);
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#endif // !_fencer_input_h
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187
src/input_axis.c
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187
src/input_axis.c
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#include "input_axis.h"
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#include "debug.h"
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#include "input.h"
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KeyBind* keybind_new(SDL_Scancode key) {
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KeyBind* self = malloc(sizeof(KeyBind));
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*self = (KeyBind) {
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.device = NULL,
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.scancode = key,
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.state = 0
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};
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return self;
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}
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int keybind_is_changed_by(KeyBind* self, SDL_Event event) {
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return self->device->type == InputDevice_KBM
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&& (event.type == SDL_KEYUP || event.type == SDL_KEYDOWN)
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&& event.key.keysym.scancode == self->scancode;
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}
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InputEvent keybind_evaluate(KeyBind* self, SDL_Event event) {
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return (InputEvent) {
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.type = InputEvent_Bool,
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.as_bool = self->device->keyboard.state[self->scancode]
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};
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}
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void keybind_set_device(KeyBind* self, InputDevice* device) {
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self->device = device;
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}
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ControllerAxis* controlleraxis_new(int axis) {
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ControllerAxis* self = malloc(sizeof(ControllerAxis));
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*self = (ControllerAxis){
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.axis = axis,
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.device = NULL
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};
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return self;
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}
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int controlleraxis_is_changed_by(ControllerAxis* self, SDL_Event event) {
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int r = self->device->type == InputDevice_Gamepad
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&& event.type == SDL_CONTROLLERAXISMOTION
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&& event.caxis.which == self->device->gamepad.id
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&& event.caxis.axis == self->axis;
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return r;
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}
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InputEvent controlleraxis_evaluate(ControllerAxis* self, SDL_Event event) {
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float result = (float)event.caxis.value / 32767.0;
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LOG_INFO("axis %f", result);
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return (InputEvent) {
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.type = InputEvent_Float,
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.as_float = result
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};
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}
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void controlleraxis_set_device(ControllerAxis* self, InputDevice* device) {
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self->device = device;
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}
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ControllerButton* controllerbutton_new(int button) {
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ControllerButton* self = malloc(sizeof(ControllerButton));
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*self = (ControllerButton) {
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.button = button,
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.device = NULL
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};
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return self;
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}
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int controllerbutton_is_changed_by(ControllerButton* self, SDL_Event event) {
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return self->device->type == InputDevice_Gamepad
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&& event.cbutton.which == self->device->gamepad.id
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&& (event.type == SDL_CONTROLLERBUTTONUP || event.type == SDL_CONTROLLERBUTTONDOWN)
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&& event.cbutton.button == self->button;
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}
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InputEvent controllerbutton_evaluate(ControllerButton* self, SDL_Event event) {
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return (InputEvent) {
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.type = InputEvent_Bool,
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.as_bool = event.cbutton.state
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};
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}
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void controllerbutton_set_device(ControllerButton* self, InputDevice* device) {
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self->device = device;
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}
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CompositeAxis1D* compositeaxis1d_new(InputAxis left, InputAxis right, InputEventType type) {
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CompositeAxis1D* self = malloc(sizeof(CompositeAxis1D));
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*self = (CompositeAxis1D) {
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.left = left,
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.right = right,
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.type = type,
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};
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return self;
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}
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int compositeaxis1d_is_changed_by(CompositeAxis1D* self, SDL_Event event) {
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return self->left.tc->is_changed_by(self->left.data, event)
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|| self->right.tc->is_changed_by(self->right.data, event);
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}
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static inline
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InputEvent _internal_event_to_type(InputEventType type, InputEvent event) {
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if(type == InputEvent_Vector && event.type == InputEvent_Vector)
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return event;
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float as_float = 0;
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switch(event.type) {
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case InputEvent_Vector:
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LOG_ERROR("No (1)");
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break;
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case InputEvent_Bool:
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as_float = event.as_bool;
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break;
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case InputEvent_Float:
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as_float = event.as_float;
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break;
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case InputEvent_Int:
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as_float = event.as_int;
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break;
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}
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event.type = type;
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switch(type) {
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case InputEvent_Int:
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event.as_int = round(as_float);
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return event;
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case InputEvent_Float:
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event.as_float = as_float;
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return event;
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case InputEvent_Bool:
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event.as_bool = as_float != 0;
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return event;
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case InputEvent_Vector:
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LOG_ERROR("No (2)");
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return event;
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}
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return event;
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}
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InputEvent compositeaxis1d_evaluate(CompositeAxis1D* self, SDL_Event event) {
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InputEvent left_result = self->left.tc->evaluate(self->left.data, event);
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InputEvent right_result = self->right.tc->evaluate(self->right.data, event);
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ASSERT_RETURN(self->type != InputEvent_Vector
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|| (left_result.type == InputEvent_Vector && right_result.type == InputEvent_Vector),
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((InputEvent){.type = 0, .as_bool = 0}), "Composite axis can only output vector if both composite elements output vector.");
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InputEvent final = {
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.type = self->type
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};
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// if both outputs are booleans, they will be combined to an int
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if(final.type == InputEvent_Bool)
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final.type = InputEvent_Int;
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left_result = _internal_event_to_type(final.type, left_result);
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right_result = _internal_event_to_type(final.type, right_result);
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switch(final.type) {
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default:
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LOG_ERROR("Invalid composite input result");
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final.type = InputEvent_Bool;
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final.as_bool = 0;
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return final;
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case InputEvent_Int:
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final.as_int = right_result.as_int - left_result.as_int;
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return final;
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case InputEvent_Float:
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final.as_float = right_result.as_float - left_result.as_float;
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return final;
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case InputEvent_Vector:
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final.as_vector = vsubf(right_result.as_vector, left_result.as_vector);
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return final;
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}
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}
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void compositeaxis1d_set_device(CompositeAxis1D* self, InputDevice* device) {
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self->left.tc->set_device(self->left.data, device);
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self->right.tc->set_device(self->right.data, device);
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}
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void compositeaxis1d_drop(CompositeAxis1D* self) {
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self->left.drop->drop(self->left.data);
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self->right.drop->drop(self->right.data);
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free(self);
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}
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129
src/input_axis.h
Normal file
129
src/input_axis.h
Normal file
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@ -0,0 +1,129 @@
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#ifndef _fencer_input_axis_h
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#define _fencer_input_axis_h
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#include "typeclass_helpers.h"
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#include "vmath.h"
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#include "drop.h"
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_keyboard.h>
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#include <SDL2/SDL_gamecontroller.h>
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struct InputDevice;
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typedef enum InputEventType {
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InputEvent_Vector = 0,
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InputEvent_Float = 1,
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InputEvent_Int = 2,
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InputEvent_Bool = 3,
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} InputEventType;
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typedef struct InputEvent {
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InputEventType type;
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union {
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Vector as_vector;
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float as_float;
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int as_int;
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int as_bool;
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};
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} InputEvent;
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typedef struct {
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int (*const is_changed_by)(void*, SDL_Event);
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struct InputEvent (*const evaluate)(void*, SDL_Event);
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void (*const set_device)(void*, struct InputDevice*);
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} IInputAxis;
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typedef struct {
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void* data;
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IInputAxis const* tc;
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IDrop const* drop;
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} InputAxis;
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#define impl_InputAxis_for(T, is_changed_by_f, evaluate_f, set_device_f)\
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static inline InputAxis T##_as_InputAxis(T* x) {\
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TC_FN_TYPECHECK(int, is_changed_by_f, T*, SDL_Event);\
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TC_FN_TYPECHECK(struct InputEvent, evaluate_f, T*, SDL_Event);\
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TC_FN_TYPECHECK(void, set_device_f, T*, struct InputDevice*);\
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static IInputAxis const tc = {\
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.is_changed_by = (int(*const)(void*,SDL_Event)) is_changed_by_f,\
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.evaluate = (struct InputEvent(*const)(void*,SDL_Event)) evaluate_f,\
|
||||
.set_device = (void(*const)(void*,struct InputDevice*)) set_device_f\
|
||||
};\
|
||||
IDrop const* drop = T##_as_Drop(x).tc;\
|
||||
return (InputAxis){.data=x, .tc=&tc, .drop = drop};\
|
||||
}
|
||||
|
||||
typedef struct KeyBind {
|
||||
int state;
|
||||
SDL_Scancode scancode;
|
||||
struct InputDevice* device;
|
||||
} KeyBind;
|
||||
|
||||
extern KeyBind* keybind_new(SDL_Scancode bind);
|
||||
extern int keybind_is_changed_by(KeyBind* self, SDL_Event event);
|
||||
extern struct InputEvent keybind_evaluate(KeyBind* self, SDL_Event);
|
||||
extern void keybind_set_device(KeyBind* self, struct InputDevice* device);
|
||||
|
||||
impl_default_Drop_for(KeyBind)
|
||||
impl_InputAxis_for(KeyBind,
|
||||
keybind_is_changed_by,
|
||||
keybind_evaluate,
|
||||
keybind_set_device
|
||||
)
|
||||
|
||||
typedef struct ControllerAxis {
|
||||
struct InputDevice* device;
|
||||
int axis;
|
||||
} ControllerAxis;
|
||||
|
||||
extern ControllerAxis* controlleraxis_new(int axis);
|
||||
extern int controlleraxis_is_changed_by(ControllerAxis* self, SDL_Event event);
|
||||
extern struct InputEvent controlleraxis_evaluate(ControllerAxis* self, SDL_Event event);
|
||||
extern void controlleraxis_set_device(ControllerAxis* self, struct InputDevice* device);
|
||||
|
||||
impl_default_Drop_for(ControllerAxis)
|
||||
impl_InputAxis_for(ControllerAxis,
|
||||
controlleraxis_is_changed_by,
|
||||
controlleraxis_evaluate,
|
||||
controlleraxis_set_device
|
||||
)
|
||||
|
||||
typedef struct ControllerButton {
|
||||
struct InputDevice* device;
|
||||
int button;
|
||||
} ControllerButton;
|
||||
|
||||
extern ControllerButton* controllerbutton_new(int button);
|
||||
extern int controllerbutton_is_changed_by(ControllerButton* self, SDL_Event event);
|
||||
extern struct InputEvent controllerbutton_evaluate(ControllerButton* self, SDL_Event event);
|
||||
extern void controllerbutton_set_device(ControllerButton* self, struct InputDevice* device);
|
||||
|
||||
impl_default_Drop_for(ControllerButton)
|
||||
impl_InputAxis_for(ControllerButton,
|
||||
controllerbutton_is_changed_by,
|
||||
controllerbutton_evaluate,
|
||||
controllerbutton_set_device
|
||||
)
|
||||
|
||||
typedef struct CompositeAxis1D {
|
||||
InputAxis left;
|
||||
InputAxis right;
|
||||
InputEventType type;
|
||||
} CompositeAxis1D;
|
||||
|
||||
extern CompositeAxis1D* compositeaxis1d_new(InputAxis left, InputAxis right, InputEventType type);
|
||||
extern int compositeaxis1d_is_changed_by(CompositeAxis1D* self, SDL_Event event);
|
||||
extern struct InputEvent compositeaxis1d_evaluate(CompositeAxis1D* self, SDL_Event event);
|
||||
extern void compositeaxis1d_set_device(CompositeAxis1D* self, struct InputDevice* device);
|
||||
extern void compositeaxis1d_drop(CompositeAxis1D* self);
|
||||
|
||||
impl_Drop_for(CompositeAxis1D,
|
||||
compositeaxis1d_drop
|
||||
)
|
||||
impl_InputAxis_for(CompositeAxis1D,
|
||||
compositeaxis1d_is_changed_by,
|
||||
compositeaxis1d_evaluate,
|
||||
compositeaxis1d_set_device
|
||||
)
|
||||
|
||||
#endif // !_fencer_input_axis_h
|
|
@ -27,7 +27,7 @@ extern void* list_iterator_begin(List* self);
|
|||
extern void* list_iterator_end(List* self);
|
||||
|
||||
#define list_from_type(T) list_init(sizeof(T))
|
||||
#define list_foreach(T, iter, list) for(T* iter = list_iterator_begin(list); iter != (T*)list_iterator_end(list); ++iter)
|
||||
#define list_foreach(T, iter, list) for(T iter = list_iterator_begin(list); iter != (T)list_iterator_end(list); ++iter)
|
||||
#define list_at_as(T, __list, __i) ((T*)(list_at(__list, __i)))
|
||||
|
||||
#define list_iterator_begin_as(T, __list) ((T*)(list_iterator_begin(__list)))
|
||||
|
|
|
@ -56,7 +56,7 @@ int _internal_default_contact_solver(RigidBody* body, Contact* contact, Transfor
|
|||
void physics_entity_apply_collision_forces(PhysicsEntity self, List* contacts) {
|
||||
RigidBody* body = self.tc->get_rigidbody(self.data);
|
||||
// apply collision impulse
|
||||
list_foreach(Contact, contact, contacts)
|
||||
list_foreach(Contact*, contact, contacts)
|
||||
rigidbody_add_impulse(body, _internal_calculate_contact_force(body, contact), 1);
|
||||
}
|
||||
|
||||
|
@ -68,7 +68,7 @@ void physics_entity_solve_contacts(PhysicsEntity self, List* contacts) {
|
|||
int done;
|
||||
for(size_t iteration = 100; iteration != 0; --iteration) {
|
||||
done = 1;
|
||||
list_foreach(Contact, contact, contacts) {
|
||||
list_foreach(Contact*, contact, contacts) {
|
||||
if(!_internal_default_contact_solver(body, contact, pre_solve))
|
||||
done = 0;
|
||||
}
|
||||
|
@ -93,7 +93,7 @@ void physics_entity_update(PhysicsEntity self) {
|
|||
List* contacts = rigidbody_get_contacts(body);
|
||||
if(contacts->len > 0) {
|
||||
self.tc->collision_solver(self.data, contacts);
|
||||
list_foreach(Contact, contact, contacts)
|
||||
list_foreach(Contact*, contact, contacts)
|
||||
self.tc->on_collision(self.data, contact->hit);
|
||||
}
|
||||
rigidbody_collect_contacts(body);
|
||||
|
|
64
src/player.c
64
src/player.c
|
@ -1,24 +1,65 @@
|
|||
#include "player.h"
|
||||
#include "assets.h"
|
||||
#include "debug.h"
|
||||
#include "input_axis.h"
|
||||
#include "physics_entity.h"
|
||||
#include "program.h"
|
||||
#include "rigidbody.h"
|
||||
#include "input.h"
|
||||
#include "physics_world.h"
|
||||
#include "game_world.h"
|
||||
#include <SDL2/SDL_gamecontroller.h>
|
||||
|
||||
static
|
||||
void player_input_h(Player* self, int val) {
|
||||
self->directional.x = val * 10.f;
|
||||
void player_input_h(Player* self, InputEvent val) {
|
||||
self->directional.x = val.as_float * 5.f;
|
||||
}
|
||||
|
||||
static
|
||||
void player_input_v(Player* self, int val) {
|
||||
self->directional.y = -val * 10.f;
|
||||
void player_input_jump(Player* self, InputEvent down) {
|
||||
if(down.as_bool && self->is_grounded) {
|
||||
Vector velocity = rigidbody_get_velocity(self->rigidbody);
|
||||
self->directional.y = 0;
|
||||
velocity.y = -20.f;
|
||||
rigidbody_set_velocity(self->rigidbody, velocity);
|
||||
}
|
||||
}
|
||||
|
||||
static inline
|
||||
void _internal_player_init_input(Player* self) {
|
||||
// default to keyboard if no controllers are available
|
||||
if(input_get_device_by_id(0) != NULL)
|
||||
self->player_input = playerinput_new(self, 0);
|
||||
else
|
||||
self->player_input = playerinput_new(self, -1);
|
||||
|
||||
// KEYBOARD ------------------------------------------------
|
||||
// WALK
|
||||
playerinput_add(self->player_input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
|
||||
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_A)),
|
||||
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_D)),
|
||||
InputEvent_Float
|
||||
)), (InputDelegateFn)player_input_h);
|
||||
// JUMP
|
||||
playerinput_add(self->player_input,
|
||||
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_W)),
|
||||
(InputDelegateFn)player_input_jump
|
||||
);
|
||||
|
||||
// CONTROLLER ------------------------------------------------
|
||||
// WALK
|
||||
playerinput_add(self->player_input,
|
||||
ControllerAxis_as_InputAxis(controlleraxis_new(0)),
|
||||
(InputDelegateFn)player_input_h
|
||||
);
|
||||
// JUMP
|
||||
playerinput_add(self->player_input,
|
||||
ControllerButton_as_InputAxis(controllerbutton_new(SDL_CONTROLLER_BUTTON_A)),
|
||||
(InputDelegateFn)player_input_jump
|
||||
);
|
||||
}
|
||||
|
||||
Player* player_new() {
|
||||
|
||||
Spritesheet* spr_player_standing = spritesheet_load("assets/sprites/player.png", (IVector){128, 128});
|
||||
|
||||
float ex_w = 0.1f;
|
||||
|
@ -36,12 +77,14 @@ Player* player_new() {
|
|||
{ex_w-r, -h}, {ex_w, rr-h},
|
||||
}, 8)
|
||||
};
|
||||
|
||||
self->rigidbody = rigidbody_make(Player_as_Transformable(self));
|
||||
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);
|
||||
|
||||
_internal_player_init_input(self);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
|
@ -59,11 +102,6 @@ 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 ? 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);
|
||||
}
|
||||
rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 50.f), 0);
|
||||
rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 100.f}, 0);
|
||||
self->is_grounded = 0;
|
||||
|
@ -77,7 +115,7 @@ void player_free(Player* self) {
|
|||
rigidbody_destroy(self->rigidbody);
|
||||
shape_destroy(self->shape);
|
||||
sprite_destroy(self->sprite);
|
||||
input_remove_actions(self);
|
||||
playerinput_drop(self->player_input);
|
||||
free(self);
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "collision.h"
|
||||
#include "sprite.h"
|
||||
#include "sprite_entity.h"
|
||||
#include "player_input.h"
|
||||
|
||||
typedef struct Player {
|
||||
Transform transform;
|
||||
|
@ -18,6 +19,7 @@ typedef struct Player {
|
|||
|
||||
Sprite* sprite;
|
||||
int is_grounded;
|
||||
PlayerInput* player_input;
|
||||
} Player;
|
||||
|
||||
extern Player* player_new();
|
||||
|
|
37
src/player_input.c
Normal file
37
src/player_input.c
Normal file
|
@ -0,0 +1,37 @@
|
|||
#include "player_input.h"
|
||||
|
||||
PlayerInput* playerinput_new(void* target, int device) {
|
||||
PlayerInput* self = malloc(sizeof(PlayerInput));
|
||||
self->listeners = list_from_type(InputListener);
|
||||
self->device = input_get_device_by_id(device);
|
||||
self->target = target;
|
||||
input_device_set_listeners(self->device, &self->listeners);
|
||||
return self;
|
||||
}
|
||||
|
||||
void playerinput_add(PlayerInput* self, InputAxis axis, InputDelegateFn delegate) {
|
||||
InputListener listener = {
|
||||
.axis = axis,
|
||||
.fn = delegate,
|
||||
.self = self->target,
|
||||
};
|
||||
listener.axis.tc->set_device(listener.axis.data, self->device);
|
||||
list_add(&self->listeners, &listener);
|
||||
}
|
||||
|
||||
void playerinput_set_device(PlayerInput* self, int device) {
|
||||
if(self->device != NULL)
|
||||
input_device_set_listeners(self->device, NULL);
|
||||
self->device = input_get_device_by_id(device);
|
||||
input_device_set_listeners(self->device, &self->listeners);
|
||||
}
|
||||
|
||||
void playerinput_drop(PlayerInput* self) {
|
||||
input_device_set_listeners(self->device, NULL);
|
||||
|
||||
list_foreach(InputListener*, listener, &self->listeners) {
|
||||
listener->axis.drop->drop(listener->axis.data);
|
||||
}
|
||||
list_empty(&self->listeners);
|
||||
free(self);
|
||||
}
|
23
src/player_input.h
Normal file
23
src/player_input.h
Normal file
|
@ -0,0 +1,23 @@
|
|||
#ifndef _fencer_player_input_h
|
||||
#define _fencer_player_input_h
|
||||
|
||||
#include "list.h"
|
||||
#include "input.h"
|
||||
#include "input_axis.h"
|
||||
|
||||
typedef struct PlayerInput {
|
||||
InputDevice* device;
|
||||
List listeners;
|
||||
void* target;
|
||||
} PlayerInput;
|
||||
|
||||
extern PlayerInput* playerinput_new(void* target, int device);
|
||||
extern void playerinput_add(PlayerInput* self, InputAxis axis, InputDelegateFn delegate);
|
||||
extern void playerinput_set_device(PlayerInput* self, int device);
|
||||
extern void playerinput_drop(PlayerInput* self);
|
||||
|
||||
impl_Drop_for(PlayerInput,
|
||||
playerinput_drop
|
||||
)
|
||||
|
||||
#endif // !_fencer_player_input_h
|
|
@ -18,7 +18,7 @@ static double _frame_start;
|
|||
static double _game_start_time;
|
||||
|
||||
|
||||
#define INITFLAGS SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER
|
||||
#define INITFLAGS SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK
|
||||
|
||||
static inline
|
||||
double tstos(struct timespec ts) {
|
||||
|
@ -44,7 +44,9 @@ int program_run(const struct ProgramSettings* settings) {
|
|||
}
|
||||
_game_start_time = get_time_s();
|
||||
_frame_start = _game_start_time;
|
||||
SDL_Init(INITFLAGS);
|
||||
if(SDL_Init(INITFLAGS) != 0) {
|
||||
LOG_ERROR("SDL init error: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
g_window = SDL_CreateWindow(
|
||||
settings->title,
|
||||
|
@ -54,11 +56,11 @@ int program_run(const struct ProgramSettings* settings) {
|
|||
settings->view_resolution.y,
|
||||
SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE);
|
||||
|
||||
render_init(g_window, settings);
|
||||
assets_init();
|
||||
camera_init();
|
||||
input_init();
|
||||
physics_world_init();
|
||||
render_init(g_window, settings);
|
||||
camera_init();
|
||||
assets_init();
|
||||
input_init();
|
||||
game_world_init();
|
||||
|
||||
LOG_INFO("settings->on_play");
|
||||
|
@ -88,11 +90,11 @@ int program_run(const struct ProgramSettings* settings) {
|
|||
}
|
||||
|
||||
void program_quit() {
|
||||
game_world_close();
|
||||
input_clean();
|
||||
assets_clean();
|
||||
render_clean();
|
||||
input_clean();
|
||||
physics_world_clean();
|
||||
game_world_close();
|
||||
SDL_DestroyWindow(g_window);
|
||||
SDL_Quit();
|
||||
exit(0);
|
||||
|
@ -105,6 +107,9 @@ void program_handle_events() {
|
|||
default: break;
|
||||
case SDL_KEYUP:
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_CONTROLLERBUTTONUP:
|
||||
case SDL_CONTROLLERBUTTONDOWN:
|
||||
case SDL_CONTROLLERAXISMOTION:
|
||||
input_handle_event(event);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
|
|
|
@ -140,7 +140,7 @@ Vector rigidbody_get_force(RigidBody* self) {
|
|||
}
|
||||
|
||||
void rigidbody_debug_draw_contacts(RigidBody* self) {
|
||||
list_foreach(Contact, contact, &self->contacts) {
|
||||
list_foreach(Contact*, contact, &self->contacts) {
|
||||
_internal_debug_draw_collision_edge(self, contact);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ Vector* _shape_get_furthest_in_direction(Shape* self, Vector direction) {
|
|||
Vector* furthest = list_at(&self->points, 0);
|
||||
|
||||
float dot;
|
||||
list_foreach(Vector, point, &self->points) {
|
||||
list_foreach(Vector*, point, &self->points) {
|
||||
dot = vdotf(direction, vsubf(*point, self->mean));
|
||||
if(dot > furthest_dot) {
|
||||
furthest = point;
|
||||
|
@ -39,7 +39,7 @@ static
|
|||
int _shape_calculate_is_convex(Shape* self) {
|
||||
// point relative to mean
|
||||
Vector relative;
|
||||
list_foreach(Vector, point, &self->points) {
|
||||
list_foreach(Vector*, point, &self->points) {
|
||||
relative = vsubf(*point, self->mean);
|
||||
if(point != _shape_get_furthest_in_direction(self, relative)) {
|
||||
return 0;
|
||||
|
@ -53,7 +53,7 @@ static
|
|||
Vector _shape_calculate_mean(Shape* self) {
|
||||
Vector avg = ZeroVector;
|
||||
size_t count = 0;
|
||||
list_foreach(Vector, point, &self->points) {
|
||||
list_foreach(Vector*, point, &self->points) {
|
||||
++count;
|
||||
avg = vaddf(avg, vmulff(*point, 1.0/count));
|
||||
}
|
||||
|
|
|
@ -77,4 +77,4 @@ SDL_Rect spritesheet_get_frame_rect(const Spritesheet* self, size_t index) {
|
|||
|
||||
IVector spritesheet_get_resolution(const Spritesheet* self) {
|
||||
return self->resolution;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue