implemented new input system

This commit is contained in:
Sara 2023-11-05 23:12:56 +01:00
parent 43527cd675
commit 86ba2b8c29
17 changed files with 591 additions and 47 deletions

View file

@ -19,4 +19,8 @@ static inline Drop T##_as_Drop(T* x) {\
return (Drop){.tc = &tc, .data = x};\
}
#define impl_default_Drop_for(T)\
static void default_drop_##T(T* v) { free(v); }\
impl_Drop_for(T, default_drop_##T)
#endif // !_fencer_drop_h

View file

@ -2,6 +2,7 @@
#include "camera.h"
#include "debug.h"
#include "input.h"
#include "input_axis.h"
#include "physics_entity.h"
#include "physics_world.h"
#include "program.h"
@ -16,16 +17,8 @@
static Player* player = NULL;
static Level* level = NULL;
static
void toggle_info_key(void* null, int down) {
if(down) {
g_debug_log_lvl = (g_debug_log_lvl + 1) % 4;
}
}
static
void play() {
input_add_key_action(NULL, InputDelegate(toggle_info_key), SDL_SCANCODE_F1);
g_camera.fov = 40;
player = player_new();
@ -47,7 +40,7 @@ void draw() {
int main(int argc, char* argv[]) {
struct ProgramSettings config = {
.target_fps = 120,
.target_fps = 240,
.title = "fencer",
.view_resolution = {1920, 1080},
.on_play = &play,

View file

@ -22,7 +22,7 @@ size_t _internal_find_index_for_entity(void* data, const List* list) {
static inline
void _internal_clear_removed() {
list_foreach(size_t, index, &_remove_queue) {
list_foreach(size_t*, index, &_remove_queue) {
BehaviourEntity* entity = list_at_as(BehaviourEntity, &_game_entities, *index);
entity->drop->drop(entity->data);
list_erase(&_game_entities, *index);
@ -32,7 +32,7 @@ void _internal_clear_removed() {
static inline
void _internal_process_new() {
list_foreach(BehaviourEntity, entity, &_add_queue) {
list_foreach(BehaviourEntity*, entity, &_add_queue) {
list_add(&_game_entities, entity);
entity->tc->start(entity->data);
}
@ -48,7 +48,7 @@ void game_world_init() {
void game_world_close() {
_internal_clear_removed();
_internal_process_new();
list_foreach(BehaviourEntity, entity, &_game_entities) {
list_foreach(BehaviourEntity*, entity, &_game_entities) {
entity->drop->drop(entity->data);
}
list_empty(&_game_entities);
@ -67,14 +67,14 @@ void game_world_remove_entity(void* entity) {
void game_world_update() {
_internal_process_new();
list_foreach(BehaviourEntity, entity, &_game_entities) {
list_foreach(BehaviourEntity*, entity, &_game_entities) {
entity->tc->update(entity->data, delta_time());
}
_internal_clear_removed();
}
void game_word_draw() {
list_foreach(BehaviourEntity, entity, &_game_entities) {
list_foreach(BehaviourEntity*, entity, &_game_entities) {
entity->tc->draw(entity->data);
}
}

View file

@ -1,10 +1,103 @@
#include "input.h"
#include "input_axis.h"
#include "debug.h"
static List _devices;
static
void _internal_open_keyboard() {
InputDevice* keyboard = malloc(sizeof(InputDevice));
*keyboard = (InputDevice){
.listeners = NULL,
.type = InputDevice_KBM,
.id = -1,
.keyboard = {
.state = SDL_GetKeyboardState(NULL)
}
};
list_add(&_devices, &keyboard);
LOG_INFO("registered keyboard %d", keyboard->id);
}
static
void _internal_open_controller(size_t id) {
InputDevice* device = malloc(sizeof(InputDevice));
*device = (InputDevice) {
.listeners = NULL,
.type = InputDevice_Gamepad,
.id = id,
.gamepad = {
.id = id,
.controller = SDL_GameControllerOpen(id)
}
};
list_add(&_devices, &device);
LOG_INFO("registered game controller %d", device->id);
}
void input_init() {
_devices = list_from_type(InputDevice*);
// open the keyboard by default
_internal_open_keyboard();
// open any controllers already available
const size_t joystick_count = SDL_NumJoysticks();
for(size_t i = 0; i < joystick_count; ++i) {
_internal_open_controller(i);
}
}
void input_clean() {
list_foreach(InputDevice**, _device, &_devices) {
InputDevice* device = *_device;
if(device->type == InputDevice_Gamepad)
SDL_GameControllerClose(device->gamepad.controller);
free(device);
}
list_empty(&_devices);
}
void input_handle_event(SDL_Event event) {
list_foreach(InputDevice**, _device, &_devices) {
InputDevice* device = *_device;
if(device->listeners != NULL) {
list_foreach(InputListener*, listener, device->listeners) {
InputAxis axis = listener->axis;
if(axis.tc->is_changed_by(axis.data, event)) {
InputEvent value = axis.tc->evaluate(axis.data, event);
listener->fn(listener->self, value);
}
}
}
}
}
void input_device_set_listeners(InputDevice* self, List* listeners) {
if(self->listeners != NULL) {
list_foreach(InputListener*, listener, self->listeners) {
listener->axis.tc->set_device(listener->axis.data, NULL);
}
}
self->listeners = listeners;
if(listeners == NULL)
return;
list_foreach(InputListener*, listener, listeners)
listener->axis.tc->set_device(listener->axis.data, self);
LOG_INFO("Set listeners for device %d to %p", self->id, listeners);
}
InputDevice* input_get_device_by_id(int id) {
list_foreach(InputDevice**, _device, &_devices) {
InputDevice* device = *_device;
if(device->id == id) {
return device;
}
}
return NULL;
}

View file

@ -3,15 +3,48 @@
#include "vmath.h"
#include "list.h"
#include "input_axis.h"
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_scancode.h>
#include <SDL2/SDL_keyboard.h>
#include <SDL2/SDL_joystick.h>
#include <SDL2/SDL_gamecontroller.h>
struct PlayerInput;
typedef void (*InputDelegateFn)(void* self, InputEvent event);
typedef struct InputListener {
void* self;
InputDelegateFn fn;
InputAxis axis;
} InputListener;
typedef enum InputDeviceType {
InputDevice_Gamepad,
InputDevice_KBM
} InputDeviceType;
typedef struct InputDevice {
List* listeners;
InputDeviceType type;
int id;
union {
struct {
const uint8_t* state;
} keyboard;
struct {
SDL_JoystickID id;
SDL_GameController* controller;
} gamepad;
};
} InputDevice;
extern void input_init();
extern void input_clean();
// handle an input event
extern void input_handle_event(SDL_Event event);
extern void input_device_set_listeners(InputDevice* self, List* listeners);
extern InputDevice* input_get_device_by_id(int id);
#endif // !_fencer_input_h

187
src/input_axis.c Normal file
View file

@ -0,0 +1,187 @@
#include "input_axis.h"
#include "debug.h"
#include "input.h"
KeyBind* keybind_new(SDL_Scancode key) {
KeyBind* self = malloc(sizeof(KeyBind));
*self = (KeyBind) {
.device = NULL,
.scancode = key,
.state = 0
};
return self;
}
int keybind_is_changed_by(KeyBind* self, SDL_Event event) {
return self->device->type == InputDevice_KBM
&& (event.type == SDL_KEYUP || event.type == SDL_KEYDOWN)
&& event.key.keysym.scancode == self->scancode;
}
InputEvent keybind_evaluate(KeyBind* self, SDL_Event event) {
return (InputEvent) {
.type = InputEvent_Bool,
.as_bool = self->device->keyboard.state[self->scancode]
};
}
void keybind_set_device(KeyBind* self, InputDevice* device) {
self->device = device;
}
ControllerAxis* controlleraxis_new(int axis) {
ControllerAxis* self = malloc(sizeof(ControllerAxis));
*self = (ControllerAxis){
.axis = axis,
.device = NULL
};
return self;
}
int controlleraxis_is_changed_by(ControllerAxis* self, SDL_Event event) {
int r = self->device->type == InputDevice_Gamepad
&& event.type == SDL_CONTROLLERAXISMOTION
&& event.caxis.which == self->device->gamepad.id
&& event.caxis.axis == self->axis;
return r;
}
InputEvent controlleraxis_evaluate(ControllerAxis* self, SDL_Event event) {
float result = (float)event.caxis.value / 32767.0;
LOG_INFO("axis %f", result);
return (InputEvent) {
.type = InputEvent_Float,
.as_float = result
};
}
void controlleraxis_set_device(ControllerAxis* self, InputDevice* device) {
self->device = device;
}
ControllerButton* controllerbutton_new(int button) {
ControllerButton* self = malloc(sizeof(ControllerButton));
*self = (ControllerButton) {
.button = button,
.device = NULL
};
return self;
}
int controllerbutton_is_changed_by(ControllerButton* self, SDL_Event event) {
return self->device->type == InputDevice_Gamepad
&& event.cbutton.which == self->device->gamepad.id
&& (event.type == SDL_CONTROLLERBUTTONUP || event.type == SDL_CONTROLLERBUTTONDOWN)
&& event.cbutton.button == self->button;
}
InputEvent controllerbutton_evaluate(ControllerButton* self, SDL_Event event) {
return (InputEvent) {
.type = InputEvent_Bool,
.as_bool = event.cbutton.state
};
}
void controllerbutton_set_device(ControllerButton* self, InputDevice* device) {
self->device = device;
}
CompositeAxis1D* compositeaxis1d_new(InputAxis left, InputAxis right, InputEventType type) {
CompositeAxis1D* self = malloc(sizeof(CompositeAxis1D));
*self = (CompositeAxis1D) {
.left = left,
.right = right,
.type = type,
};
return self;
}
int compositeaxis1d_is_changed_by(CompositeAxis1D* self, SDL_Event event) {
return self->left.tc->is_changed_by(self->left.data, event)
|| self->right.tc->is_changed_by(self->right.data, event);
}
static inline
InputEvent _internal_event_to_type(InputEventType type, InputEvent event) {
if(type == InputEvent_Vector && event.type == InputEvent_Vector)
return event;
float as_float = 0;
switch(event.type) {
case InputEvent_Vector:
LOG_ERROR("No (1)");
break;
case InputEvent_Bool:
as_float = event.as_bool;
break;
case InputEvent_Float:
as_float = event.as_float;
break;
case InputEvent_Int:
as_float = event.as_int;
break;
}
event.type = type;
switch(type) {
case InputEvent_Int:
event.as_int = round(as_float);
return event;
case InputEvent_Float:
event.as_float = as_float;
return event;
case InputEvent_Bool:
event.as_bool = as_float != 0;
return event;
case InputEvent_Vector:
LOG_ERROR("No (2)");
return event;
}
return event;
}
InputEvent compositeaxis1d_evaluate(CompositeAxis1D* self, SDL_Event event) {
InputEvent left_result = self->left.tc->evaluate(self->left.data, event);
InputEvent right_result = self->right.tc->evaluate(self->right.data, event);
ASSERT_RETURN(self->type != InputEvent_Vector
|| (left_result.type == InputEvent_Vector && right_result.type == InputEvent_Vector),
((InputEvent){.type = 0, .as_bool = 0}), "Composite axis can only output vector if both composite elements output vector.");
InputEvent final = {
.type = self->type
};
// if both outputs are booleans, they will be combined to an int
if(final.type == InputEvent_Bool)
final.type = InputEvent_Int;
left_result = _internal_event_to_type(final.type, left_result);
right_result = _internal_event_to_type(final.type, right_result);
switch(final.type) {
default:
LOG_ERROR("Invalid composite input result");
final.type = InputEvent_Bool;
final.as_bool = 0;
return final;
case InputEvent_Int:
final.as_int = right_result.as_int - left_result.as_int;
return final;
case InputEvent_Float:
final.as_float = right_result.as_float - left_result.as_float;
return final;
case InputEvent_Vector:
final.as_vector = vsubf(right_result.as_vector, left_result.as_vector);
return final;
}
}
void compositeaxis1d_set_device(CompositeAxis1D* self, InputDevice* device) {
self->left.tc->set_device(self->left.data, device);
self->right.tc->set_device(self->right.data, device);
}
void compositeaxis1d_drop(CompositeAxis1D* self) {
self->left.drop->drop(self->left.data);
self->right.drop->drop(self->right.data);
free(self);
}

129
src/input_axis.h Normal file
View file

@ -0,0 +1,129 @@
#ifndef _fencer_input_axis_h
#define _fencer_input_axis_h
#include "typeclass_helpers.h"
#include "vmath.h"
#include "drop.h"
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_keyboard.h>
#include <SDL2/SDL_gamecontroller.h>
struct InputDevice;
typedef enum InputEventType {
InputEvent_Vector = 0,
InputEvent_Float = 1,
InputEvent_Int = 2,
InputEvent_Bool = 3,
} InputEventType;
typedef struct InputEvent {
InputEventType type;
union {
Vector as_vector;
float as_float;
int as_int;
int as_bool;
};
} InputEvent;
typedef struct {
int (*const is_changed_by)(void*, SDL_Event);
struct InputEvent (*const evaluate)(void*, SDL_Event);
void (*const set_device)(void*, struct InputDevice*);
} IInputAxis;
typedef struct {
void* data;
IInputAxis const* tc;
IDrop const* drop;
} InputAxis;
#define impl_InputAxis_for(T, is_changed_by_f, evaluate_f, set_device_f)\
static inline InputAxis T##_as_InputAxis(T* x) {\
TC_FN_TYPECHECK(int, is_changed_by_f, T*, SDL_Event);\
TC_FN_TYPECHECK(struct InputEvent, evaluate_f, T*, SDL_Event);\
TC_FN_TYPECHECK(void, set_device_f, T*, struct InputDevice*);\
static IInputAxis const tc = {\
.is_changed_by = (int(*const)(void*,SDL_Event)) is_changed_by_f,\
.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

View file

@ -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)))

View file

@ -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);

View file

@ -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);
}

View file

@ -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
View 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
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@ -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

View file

@ -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:

View file

@ -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);
}
}

View file

@ -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));
}

View file

@ -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;
}
}