feat: implemented input module
This commit is contained in:
parent
4151c3429a
commit
38ceeec36f
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@ -1,6 +1,7 @@
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#include "engine_loop.h"
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#include "engine_global.h"
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#include "render.h"
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#include "input.h"
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#include "resources.h"
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#include "utils/debug.h"
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#include "stdlib.h"
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@ -25,6 +26,7 @@ void RunGame(Scene *initial_scene) {
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while (!WindowShouldClose()) {
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SceneTick(GetMainScene(), GetFrameTime());
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RenderNextFrame();
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Internal_UpdateInput();
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}
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ShutDown();
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UNREACHABLE("RunGame: Reached beyond ShutDown call");
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@ -36,6 +38,7 @@ void InitializeEngine() {
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// initialize engine subsystems
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InitializeResourceSubsystem();
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InitializeRenderingSubsystem();
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InitializeInputSubsystem();
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}
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void ShutDown() {
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@ -43,6 +46,7 @@ void ShutDown() {
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if(GetMainScene() != NULL)
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DestroyScene(GetMainScene());
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// clean up subsystem resources
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CleanInputSubsystem();
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CleanResourceSubsystem();
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CleanupRenderingSubsystem();
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CloseWindow();
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187
src/core/input.c
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187
src/core/input.c
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@ -0,0 +1,187 @@
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#include "input.h"
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#include "string.h"
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#include "utils/debug.h"
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#include "utils/hash_map.h"
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#include "utils/list.h"
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#include "utils/strutil.h"
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#include <raylib.h>
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typedef struct InputObserver {
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List listeners;
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unsigned char listener_type;
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} InputObserver;
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typedef struct MappedInput {
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InputObserver *observer;
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int device_idx; //!< For gamepad inputs, the gamepad index
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int input_idx; //!< key/button/axis to check
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InputType type; //!< type of input to check
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union {
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int last_int_value; //!< last value for buttons
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float last_float_value; //!< Last value for analog axes
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};
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} MappedInput;
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static HashMap g_input_map;
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static List g_mapped_actions;
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static
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uintptr_t HashStrPtrPtr(char **ptr) {
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return strhash(*ptr);
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}
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void InitializeInputSubsystem() {
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g_input_map = hash_map_from_types(char*, InputObserver*, HashStrPtrPtr);
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g_mapped_actions = list_from_type(MappedInput);
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}
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void CleanInputSubsystem() {
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// free both input map keys and values manually, as neither is managed elsewhere
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List input_values = hash_map_values(&g_input_map);
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for(size_t i = 0; i < input_values.len; ++i) {
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InputObserver *observer = **list_at_as(InputObserver**, &input_values, i);
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list_empty(&observer->listeners); // free the listener array
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free(observer);
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}
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list_empty(&input_values);
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List input_keys = hash_map_keys(&g_input_map);
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for(size_t i = 0; i < input_keys.len; ++i) {
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free(**list_at_as(char**, &input_keys, i));
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}
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list_empty(&input_keys);
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// clear the collection containers
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hash_map_empty(&g_input_map);
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list_empty(&g_mapped_actions);
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}
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static
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void Internal_UpdateGamepadButtonInput(MappedInput *self) {
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if(!IsGamepadAvailable(self->device_idx)) return;
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int const value = IsGamepadButtonDown(self->device_idx, self->input_idx);
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if(value != self->last_int_value)
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list_foreach(InputListener *,listener, &self->observer->listeners)
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listener->button_listener(listener->object, value != 0);
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self->last_int_value = value;
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}
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static
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void Internal_UpdateGamepadAxisInput(MappedInput *self) {
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if(!IsGamepadAvailable(self->device_idx)) return;
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float const value = GetGamepadAxisMovement(self->device_idx, self->input_idx);
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if(value != self->last_float_value)
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list_foreach(InputListener *,listener, &self->observer->listeners)
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listener->axis_listener(listener->object, value);
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self->last_float_value = value;
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}
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static
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void Internal_UpdateKeyboardInput(MappedInput *self) {
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int const value = IsKeyDown(self->input_idx);
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if(value != self->last_int_value)
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list_foreach(InputListener *,listener, &self->observer->listeners)
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listener->button_listener(listener->object, value);
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self->last_int_value = value;
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}
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static
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void Internal_UpdateMouseInput(MappedInput *self) {
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float value = 0.f;
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if(self->input_idx == 1)
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value = GetMouseDelta().y;
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else value = GetMouseDelta().x;
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if(value != self->last_float_value)
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list_foreach(InputListener *,listener, &self->observer->listeners)
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listener->axis_listener(listener->object, self->last_float_value);
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self->last_float_value = value;
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}
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void Internal_UpdateInput() {
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list_foreach(MappedInput *,input, &g_mapped_actions) {
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switch(input->type) {
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case INPUT_LISTENER_GAMEPAD_BUTTON:
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Internal_UpdateGamepadButtonInput(input);
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break;
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case INPUT_LISTENER_GAMEPAD_AXIS:
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Internal_UpdateGamepadAxisInput(input);
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break;
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case INPUT_LISTENER_KEY:
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Internal_UpdateKeyboardInput(input);
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break;
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case INPUT_LISTENER_MOUSE:
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Internal_UpdateMouseInput(input);
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break;
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}
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}
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}
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static
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InputObserver *Internal_CreateNewAction(char const *action_name, unsigned char listener_type) {
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char *key = malloc(strlen(action_name) + 1);
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strcpy(key, action_name);
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InputObserver *value = new(InputObserver);
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*value = (InputObserver) {
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.listeners = list_from_type(InputListener),
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.listener_type = listener_type
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};
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hash_map_insert(&g_input_map, &key, &value);
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return value;
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}
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//! Either returns existing observer or adds new observer.
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static
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InputObserver *Internal_GetInputObserver(char const *action_name, unsigned char listener_type) {
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InputObserver** observer = hash_map_get_as(InputObserver*, &g_input_map, &action_name);
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ASSERT_RETURN(observer == NULL || listener_type != 0 || (*observer)->listener_type != listener_type, NULL,
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"Internal_GetInputObserver: Device type is not supported by found action");
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return observer != NULL ? *observer : Internal_CreateNewAction(action_name, listener_type);
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}
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void AddAction(char const *action_name, InputType dev_type, int device, int input) {
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// assert that there is a valid name to map to an observer
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ASSERT_RETURN(action_name != NULL,, "AddAction: action_name has to be passed with a valid string");
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InputObserver *observer = Internal_GetInputObserver(action_name, dev_type & 0xF);
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// assert that there is an observer to work with
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ASSERT_RETURN(observer != NULL,, "AddAction: Could not find or create %s", action_name);
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MappedInput mapped = { .observer = observer, .input_idx = input, .device_idx = device, .type = dev_type };
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if((0xF & dev_type) == 0x01) // initialize last_ _value based on device type
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mapped.last_int_value = 0;
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else mapped.last_float_value = 0.f;
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list_add(&g_mapped_actions, &mapped);
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}
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void AddListener(char const *action_name, InputListener listener) {
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InputObserver *observer = Internal_GetInputObserver(action_name, ((listener.axis_listener != 0) << 1) | (listener.button_listener != NULL));
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// assert that there is actually an observer to work with
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ASSERT_RETURN(observer != NULL,, "AddListener: Could not find or create action called %s", action_name);
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// assert that either the observer and listener are both for button events, or both for axis events.
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ASSERT_RETURN(observer->listener_type != 0x2 || listener.button_listener == NULL && listener.axis_listener != NULL,,
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"AddListener: Axis listener is not supported by button action.");
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ASSERT_RETURN(observer->listener_type != 0x1 || listener.axis_listener == NULL && listener.button_listener != NULL,,
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"AddListener: Button listenertype is not supported by axis action.");
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list_add(&observer->listeners, &listener);
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}
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void RemoveListener(char const *action_name, void *object) {
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InputObserver *observer = Internal_GetInputObserver(action_name, 0);
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ASSERT_RETURN(observer != NULL,, "RemoveListener: Could not find or create action called %s", action_name);
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// linear search for input, as the list is unsorted & not indexed
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for(size_t i = 0; i < observer->listeners.len; ++i) {
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if(list_at_as(InputListener, &observer->listeners, i)->object == object) {
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list_erase(&observer->listeners, i);
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return;
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}
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}
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}
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void RemoveAllListeners(void *object) {
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List observers = hash_map_values(&g_input_map);
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// linear search through observers for listeners that match the passed object
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for(size_t observer_idx = 0; observer_idx < observers.len; ++observer_idx) {
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List *listeners = &(**list_at_as(InputObserver**, &observers, observer_idx))->listeners;
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for(size_t listener_idx = 0; listener_idx < listeners->len;) {
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if(list_at_as(InputListener, listeners, listener_idx)->object == object) {
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list_erase(listeners, listener_idx);
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} else ++listener_idx;
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}
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}
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}
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@ -3,30 +3,37 @@
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#include "stdbool.h"
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typedef enum InputListenerType {
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INPUT_LISTENER_INT,
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INPUT_LISTENER_BOOL,
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INPUT_LISTENER_FLOAT,
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} InputListenerType;
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//! Input type, second nibble is an index.
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//! First nibble is a bitmask of what type of listener will work.
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//! Where 0b0001 is float and 0b0010 is bool listeners.
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typedef enum InputType {
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INPUT_LISTENER_KEY = 0x11,
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INPUT_LISTENER_GAMEPAD_BUTTON = 0x21,
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INPUT_LISTENER_GAMEPAD_AXIS = 0x32,
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INPUT_LISTENER_MOUSE = 0x42,
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} InputType;
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typedef void(*IntListener)(int);
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typedef void(*BoolListener)(bool);
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typedef void(*FloatListener)(float);
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typedef void(*BoolListener)(void*,bool);
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typedef void(*FloatListener)(void*,float);
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typedef struct InputListener {
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void *object;
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InputListenerType type;
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union {
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IntListener int_listener;
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BoolListener bool_listener;
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FloatListener float_listener;
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};
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BoolListener button_listener;
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FloatListener axis_listener;
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} InputListener;
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void InitInputSubmodule();
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void CleanInputSubmodule();
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#define ButtonInputListener(object_, function_) ((InputListener){.object = object_, .button_listener = (void(*)(void*, bool))function_, .axis_listener = NULL})
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#define AxisInputListener(object_, function_) ((InputListener){.object = object_, .button_listener = NULL, .axis_listener = (void(*)(void*, float))function_})
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void AddListener();
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void RemoveListener();
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extern void InitializeInputSubsystem();
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extern void CleanInputSubsystem();
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extern void Internal_UpdateInput();
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extern void AddAction(char const *action_name, InputType dev_type, int device, int input);
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extern void AddListener(char const *action, InputListener listener);
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extern void RemoveListener(char const *action, void *object);
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extern void RemoveAllListeners(void *object);
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#endif // !INPUT_H
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@ -119,9 +119,9 @@ void InitializeResourceSubsystem() {
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void CleanResourceSubsystem() {
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List resources = hash_map_values(&g_resource_map);
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list_foreach(ResourceContainer *,resource, &resources)
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if(resource->is_loaded)
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g_unload_functions[resource->type](resource);
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list_foreach(ResourceContainer **,resource, &resources)
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if((*resource)->is_loaded)
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g_unload_functions[(*resource)->type](*resource);
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hash_map_empty(&g_resource_map);
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UnloadDirectoryFiles(g_resource_files);
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}
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12
src/main.c
12
src/main.c
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#include "raylib.h"
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#include "test_object.h"
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#include "core/input.h"
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#include "core/camera_node.h"
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#include "core/engine_global.h"
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#include "core/engine_loop.h"
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// set camera parent offset
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Transformable transformable = TC_CAST(camera_parent->entity, Transformable);
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Transform transform = transformable.tc->get_transform(transformable.data);
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transform.translation = (Vector3){3.f, 4.f, -10.f};
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transform.translation = (Vector3){0.f, 4.f, -10.f};
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transform.rotation = QuaternionFromEuler(7.5f * DEG2RAD, 0.f, 0.f);
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transformable.tc->set_transform(transformable.data, transform);
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return camera_parent;
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@ -30,7 +31,6 @@ SceneNode *CreateModelScene() {
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// move the renderer's parent transform
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Transformable transformable = TC_CAST(model_parent->entity, Transformable);
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Transform transform = transformable.tc->get_global_transform(transformable.data);
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transform.translation.y += 10;
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transformable.tc->set_global_transform(transformable.data, transform);
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return model_parent;
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}
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@ -43,8 +43,16 @@ Scene *CreateInitialScene() {
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return CreateScene(root);
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}
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void ConfigureInput() {
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AddAction("pitch_up", INPUT_LISTENER_KEY, 0, KEY_S);
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AddAction("pitch_down", INPUT_LISTENER_KEY, 0, KEY_W);
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AddAction("roll_left", INPUT_LISTENER_KEY, 0, KEY_A);
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AddAction("roll_right", INPUT_LISTENER_KEY, 0, KEY_D);
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}
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int main() {
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InitializeEngine();
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ConfigureInput();
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RunGame(CreateInitialScene());
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UNREACHABLE("main: End of main function reached. This is an error, call ShutDown() when exiting instead.");
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}
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#include "test_object.h"
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#include "core/render.h"
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#include "utils/debug.h"
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#include "core/input.h"
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#include "raylib.h"
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START_REFLECT(TestObject);
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void TestObjectEnterTree(TestObject *self) {
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self->transform = TC_CAST(self->node->parent->entity, Transformable);
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AddRenderable(TestObject_as_Renderable(self));
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AddListener("pitch_up", ButtonInputListener(self, TestObjectUpInput));
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AddListener("pitch_down", ButtonInputListener(self, TestObjectDownInput));
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AddListener("roll_left", ButtonInputListener(self, TestObjectLeftInput));
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AddListener("roll_right", ButtonInputListener(self, TestObjectRightInput));
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}
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void TestObjectExitTree(TestObject *self) {
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@ -46,8 +52,27 @@ void TestObjectDraw(TestObject *self) {
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void TestObjectTick(TestObject *self, double delta) {
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Transform global_transform = self->transform.tc->get_global_transform(self->transform.data);
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Matrix global_matrix = TransformGetMatrix(global_transform);
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global_transform.rotation = QuaternionMultiply(global_transform.rotation, QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), -3.f * delta));
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global_matrix = TransformGetMatrix(global_transform);
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global_transform.translation = Vector3Add(global_transform.translation, Vector3Scale(MATRIX_FORWARD(global_matrix), 2.f * delta));
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->fly_input.x * 3.f * delta), global_transform.rotation);
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->fly_input.y * 3.f * delta), global_transform.rotation);
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self->transform.tc->set_global_transform(self->transform.data, global_transform);
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}
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void TestObjectLeftInput(TestObject *self, bool value) {
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self->fly_input.x += value ? -1 : +1;
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}
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void TestObjectRightInput(TestObject *self, bool value) {
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self->fly_input.x += value ? +1 : -1;
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LOG_INFO("Input Right");
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}
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void TestObjectUpInput(TestObject *self, bool value) {
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self->fly_input.y += value ? -1 : +1;
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LOG_INFO("Input Up");
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}
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void TestObjectDownInput(TestObject *self, bool value) {
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self->fly_input.y += value ? +1 : -1;
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}
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typedef struct TestObject {
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SceneNode *node;
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Transformable transform;
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Vector2 fly_input;
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} TestObject;
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SceneNode *CreateTestObject();
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void DestroyTestObject(TestObject *self);
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void TestObjectEnterTree(TestObject *self);
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void TestObjectExitTree(TestObject *self);
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void TestObjectDraw(TestObject *self);
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void TestObjectTick(TestObject *self, double delta);
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extern void TestObjectEnterTree(TestObject *self);
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extern void TestObjectExitTree(TestObject *self);
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extern void TestObjectDraw(TestObject *self);
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extern void TestObjectTick(TestObject *self, double delta);
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extern void TestObjectLeftInput(TestObject *self, bool value);
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extern void TestObjectRightInput(TestObject *self, bool value);
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extern void TestObjectUpInput(TestObject *self, bool value);
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extern void TestObjectDownInput(TestObject *self, bool value);
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DECL_REFLECT(TestObject);
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decl_typeclass_impl(SceneNodeEntity, TestObject);
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@ -1 +1 @@
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Subproject commit af50174b71853f3ca887fc0e064e88258c412f2c
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Subproject commit 2021092a17b810d08d655f48cadca945d26258f5
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