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97 lines
2.9 KiB
Markdown
97 lines
2.9 KiB
Markdown
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# Day 13
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Started to lifting input, not happy about my abstraction to gamepad state in hindsight. Which is kinda lead by how Casey is doing it.
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The reality of how input is actually done in the games; that I've worked on; is we don't abstract the gamepad.
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We just make a layout per device we decide to support (Dualsense/shock, xinput, nintendo, etc) and then just see what device is mapped to what player. This allows us to have a tailored layout to the device. Doing otherwise usually leads to some discrepancy in the UX for that layout for the user.
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Casey has no concept of a player nor a device beyond xinput for this engine (at least up to this point), which is most likely fine for the scope of this project.
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For the purposes of my version of Handmade I will make 3 devices that could be mapped to a `Controller` struct: `Keyboard & Mouse`, `Dualsense`, and `XInput`.
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This is to retain implementation Casey is already making while also natively supporting the Dualsense controller from sony which I personally perfer to use.
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From the 3 layer abstraction (platform/engine/game):
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Platform will deal with the raw polling (and most likely down the line have a thread dedicated to running it as fast as possible).
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It will provide the engine layer the pad states in the following struct:
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```cpp
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struct InputState
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{
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ControllerState Controllers[4];
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};
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```
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There can only be four controllers available at a time and are equivalnet to the input aspect of a local player in Unreal.
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(Sort of)
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Each controller can be assigned the following:
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```cpp
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struct ControllerState
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{
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KeyboardState* Keyboard;
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MousesState* Mouse;
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XInputPadState* XPad;
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DualsensePadState* DSPad;
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};
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```
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If any are null that means the controller has no assignment.
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Each pad state is the latest state but the platform keeps a record of the previous frame's state to compare against.
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Exmaple for Dualsense:
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```cpp
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struct DualsensePadState
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{
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struct
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{
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AnalogStick Left;
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AnalogStick Right;
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} Stick;
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AnalogAxis L2;
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AnalogAxis R2;
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union {
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DigitalBtn Btns[14];
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struct {
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struct {
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DigitalBtn Up;
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DigitalBtn Down;
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DigitalBtn Left;
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DigitalBtn Right;
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} DPad;
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DigitalBtn X;
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DigitalBtn Circle;
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DigitalBtn Square;
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DigitalBtn Triangle;
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DigitalBtn Share;
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DigitalBtn Options;
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DigitalBtn L1;
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DigitalBtn R1;
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};
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};
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b32 using_analog()
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{
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return true;
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};
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};
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```
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The game layer handles mapping an input state of a controller to an action binding.
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Possible action binding when we get to that point:
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```cpp
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struct ActionBinding
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{
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String InternalName;
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StringCached LocalizedName;
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DigitalBtnBinding* BtnBinds;
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AxisBinding* AxisBinds;
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StickBinding* StickBinds;
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MouseBinding* MouseBinds;
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};
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```
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