WIP - Day 46 : Got new input system working

This commit is contained in:
2023-12-29 19:21:44 -05:00
parent 470e85ea3a
commit 467c2ee34b
7 changed files with 818 additions and 553 deletions

File diff suppressed because it is too large Load Diff

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@ -7,6 +7,9 @@
NS_ENGINE_BEGIN
// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
constexpr u32 Max_Controllers = 4;
struct DigitalBtn
{
s32 half_transitions;
@ -105,6 +108,7 @@ struct XInputPadState
};
};
};
using XInputPadStates = XInputPadState*[ Max_Controllers ];
struct DualsensePadState
{
@ -137,6 +141,26 @@ struct DualsensePadState
};
};
};
using DualsensePadStates = DualsensePadState*[ Max_Controllers ];
#define NEW_INPUT_DESIGN 1
#if NEW_INPUT_DESIGN
struct InputStateSnapshot
{
KeyboardState keyboard;
MousesState mouse;
XInputPadState xpads [ Max_Controllers ];
DualsensePadState ds_pads[ Max_Controllers ];
};
#else
struct ControllerStateSnapshot
{
KeyboardState keyboard;
MousesState mouse;
XInputPadState xpad;
DualsensePadState ds_pad;
};
struct ControllerState
{
@ -146,23 +170,23 @@ struct ControllerState
DualsensePadState* ds_pad;
};
struct ControllerStateSnapshot
{
KeyboardState keyboard;
MousesState mouse;
XInputPadState xpad;
DualsensePadState ds_pad;
};
struct InputState
{
ControllerState controllers[4];
};
struct InputStateSnapshot
{
ControllerStateSnapshot controllers[4];
};
#endif
struct InputState
{
#if NEW_INPUT_DESIGN
KeyboardState* keyboard;
MousesState* mouse;
XInputPadStates xpads;
DualsensePadStates ds_pads;
#else
ControllerState controllers[4];
#endif
};
using InputBindCallback = void( void* );
using InputBindCallback_DigitalBtn = void( engine::DigitalBtn* button );

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@ -6,6 +6,7 @@ Doing my best to follow his advice to leave cleaning to when things are more "ce
*/
#if INTELLISENSE_DIRECTIVES
#include "engine.hpp"
#include "input.hpp"
#endif
NS_ENGINE_BEGIN
@ -105,6 +106,26 @@ void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI*
InputStateSnapshot input_state_snapshot( InputState* input )
{
#if NEW_INPUT_DESIGN
InputStateSnapshot snapshot = {};
if ( input->keyboard )
snapshot.keyboard = * input->keyboard;
if ( input->mouse )
snapshot.mouse = * input->mouse;
for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
{
XInputPadState* xpad = input->xpads[ idx ];
if ( xpad )
snapshot.xpads[ idx ] = * xpad;
DualsensePadState* ds_pad = input->ds_pads[ idx ];
if ( ds_pad )
snapshot.ds_pads[ idx ] = * ds_pad;
}
return snapshot;
#else
InputStateSnapshot snapshot = {};
for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
{
@ -113,20 +134,19 @@ InputStateSnapshot input_state_snapshot( InputState* input )
continue;
if ( controller->ds_pad )
snapshot.controllers[idx].ds_pad = *controller->ds_pad;
snapshot.controllers[idx].ds_pad = *controller->ds_pad;
if ( controller->xpad )
snapshot.controllers[idx].xpad = *controller->xpad;
snapshot.controllers[idx].xpad = *controller->xpad;
if ( controller->keyboard )
{
snapshot.controllers[idx].keyboard = *controller->keyboard;
}
if ( controller->mouse )
snapshot.controllers[idx].mouse = *controller->mouse;
snapshot.controllers[idx].mouse = *controller->mouse;
}
return snapshot;
#endif
}
internal
@ -149,18 +169,36 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
platform_api->file_rewind( & memory->active_input_replay_file );
return;
}
#if NEW_INPUT_DESIGN
if ( input->keyboard )
* input->keyboard = new_input.keyboard;
if ( input->mouse )
* input->mouse = new_input.mouse;
for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
{
XInputPadState* xpad = input->xpads[ idx ];
if ( xpad )
* xpad = new_input.xpads[ idx ];
DualsensePadState* ds_pad = input->ds_pads[ idx ];
if ( ds_pad )
* ds_pad = new_input.ds_pads[ idx ];
}
#else
for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
{
ControllerState* controller = & input->controllers[idx];
if ( controller == nullptr )
continue;
continue;
if ( controller->ds_pad )
*controller->ds_pad = new_input.controllers[idx].ds_pad;
*controller->ds_pad = new_input.controllers[idx].ds_pad;
if ( controller->xpad )
*controller->xpad = new_input.controllers[idx].xpad;
*controller->xpad = new_input.controllers[idx].xpad;
if ( controller->keyboard )
{
@ -168,8 +206,9 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
}
if ( controller->mouse )
*controller->mouse = new_input.controllers[idx].mouse;
*controller->mouse = new_input.controllers[idx].mouse;
}
#endif
}
void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot

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@ -172,7 +172,6 @@ void TileMap_set_tile_value( MemoryArena* arena, TileMap* tile_map, s32 abs_tile
TileChunk_set_tile_value( chunk, tile_map, chunk_pos.tile_x, chunk_pos.tile_y, value );
}
internal
b32 TileMap_are_on_same_tile( TileMapPos* pos_a, TileMapPos* pos_b )
{