WIP - Day 46 : Got new input system working

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

View File

@ -56,11 +56,24 @@ EngineContext* get_context()
#define pressed( btn ) (btn.ended_down && btn.half_transitions > 0)
inline
Vec2 get_screen_center( OffscreenBuffer* back_buffer )
{
Vec2 result {
scast(f32, back_buffer->width) * 0.5f,
scast(f32, back_buffer->height) * 0.5f
};
return result;
}
internal
void input_poll_engine_actions( InputState* input, EngineActions* actions )
{
ControllerState* controller = & input->controllers[0];
KeyboardState* keyboard = controller->keyboard;
#if NEW_INPUT_DESIGN
KeyboardState* keyboard = input->keyboard;
#else
KeyboardState* keyboard = input->controllers[0].keyboard;
#endif
// actions->move_right |= keyboard->D.EndedDown;
// actions->move_left |= keyboard->A.EndedDown;
@ -87,7 +100,11 @@ void input_poll_engine_actions( InputState* input, EngineActions* actions )
actions->loop_mode_game |= pressed( keyboard->L ) && ! keyboard->right_shift.ended_down && ! keyboard->right_alt.ended_down;
actions->loop_mode_engine |= pressed( keyboard->L ) && keyboard->right_shift.ended_down;
MousesState* mouse = controller->mouse;
#if NEW_INPUT_DESIGN
MousesState* mouse = input->mouse;
#else
MousesState* mouse = input->controllers[0].mouse;
#endif
actions->move_right = (mouse->horizontal_wheel.end > 0.f) * 20;
actions->move_left = (mouse->horizontal_wheel.end < 0.f) * 20;
@ -100,11 +117,16 @@ void input_poll_engine_actions( InputState* input, EngineActions* actions )
#endif
}
// TODO(Ed) : Move to handmade module
internal
void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
void input_poll_player_actions(
#if NEW_INPUT_DESIGN
hh::ControllerState* controller
#else
ControllerState* controller
#endif
, hh::PlayerActions* actions, b32 is_player_2 )
{
ControllerState* controller = & input->controllers[0];
if ( controller->ds_pad )
{
DualsensePadState* pad = controller->ds_pad;
@ -114,6 +136,11 @@ void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
if ( is_player_2 )
{
actions->join |= pressed( pad->share );
}
}
if ( controller->xpad )
{
@ -124,6 +151,11 @@ void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
if ( is_player_2 )
{
actions->join |= pressed( pad->start );
}
}
if ( controller->keyboard )
@ -365,6 +397,287 @@ Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
return result;
}
// TODO(Ed) : Move to handmade module?
internal
void update_player_state( f32 delta_time, World* world, hh::GameState* game_state, hh::PlayerState* player, hh::PlayerActions* player_actions )
{
TileMap* tile_map = world->tile_map;
f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
f32 player_half_width = player->width / 2.f;
f32 player_quarter_height = player->height / 4.f;
f32 move_accel = 36.f;
if ( player_actions->sprint )
{
move_accel = 94.f;
}
TileMapPos old_pos = player->position;
Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
Vec2 player_move_vec = {};
if ( player_actions->player_x_move_analog || player_actions->player_y_move_analog )
{
player_move_vec.x = scast(f32, player_actions->player_x_move_analog );
player_move_vec.y = scast(f32, player_actions->player_y_move_analog );
}
else
{
player_move_vec.x = scast(f32, player_actions->player_x_move_digital );
player_move_vec.y = scast(f32, player_actions->player_y_move_digital );
}
Dir2 player_direction = cast( Dir2, player_move_vec );
Accel2 player_move_accel = scast( Accel2, player_direction ) * move_accel;
// TODO(Ed) : ODE!
Accel2 friction = pcast( Accel2, player->move_velocity) * 9.f;
player_move_accel -= friction;
player->move_velocity += player_move_accel * 0.5f;
new_player_pos += player->move_velocity;
// Old collision implmentation
#if 1
{
b32 collision_nw = false;
b32 collision_ne = false;
b32 collision_sw = false;
b32 collision_se = false;
do
{
// Base position
//TileMapPos test_pos = {
//new_player_pos.x, new_player_pos.y,
//old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
//};
//test_pos = recannonicalize_position( tile_map, test_pos );
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
TileMapPos test_pos_nw {
new_player_pos.x - player_half_width, new_player_pos.y + player_quarter_height,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
collision_nw = ! TileMap_is_point_empty( tile_map, test_pos_nw );
TileMapPos test_pos_ne {
new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
collision_ne = ! TileMap_is_point_empty( tile_map, test_pos_ne );
TileMapPos test_pos_sw {
new_player_pos.x - player_half_width, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
collision_sw = ! TileMap_is_point_empty( tile_map, test_pos_sw );
TileMapPos test_pos_se {
new_player_pos.x + player_half_width, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
collision_se = ! TileMap_is_point_empty( tile_map, test_pos_se );
}
while(0);
if ( collision_se || collision_sw || collision_ne || collision_nw )
{
// Should be colliding with a wall
Vec2 wall_vector = { 0, 0 };
if ( collision_nw && collision_sw )
{
wall_vector = { 1.f, 0.f };
}
{
wall_vector = { -1.f, 0.f };
}
if ( collision_nw && collision_ne )
{
wall_vector = { 0.f, 1.f };
}
if ( collision_se && collision_sw )
{
wall_vector = { 0.f, -1.f };
}
//if ( collision_nw && !collision_ne && !collision_sw && !collision_se )
//{
// wall_vector = { 1.f, 1.f };
//}
// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->move_velocity ), wall_vector ) * wall_vector );
new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
new_player_pos += player->move_velocity;
}
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
player->position = new_pos;
}
#else
{
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
s32 min_tile_x = 0;
s32 min_tile_y = 0;
TileMapPos best_position = old_pos;
Dist2 best_distance2 = cast(Dist2, magnitude_squared( player->move_velocity ) );
for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
{
for ( s32 tile_x = 0; tile_x <= min_tile_x; ++ tile_x )
{
TileMapPos test_tile_pos = centered_tile_point( tile_x, tile_y, new_pos.tile_z );
s32 tile_value = TileMap_get_tile_value( tile_map, test_tile_pos );
if ( TileMap_is_tile_value_empty( tile_value ) )
{
Vec2 tile_xy_in_meters = Vec2 { tile_map->tile_size_in_meters, tile_map->tile_size_in_meters };
Vec2 min_corner = -0.5f * tile_xy_in_meters;
Vec2 max_corner = 0.5f * tile_xy_in_meters;
TileMapPos rel_new_player_pos = subtract( test_tile_pos, new_pos );
Vec2 test_pos = closest_point_in_rectangle( min_corner, max_corner, rel_new_player_pos );
f32 test_dist2 = ;
if ( best_distance2 > test_dst )
{
best_position = ;
best_distance2 = ;
}
}
}
}
player->position = new_pos;
}
#endif
bool on_new_tile = TileMap_are_on_same_tile( & player->position, & old_pos );
if ( ! on_new_tile )
{
u32 new_tile_value = TileMap_get_tile_value( tile_map, player->position );
if ( new_tile_value == 3 )
{
++ player->position.tile_z;
}
else if ( new_tile_value == 4 )
{
-- player->position.tile_z;
}
}
using hh::EHeroBitmapsDirection;
using hh::HeroBitmaps_Front;
using hh::HeroBitmaps_Back;
using hh::HeroBitmaps_Left;
using hh::HeroBitmaps_Right;
if ( player_actions->player_y_move_digital > 0 || player_actions->player_y_move_analog > 0 )
{
player->hero_direction = HeroBitmaps_Back;
}
if ( player_actions->player_y_move_digital < 0 || player_actions->player_y_move_analog < 0 )
{
player->hero_direction = HeroBitmaps_Front;
}
if ( player_actions->player_x_move_digital > 0 || player_actions->player_x_move_analog > 0 )
{
player->hero_direction = HeroBitmaps_Right;
}
if ( player_actions->player_x_move_digital < 0 || player_actions->player_x_move_analog < 0 )
{
player->hero_direction = HeroBitmaps_Left;
}
if ( player->jump_time > 0.f )
{
player->jump_time -= delta_time;
}
else
{
player->jump_time = 0.f;
player->mid_jump = false;
}
if ( ! player->mid_jump && player_actions->jump )
{
player->jump_time = 1.f;
player->mid_jump = true;
}
}
void render_player( hh::PlayerState* player, World* world, hh::GameState* game_state, OffscreenBuffer* back_buffer )
{
Vec2 screen_center = get_screen_center( back_buffer );
f32 player_red = 0.7f;
f32 player_green = 0.7f;
f32 player_blue = 0.3f;
f32 player_half_width = player->width / 2.f;
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
Vec2 player_to_screenspace {
player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
-1 * (player_to_camera.rel_pos.y + scast(f32, player_to_camera.tile_y) * world->tile_map->tile_size_in_meters)
};
Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[player->hero_direction];
#if 1
Vec2 player_collision_min {
player_ground_pos.x - player_half_width * world->tile_meters_to_pixels,
player_ground_pos.y - player->height * world->tile_meters_to_pixels,
};
Vec2 player_collision_max {
player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
player_ground_pos.y
};
draw_rectangle( back_buffer
, player_collision_min, player_collision_max
, player_red, player_green, player_blue );
#endif
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->torso );
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->cape );
#if 1
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - 125.f }
, & game_state->mojito_head );
#else
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->head );
#endif
}
Engine_API
void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
{
@ -681,13 +994,13 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
game_state->hero_bitmaps[HeroBitmaps_Right].align_y = align_y;
#undef load_bmp_asset
game_state->hero_direction = HeroBitmaps_Front;
}
game_state->camera_pos.tile_x = world->tiles_per_screen_x / 2;
game_state->camera_pos.tile_y = world->tiles_per_screen_y / 2;
using hh::HeroBitmaps_Front;
hh::PlayerState* player = & game_state->player_state;
player->position.tile_x = 4;
player->position.tile_y = 4;
@ -701,6 +1014,24 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
player->height = 1.4f;
player->width = player->height * 0.7f;
player->hero_direction = HeroBitmaps_Front;
hh::PlayerState* player_2 = & game_state->player_state_2;
player_2->position.tile_x = 4;
player_2->position.tile_y = 4;
player_2->position.rel_pos.x = 0.f;
player_2->position.rel_pos.y = 0.f;
player_2->move_velocity = {};
player_2->mid_jump = false;
player_2->jump_time = 0.f;
player_2->height = 1.4f;
player_2->width = player_2->height * 0.7f;
player_2->hero_direction = HeroBitmaps_Front;
}
Engine_API
@ -713,6 +1044,10 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
{
EngineState* state = rcast( EngineState*, memory->persistent );
// TODO(Ed): This can get unscoped when the handmade module impl is offloaded
// Engine Update
{
assert( sizeof(EngineState) <= memory->persistent_size );
state->context.delta_time = delta_time;
@ -735,14 +1070,11 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
}
#endif
ControllerState* controller = & input->controllers[0];
EngineActions engine_actions {};
hh::PlayerActions player_actions {};
input_poll_engine_actions( input, & engine_actions );
#if Build_Development
#if Build_Development
if ( engine_actions.load_auto_snapshot )
{
s32 current_slot = memory->active_snapshot_slot;
@ -772,7 +1104,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
play_input( & load_engine_snapshot, memory, input, platform_api );
}
}
#endif
#endif
// Process Engine Actions
{
@ -837,7 +1169,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
#endif
}
#if Build_Development
#if Build_Development
if ( ! memory->engine_loop_active )
{
// Input recording and playback for game state
@ -850,11 +1182,68 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
play_input( & load_game_snapshot, memory, input, platform_api );
}
}
#endif
#endif
}
hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
hh::PlayerState* player = & game_state->player_state;
hh::PlayerActions player_actions {};
hh::PlayerActions player_actions_2 {};
#if NEW_INPUT_DESIGN
do_once()
{
game_state->player_1.controller.keyboard = input->keyboard;
game_state->player_1.controller.mouse = input->mouse;
}
// This is a crappy way of assigning controllers I'm doing for now...
for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
{
#define can_assign( player ) ( ! game_state->player.controller.xpad && ! game_state->player.controller.ds_pad )
XInputPadState* xpad = input->xpads[ idx ];
if ( game_state->player_1.controller.xpad == xpad || game_state->player_2.controller.xpad == xpad )
continue;
if ( xpad && pressed( xpad->start ) )
{
if ( can_assign( player_1 ) )
{
game_state->player_1.controller.xpad = xpad;
continue;
}
if ( can_assign( player_2 ) )
game_state->player_2.controller.xpad = xpad;
}
DualsensePadState* ds_pad = input->ds_pads[ idx ];
if ( game_state->player_1.controller.ds_pad == ds_pad || game_state->player_2.controller.ds_pad == ds_pad )
continue;
if ( ds_pad && pressed( ds_pad->share ) )
{
if ( can_assign( player_1 ) )
{
game_state->player_1.controller.ds_pad = ds_pad;
continue;
}
if ( can_assign( player_2 ) )
game_state->player_2.controller.ds_pad = ds_pad;
}
#undef can_assign
}
input_poll_player_actions( & game_state->player_1.controller, & player_actions, 0 );
if ( game_state->player_2.controller.xpad || game_state->player_2.controller.ds_pad )
input_poll_player_actions( & game_state->player_2.controller, & player_actions_2, 1 );
#else
input_poll_player_actions( & input->controllers[0], & player_actions, 0 );
#endif
World* world = state->context.world;
TileMap* tile_map = world->tile_map;
@ -868,220 +1257,13 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
using hh::HeroBitmaps_Left;
using hh::HeroBitmaps_Right;
input_poll_player_actions( input, & player_actions );
update_player_state( delta_time, world, game_state, player, & player_actions );
update_player_state( delta_time, world, game_state, & game_state->player_state_2, & player_actions_2 );
// TODO(Ed) : Move to handmade module?
// Camera Update
// void update_camera( ... )
{
f32 move_accel = 36.f;
if ( player_actions.sprint )
{
move_accel = 94.f;
}
TileMapPos old_pos = player->position;
Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
Vec2 player_move_vec = {};
if ( player_actions.player_x_move_analog || player_actions.player_y_move_analog )
{
player_move_vec.x = scast(f32, player_actions.player_x_move_analog );
player_move_vec.y = scast(f32, player_actions.player_y_move_analog );
}
else
{
player_move_vec.x = scast(f32, player_actions.player_x_move_digital );
player_move_vec.y = scast(f32, player_actions.player_y_move_digital );
}
Dir2 player_direction = cast( Dir2, player_move_vec );
Accel2 player_move_accel = scast( Accel2, player_direction ) * move_accel;
// TODO(Ed) : ODE!
Accel2 friction = pcast( Accel2, player->move_velocity) * 9.f;
player_move_accel -= friction;
player->move_velocity += player_move_accel * 0.5f;
new_player_pos += player->move_velocity;
// Old collision implmentation
#if 1
{
b32 collision_nw = false;
b32 collision_ne = false;
b32 collision_sw = false;
b32 collision_se = false;
do
{
// Base position
//TileMapPos test_pos = {
//new_player_pos.x, new_player_pos.y,
//old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
//};
//test_pos = recannonicalize_position( tile_map, test_pos );
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
TileMapPos test_pos_nw {
new_player_pos.x - player_half_width, new_player_pos.y + player_quarter_height,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
collision_nw = ! TileMap_is_point_empty( tile_map, test_pos_nw );
TileMapPos test_pos_ne {
new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
collision_ne = ! TileMap_is_point_empty( tile_map, test_pos_ne );
TileMapPos test_pos_sw {
new_player_pos.x - player_half_width, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
collision_sw = ! TileMap_is_point_empty( tile_map, test_pos_sw );
TileMapPos test_pos_se {
new_player_pos.x + player_half_width, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
collision_se = ! TileMap_is_point_empty( tile_map, test_pos_se );
}
while(0);
if ( collision_se || collision_sw || collision_ne || collision_nw )
{
// Should be colliding with a wall
Vec2 wall_vector = { 0, 0 };
if ( collision_nw && collision_sw )
{
wall_vector = { 1.f, 0.f };
}
{
wall_vector = { -1.f, 0.f };
}
if ( collision_nw && collision_ne )
{
wall_vector = { 0.f, 1.f };
}
if ( collision_se && collision_sw )
{
wall_vector = { 0.f, -1.f };
}
//if ( collision_nw && !collision_ne && !collision_sw && !collision_se )
//{
// wall_vector = { 1.f, 1.f };
//}
// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->move_velocity ), wall_vector ) * wall_vector );
new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
new_player_pos += player->move_velocity;
}
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
player->position = new_pos;
}
#else
{
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
s32 min_tile_x = 0;
s32 min_tile_y = 0;
TileMapPos best_position = old_pos;
Dist2 best_distance2 = cast(Dist2, magnitude_squared( player->move_velocity ) );
for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
{
for ( s32 tile_x = 0; tile_x <= min_tile_x; ++ tile_x )
{
TileMapPos test_tile_pos = centered_tile_point( tile_x, tile_y, new_pos.tile_z );
s32 tile_value = TileMap_get_tile_value( tile_map, test_tile_pos );
if ( TileMap_is_tile_value_empty( tile_value ) )
{
Vec2 tile_xy_in_meters = Vec2 { tile_map->tile_size_in_meters, tile_map->tile_size_in_meters };
Vec2 min_corner = -0.5f * tile_xy_in_meters;
Vec2 max_corner = 0.5f * tile_xy_in_meters;
TileMapPos rel_new_player_pos = subtract( test_tile_pos, new_pos );
Vec2 test_pos = closest_point_in_rectangle( min_corner, max_corner, rel_new_player_pos );
f32 test_dist2 = ;
if ( best_distance2 > test_dst )
{
best_position = ;
best_distance2 = ;
}
}
}
}
player->position = new_pos;
}
#endif
bool on_new_tile = TileMap_are_on_same_tile( & player->position, & old_pos );
if ( ! on_new_tile )
{
u32 new_tile_value = TileMap_get_tile_value( tile_map, player->position );
if ( new_tile_value == 3 )
{
++ player->position.tile_z;
}
else if ( new_tile_value == 4 )
{
-- player->position.tile_z;
}
}
if ( player_actions.player_y_move_digital > 0 || player_actions.player_y_move_analog > 0 )
{
game_state->hero_direction = HeroBitmaps_Back;
}
if ( player_actions.player_y_move_digital < 0 || player_actions.player_y_move_analog < 0 )
{
game_state->hero_direction = HeroBitmaps_Front;
}
if ( player_actions.player_x_move_digital > 0 || player_actions.player_x_move_analog > 0 )
{
game_state->hero_direction = HeroBitmaps_Right;
}
if ( player_actions.player_x_move_digital < 0 || player_actions.player_x_move_analog < 0 )
{
game_state->hero_direction = HeroBitmaps_Left;
}
if ( player->jump_time > 0.f )
{
player->jump_time -= delta_time;
}
else
{
player->jump_time = 0.f;
player->mid_jump = false;
}
if ( ! player->mid_jump && player_actions.jump )
{
player->jump_time = 1.f;
player->mid_jump = true;
}
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
game_state->camera_pos.tile_z = player->position.tile_z;
@ -1104,11 +1286,11 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
}
}
Vec2 screen_center {
scast(f32, back_buffer->width) * 0.5f,
scast(f32, back_buffer->height) * 0.5f
};
Vec2 screen_center = get_screen_center( back_buffer );
// Background & Tile Render relative to player 1's camera
// void render_bg_and_level( ... )
{
draw_rectangle( back_buffer
, Zero(Vec2)
, { scast(f32, back_buffer->width), scast(f32, back_buffer->height) }
@ -1117,7 +1299,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
draw_bitmap( back_buffer, screen_center, & game_state->test_bg );
draw_bitmap( back_buffer, screen_center, & game_state->test_bg_hh );
// Screen Camera
// Screen Camera
for ( s32 relative_row = -10; relative_row < +10; ++ relative_row )
{
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
@ -1171,6 +1353,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
}
}
}
}
// Bad bitmap test
#if 0
@ -1189,53 +1372,17 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
}
#endif
// Player
f32 player_red = 0.7f;
f32 player_green = 0.7f;
f32 player_blue = 0.3f;
// Player Rendering
render_player( player, world, game_state, back_buffer );
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
Vec2 player_to_screenspace {
player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
-1 * (player_to_camera.rel_pos.y + scast(f32, player_to_camera.tile_y) * world->tile_map->tile_size_in_meters)
};
Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[game_state->hero_direction];
#if 1
Vec2 player_collision_min {
player_ground_pos.x - player_half_width * world->tile_meters_to_pixels,
player_ground_pos.y - player->height * world->tile_meters_to_pixels,
};
Vec2 player_collision_max {
player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
player_ground_pos.y
};
draw_rectangle( back_buffer
, player_collision_min, player_collision_max
, player_red, player_green, player_blue );
#if NEW_INPUT_DESIGN
if ( game_state->player_2.controller.xpad || game_state->player_2.controller.ds_pad )
render_player( & game_state->player_state_2, world, game_state, back_buffer );
#endif
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->torso );
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->cape );
#if 1
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - 125.f }
, & game_state->mojito_head );
#else
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->head );
#endif
#if Build_Development
// Snapshot Visual Aid
#if Build_Development
{
// Auto-Snapshot percent bar
if (1)
{
@ -1246,6 +1393,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
, 0.f, 0.15f, 0.35f );
}
// Replay indicator
if ( memory->replay_mode == ReplayMode_Record )
{
// TODO(Ed) : We're prob going to need a better indicator for recording...
@ -1254,15 +1402,25 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
, { player->position.rel_pos.x + 10.f, player->position.rel_pos.y + 40.f }
, 1.f, 1.f, 1.f );
}
#endif
}
#endif
// Change above to use draw rectangle
// Mouse Debug
{
// Mouse Position
if ( 0 )
{
#if NEW_INPUT_DESIGN
draw_rectangle( back_buffer
, { (f32)input->mouse->X.end, (f32)input->mouse->Y.end }
, { (f32)input->mouse->X.end + 10.f, (f32)input->mouse->Y.end + 10.f }
, 1.f, 1.f, 0.f );
#else
draw_rectangle( back_buffer
, { (f32)input->controllers[0].mouse->X.end, (f32)input->controllers[0].mouse->Y.end }
, { (f32)input->controllers[0].mouse->X.end + 10.f, (f32)input->controllers[0].mouse->Y.end + 10.f }
, 1.f, 1.f, 0.f );
#endif
}
// Mouse buttons test
@ -1279,6 +1437,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
render_player( back_buffer, 5, 35 );
}
#endif
}
}
Engine_API

View File

@ -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 );

View File

@ -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 )
{
@ -119,14 +140,13 @@ InputStateSnapshot input_state_snapshot( InputState* input )
snapshot.controllers[idx].xpad = *controller->xpad;
if ( controller->keyboard )
{
snapshot.controllers[idx].keyboard = *controller->keyboard;
}
if ( controller->mouse )
snapshot.controllers[idx].mouse = *controller->mouse;
}
return snapshot;
#endif
}
internal
@ -150,6 +170,24 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
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];
@ -170,6 +208,7 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
if ( controller->mouse )
*controller->mouse = new_input.controllers[idx].mouse;
}
#endif
}
void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot

View File

@ -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 )
{

View File

@ -61,36 +61,15 @@ struct ActionableMode
Player : Controller, Actionables, ActionSets
*/
struct Player
#if NEW_INPUT_DESIGN
struct ControllerState
{
// So far just has an assigned controller.
engine::ControllerState* controller;
// Possilby some other stuff in the future.
};
struct PlayerState
{
f32 width;
f32 height;
engine::TileMapPos position;
Vel2 move_velocity;
b32 mid_jump;
f32 jump_time;
};
struct PlayerActions
{
s32 player_x_move_digital;
s32 player_y_move_digital;
f32 player_x_move_analog;
f32 player_y_move_analog;
b32 sprint;
b32 jump;
engine::KeyboardState* keyboard;
engine::MousesState* mouse;
engine::XInputPadState* xpad;
engine::DualsensePadState* ds_pad;
};
#endif
enum EHeroBitmapsDirection : u32
{
@ -112,9 +91,52 @@ struct HeroBitmaps
Bitmap torso;
};
struct PlayerState
{
f32 width;
f32 height;
engine::TileMapPos position;
Vel2 move_velocity;
b32 mid_jump;
f32 jump_time;
EHeroBitmapsDirection hero_direction;
};
struct PlayerActions
{
s32 player_x_move_digital;
s32 player_y_move_digital;
f32 player_x_move_analog;
f32 player_y_move_analog;
b32 sprint;
b32 jump;
b32 join;
};
struct Player
{
#if NEW_INPUT_DESIGN
// So far just has an assigned controller.
ControllerState controller;
#else
engine::ControllerState* controller;
#endif
PlayerState state;
};
struct GameState
{
Player player_1;
Player player_2;
PlayerState player_state;
PlayerState player_state_2;
using Bitmap = engine::Bitmap;
@ -127,7 +149,6 @@ struct GameState
engine::TileMapPos camera_pos;
EHeroBitmapsDirection hero_direction;
HeroBitmaps hero_bitmaps[4];
};

View File

@ -9,12 +9,9 @@
NS_PLATFORM_BEGIN
using namespace win32;
// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
constexpr u32 Max_Controllers = 4;
using JSL_DeviceHandle = int;
using EngineXInputPadStates = engine::XInputPadState[ Max_Controllers ];
using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
using EngineXInputPadStates = engine::XInputPadState [ engine::Max_Controllers ];
using EngineDSPadStates = engine::DualsensePadState[ engine::Max_Controllers ];
internal void
input_process_digital_btn( engine::DigitalBtn* old_state, engine::DigitalBtn* new_state, u32 raw_btns, u32 btn_flag )
@ -100,7 +97,11 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
input_process_digital_btn( & old_keyboard->left_shift, & new_keyboard->left_shift, GetAsyncKeyState( VK_LSHIFT ), is_down );
input_process_digital_btn( & old_keyboard->right_shift, & new_keyboard->right_shift, GetAsyncKeyState( VK_RSHIFT ), is_down );
#if NEW_INPUT_DESIGN
input->keyboard = new_keyboard;
#else
input->controllers[0].keyboard = new_keyboard;
#endif
}
// Mouse polling
@ -122,12 +123,16 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
new_mouse->X.end = (f32)mouse_pos.x;
new_mouse->Y.end = (f32)mouse_pos.y;
#if NEW_INPUT_DESIGN
input->mouse = new_mouse;
#else
input->controllers[0].mouse = new_mouse;
#endif
}
// XInput Polling
// TODO(Ed) : Should we poll this more frequently?
for ( DWORD controller_index = 0; controller_index < Max_Controllers; ++ controller_index )
for ( DWORD controller_index = 0; controller_index < engine::Max_Controllers; ++ controller_index )
{
XINPUT_STATE controller_state;
b32 xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
@ -166,11 +171,19 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
new_xpad->stick.left.X.average = left_x;
new_xpad->stick.left.Y.average = left_y;
#if NEW_INPUT_DESIGN
input->xpads[ controller_index ] = new_xpad;
#else
input->controllers[ controller_index ].xpad = new_xpad;
#endif
}
else
{
#if NEW_INPUT_DESIGN
input->xpads[ controller_index ] = nullptr;
#else
input->controllers[ controller_index ].xpad = nullptr;
#endif
}
}
@ -180,6 +193,12 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
if ( ! JslStillConnected( jsl_device_handles[ jsl_device_index ] ) )
{
OutputDebugStringA( "Error: JSLStillConnected returned false\n" );
#if NEW_INPUT_DESIGN
input->ds_pads[ jsl_device_index ] = nullptr;
#else
input->controllers[ jsl_device_index ].ds_pad = nullptr;
#endif
continue;
}
@ -225,7 +244,11 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
new_ds_pad->stick.left.X.average = left_x;
new_ds_pad->stick.left.Y.average = left_y;
#if NEW_INPUT_DESIGN
input->ds_pads[ jsl_device_index ] = new_ds_pad;
#else
input->controllers[ jsl_device_index ].ds_pad = new_ds_pad;
#endif
}
}

View File

@ -962,7 +962,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
mouse_states[0] = {};
mouse_states[0] = {};
for ( s32 id = 0; id < Max_Controllers; ++ id )
for ( s32 id = 0; id < engine::Max_Controllers; ++ id )
{
xpad_states[0][ id ] = {};
xpad_states[1][ id ] = {};