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https://github.com/Ed94/HandmadeHero.git
synced 2024-12-22 06:14:45 -08:00
WIP - Day 46 : Got new input system working
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@ -7,6 +7,9 @@
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NS_ENGINE_BEGIN
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// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
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constexpr u32 Max_Controllers = 4;
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struct DigitalBtn
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{
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s32 half_transitions;
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@ -105,6 +108,7 @@ struct XInputPadState
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};
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};
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};
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using XInputPadStates = XInputPadState*[ Max_Controllers ];
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struct DualsensePadState
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{
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@ -137,6 +141,26 @@ struct DualsensePadState
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};
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};
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};
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using DualsensePadStates = DualsensePadState*[ Max_Controllers ];
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#define NEW_INPUT_DESIGN 1
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#if NEW_INPUT_DESIGN
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struct InputStateSnapshot
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{
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KeyboardState keyboard;
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MousesState mouse;
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XInputPadState xpads [ Max_Controllers ];
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DualsensePadState ds_pads[ Max_Controllers ];
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};
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#else
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struct ControllerStateSnapshot
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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 ds_pad;
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};
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struct ControllerState
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{
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@ -146,23 +170,23 @@ struct ControllerState
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DualsensePadState* ds_pad;
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};
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struct ControllerStateSnapshot
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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 ds_pad;
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};
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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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struct InputStateSnapshot
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{
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ControllerStateSnapshot controllers[4];
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};
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#endif
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struct InputState
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{
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#if NEW_INPUT_DESIGN
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KeyboardState* keyboard;
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MousesState* mouse;
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XInputPadStates xpads;
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DualsensePadStates ds_pads;
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#else
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ControllerState controllers[4];
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#endif
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};
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using InputBindCallback = void( void* );
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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
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*/
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#if INTELLISENSE_DIRECTIVES
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#include "engine.hpp"
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#include "input.hpp"
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#endif
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NS_ENGINE_BEGIN
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@ -105,6 +106,26 @@ void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI*
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InputStateSnapshot input_state_snapshot( InputState* input )
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{
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#if NEW_INPUT_DESIGN
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InputStateSnapshot snapshot = {};
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if ( input->keyboard )
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snapshot.keyboard = * input->keyboard;
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if ( input->mouse )
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snapshot.mouse = * input->mouse;
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for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
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{
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XInputPadState* xpad = input->xpads[ idx ];
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if ( xpad )
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snapshot.xpads[ idx ] = * xpad;
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DualsensePadState* ds_pad = input->ds_pads[ idx ];
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if ( ds_pad )
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snapshot.ds_pads[ idx ] = * ds_pad;
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}
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return snapshot;
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#else
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InputStateSnapshot snapshot = {};
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for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
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{
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@ -113,20 +134,19 @@ InputStateSnapshot input_state_snapshot( InputState* input )
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continue;
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if ( controller->ds_pad )
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snapshot.controllers[idx].ds_pad = *controller->ds_pad;
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snapshot.controllers[idx].ds_pad = *controller->ds_pad;
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if ( controller->xpad )
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snapshot.controllers[idx].xpad = *controller->xpad;
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snapshot.controllers[idx].xpad = *controller->xpad;
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if ( controller->keyboard )
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{
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snapshot.controllers[idx].keyboard = *controller->keyboard;
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}
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if ( controller->mouse )
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snapshot.controllers[idx].mouse = *controller->mouse;
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snapshot.controllers[idx].mouse = *controller->mouse;
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}
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return snapshot;
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#endif
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}
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internal
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@ -150,17 +170,35 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
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return;
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}
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#if NEW_INPUT_DESIGN
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if ( input->keyboard )
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* input->keyboard = new_input.keyboard;
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if ( input->mouse )
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* input->mouse = new_input.mouse;
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for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
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{
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XInputPadState* xpad = input->xpads[ idx ];
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if ( xpad )
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* xpad = new_input.xpads[ idx ];
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DualsensePadState* ds_pad = input->ds_pads[ idx ];
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if ( ds_pad )
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* ds_pad = new_input.ds_pads[ idx ];
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}
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#else
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for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
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{
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ControllerState* controller = & input->controllers[idx];
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if ( controller == nullptr )
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continue;
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continue;
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if ( controller->ds_pad )
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*controller->ds_pad = new_input.controllers[idx].ds_pad;
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*controller->ds_pad = new_input.controllers[idx].ds_pad;
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if ( controller->xpad )
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*controller->xpad = new_input.controllers[idx].xpad;
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*controller->xpad = new_input.controllers[idx].xpad;
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if ( controller->keyboard )
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{
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@ -168,8 +206,9 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
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}
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if ( controller->mouse )
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*controller->mouse = new_input.controllers[idx].mouse;
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*controller->mouse = new_input.controllers[idx].mouse;
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}
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#endif
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}
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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
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TileChunk_set_tile_value( chunk, tile_map, chunk_pos.tile_x, chunk_pos.tile_y, value );
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}
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internal
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b32 TileMap_are_on_same_tile( TileMapPos* pos_a, TileMapPos* pos_b )
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{
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@ -61,36 +61,15 @@ struct ActionableMode
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Player : Controller, Actionables, ActionSets
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*/
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struct Player
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#if NEW_INPUT_DESIGN
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struct ControllerState
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{
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// So far just has an assigned controller.
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engine::ControllerState* controller;
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// Possilby some other stuff in the future.
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};
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struct PlayerState
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{
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f32 width;
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f32 height;
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engine::TileMapPos position;
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Vel2 move_velocity;
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b32 mid_jump;
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f32 jump_time;
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};
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struct PlayerActions
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{
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s32 player_x_move_digital;
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s32 player_y_move_digital;
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f32 player_x_move_analog;
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f32 player_y_move_analog;
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b32 sprint;
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b32 jump;
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engine::KeyboardState* keyboard;
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engine::MousesState* mouse;
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engine::XInputPadState* xpad;
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engine::DualsensePadState* ds_pad;
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};
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#endif
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enum EHeroBitmapsDirection : u32
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{
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@ -112,9 +91,52 @@ struct HeroBitmaps
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Bitmap torso;
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};
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struct PlayerState
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{
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f32 width;
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f32 height;
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engine::TileMapPos position;
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Vel2 move_velocity;
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b32 mid_jump;
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f32 jump_time;
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EHeroBitmapsDirection hero_direction;
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};
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struct PlayerActions
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{
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s32 player_x_move_digital;
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s32 player_y_move_digital;
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f32 player_x_move_analog;
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f32 player_y_move_analog;
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b32 sprint;
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b32 jump;
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b32 join;
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};
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struct Player
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{
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#if NEW_INPUT_DESIGN
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// So far just has an assigned controller.
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ControllerState controller;
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#else
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engine::ControllerState* controller;
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#endif
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PlayerState state;
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};
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struct GameState
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{
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Player player_1;
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Player player_2;
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PlayerState player_state;
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PlayerState player_state_2;
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using Bitmap = engine::Bitmap;
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@ -127,7 +149,6 @@ struct GameState
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engine::TileMapPos camera_pos;
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EHeroBitmapsDirection hero_direction;
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HeroBitmaps hero_bitmaps[4];
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};
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NS_PLATFORM_BEGIN
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using namespace win32;
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// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
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constexpr u32 Max_Controllers = 4;
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using JSL_DeviceHandle = int;
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using EngineXInputPadStates = engine::XInputPadState[ Max_Controllers ];
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using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
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using EngineXInputPadStates = engine::XInputPadState [ engine::Max_Controllers ];
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using EngineDSPadStates = engine::DualsensePadState[ engine::Max_Controllers ];
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internal void
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input_process_digital_btn( engine::DigitalBtn* old_state, engine::DigitalBtn* new_state, u32 raw_btns, u32 btn_flag )
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@ -100,7 +97,11 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
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input_process_digital_btn( & old_keyboard->left_shift, & new_keyboard->left_shift, GetAsyncKeyState( VK_LSHIFT ), is_down );
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input_process_digital_btn( & old_keyboard->right_shift, & new_keyboard->right_shift, GetAsyncKeyState( VK_RSHIFT ), is_down );
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#if NEW_INPUT_DESIGN
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input->keyboard = new_keyboard;
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#else
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input->controllers[0].keyboard = new_keyboard;
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#endif
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}
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// Mouse polling
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@ -122,12 +123,16 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
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new_mouse->X.end = (f32)mouse_pos.x;
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new_mouse->Y.end = (f32)mouse_pos.y;
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#if NEW_INPUT_DESIGN
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input->mouse = new_mouse;
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#else
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input->controllers[0].mouse = new_mouse;
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#endif
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}
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// XInput Polling
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// TODO(Ed) : Should we poll this more frequently?
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for ( DWORD controller_index = 0; controller_index < Max_Controllers; ++ controller_index )
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for ( DWORD controller_index = 0; controller_index < engine::Max_Controllers; ++ controller_index )
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{
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XINPUT_STATE controller_state;
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b32 xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
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@ -136,9 +141,9 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
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XINPUT_GAMEPAD* xpad = & controller_state.Gamepad;
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engine::XInputPadState* old_xpad = old_xpads[ controller_index ];
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engine::XInputPadState* new_xpad = new_xpads[ controller_index ];
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input_process_digital_btn( & old_xpad->dpad.up, & new_xpad->dpad.up, xpad->wButtons, XINPUT_GAMEPAD_DPAD_UP );
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input_process_digital_btn( & old_xpad->dpad.down, & new_xpad->dpad.down, xpad->wButtons, XINPUT_GAMEPAD_DPAD_DOWN );
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input_process_digital_btn( & old_xpad->dpad.left, & new_xpad->dpad.left, xpad->wButtons, XINPUT_GAMEPAD_DPAD_LEFT );
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input_process_digital_btn( & old_xpad->dpad.up, & new_xpad->dpad.up, xpad->wButtons, XINPUT_GAMEPAD_DPAD_UP );
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input_process_digital_btn( & old_xpad->dpad.down, & new_xpad->dpad.down, xpad->wButtons, XINPUT_GAMEPAD_DPAD_DOWN );
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input_process_digital_btn( & old_xpad->dpad.left, & new_xpad->dpad.left, xpad->wButtons, XINPUT_GAMEPAD_DPAD_LEFT );
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input_process_digital_btn( & old_xpad->dpad.right, & new_xpad->dpad.right, xpad->wButtons, XINPUT_GAMEPAD_DPAD_RIGHT );
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input_process_digital_btn( & old_xpad->Y, & new_xpad->Y, xpad->wButtons, XINPUT_GAMEPAD_Y );
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@ -166,11 +171,19 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
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new_xpad->stick.left.X.average = left_x;
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new_xpad->stick.left.Y.average = left_y;
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#if NEW_INPUT_DESIGN
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input->xpads[ controller_index ] = new_xpad;
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#else
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input->controllers[ controller_index ].xpad = new_xpad;
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#endif
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}
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else
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{
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#if NEW_INPUT_DESIGN
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input->xpads[ controller_index ] = nullptr;
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#else
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input->controllers[ controller_index ].xpad = nullptr;
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#endif
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}
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}
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@ -180,6 +193,12 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
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if ( ! JslStillConnected( jsl_device_handles[ jsl_device_index ] ) )
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{
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OutputDebugStringA( "Error: JSLStillConnected returned false\n" );
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#if NEW_INPUT_DESIGN
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input->ds_pads[ jsl_device_index ] = nullptr;
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#else
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input->controllers[ jsl_device_index ].ds_pad = nullptr;
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#endif
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continue;
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}
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@ -225,7 +244,11 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
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new_ds_pad->stick.left.X.average = left_x;
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new_ds_pad->stick.left.Y.average = left_y;
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#if NEW_INPUT_DESIGN
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input->ds_pads[ jsl_device_index ] = new_ds_pad;
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#else
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input->controllers[ jsl_device_index ].ds_pad = new_ds_pad;
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#endif
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}
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}
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@ -962,7 +962,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
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mouse_states[0] = {};
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mouse_states[0] = {};
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for ( s32 id = 0; id < Max_Controllers; ++ id )
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for ( s32 id = 0; id < engine::Max_Controllers; ++ id )
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{
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xpad_states[0][ id ] = {};
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xpad_states[1][ id ] = {};
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