Reshuffled

This commit is contained in:
2021-04-19 21:30:34 +10:00
parent eca6c56d00
commit 365a57ff5a
45 changed files with 218 additions and 140 deletions

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/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "input.h"
input_t * inputInit(uint32_t inputBindCount, uint32_t inputSourceCount) {
uint32_t i;
// Create the input manager
input_t *input = malloc(sizeof(input_t));
if(!input) return NULL;
// Setup the bind lists
input->inputBindCount = inputBindCount;
input->bindMap = malloc(sizeof(list_t) * inputBindCount);
for(i = 0; i < inputBindCount; i++) {
input->bindMap[i] = listCreate();
}
// Create the current & previous input states
input->current = malloc(sizeof(inputval_t) * inputBindCount);
input->previous = malloc(sizeof(inputval_t) * inputBindCount);
// Create the input actuate times array.
input->times = malloc(sizeof(float) * inputBindCount);
// Create the buffer, zero all the values out.
input->buffer = calloc(inputSourceCount, sizeof(inputval_t));
// Pass off the input manager
return input;
}
void inputUpdate(input_t *input) {
uint32_t i;
listentry_t *item;
inputval_t value;
// Flip the states to save memory.
float * currentCurrent = input->current;
input->current = input->previous;
input->previous = currentCurrent;
// Now look at each bind...
for(i = 0; i < input->inputBindCount; i++) {
// Now get the list of input sources bound to this input
item = input->bindMap[i]->start;
value = 0;
// For each input source, add the value from the buffer
while(item != NULL) {
value += input->buffer[(inputsource_t)item->data];
item = item->next;
}
// Set to the current state.
input->current[i] = value;
}
}
void inputDispose(input_t *input) {
uint32_t i;
// Free up the bind lists
for(i = 0; i < input->inputBindCount; i++) {
listDispose(input->bindMap[i], false);
}
free(input->buffer);
free(input->times);
free(input->previous);
free(input->current);
free(input->bindMap);
free(input);
}
void inputBind(input_t *input, inputbind_t bind, inputsource_t source) {
listAdd(input->bindMap[bind], source);
}
void inputUnbind(input_t *input, inputbind_t bind, inputsource_t source) {
listRemove(input->bindMap[bind], source);
}
bool inputIsDown(input_t *input, inputbind_t binding) {
return input->current[binding] != 0;
}
bool inputIsUp(input_t *input, inputbind_t binding) {
return input->current[binding] == 0;
}
bool inputIsPressed(input_t *input, inputbind_t binding) {
return (
input->previous[binding] == 0 &&
input->current[binding] != 0
);
}
bool inputIsReleased(input_t *input, inputbind_t binding) {
return input->current[binding] == 0 && input->previous[binding] != 0;
}
inputval_t inputGetAxis(input_t *input, inputbind_t binding) {
return input->current[binding];
}
float inputGetFullAxis(input_t *input, inputbind_t positive,
inputbind_t negative
) {
return input->current[negative] + input->current[positive];
}
float inputGetAccuated(input_t *input, inputbind_t binding) {
return input->times[binding];
}

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// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include <stdbool.h>
#include <stdint.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include "../util/list.h"
#include "../platform.h"
/////////////////////////////////// CONSTANTS //////////////////////////////////
#define INPUT_NULL (inputbind_t)0x00
/////////////////////////////// Type Definitions ///////////////////////////////
/**
* Input Bind, a specific action bind reference for the game engine to use.
* e.g. "Jump" or "Walk Forward".
*/
typedef uint8_t inputbind_t;
/**
* Input source identifier. It's up to the platform itself to decide what the
* hell this number refers to. For most platforms it will be an input, such as a
* keyboard scancode or a (pad number * button count) + button.
*/
typedef uint32_t inputsource_t;
/**
* Value that represents the state of an input. Defined as 0-1 where 0 is set
* to be completely off / netural state, and 1 is completely on / full state.
*/
typedef float inputval_t;
/**
* Structure for the entire input mapping.
*/
typedef struct {
/** How many input bindings are in the input managers' scope */
uint32_t inputBindCount;
/** Float of the input between 0 and 1. For teh current frame */
inputval_t *current;
/** Float of the input between 0 and 1. For the last frame */
inputval_t *previous;
/**
* Input buffer array. Keeps track of raw values from the inputs.
* The engine will read from the buffer when necessary.
*/
inputval_t *buffer;
/** Float of the GameTime that the input was actuated last. */
float *times;
/**
* Binding Map, Array of lists where index = binding and entry is a list of
* input sources.
*/
list_t **bindMap;
} input_t;
//////////////////////////////////// Methods ///////////////////////////////////
/**
* Initializes the input manager.
*
* @param inputCount The input binding counts to allow for.
* @param inputSourceCount The input source count to allow for.
* @return The input manager
*/
input_t * inputInit(uint32_t inputBindCount, uint32_t inputSourceCount);
/**
* Tick the input manager.
* @param input The input to update.
*/
void inputUpdate(input_t *input);
/**
* Destroy the input manager and cleanup.
* @param input The input to destroy.
*/
void inputDispose(input_t *input);
/**
* Binds the given input binding to the input source. Essentially allowing any
* time we fetch the state of bind, we will read the value from source.
*
* @param input The input manager to bind for.
* @param bind The binding to bind against.
* @param source The source that is being bound.
*/
void inputBind(input_t *input, inputbind_t bind, inputsource_t source);
/**
* Unbind a previously bound input source from a binding. This method is costly.
*
* @param input The input manager to bind for.
* @param bind The binding to unbind from.
* @param source The source that is being unbound.
*/
void inputUnbind(input_t *input, inputbind_t bind, inputsource_t source);
/**
* Is the current input "down", being pressed, being moved, not in a state
* of rest.
*
* @param state The input state to check against.
* @param binding The previously bound input binding.
* @return True if the input vector is non-zero.
*/
bool inputIsDown(input_t *state, inputbind_t binding);
/**
* Is the current input "up", in a state of rest, not being actioned, moved.
*
* @param state The input state to check against.
* @param binding The previously bound input binding.
* @return True if input vector is zero
*/
bool inputIsUp(input_t *state, inputbind_t binding);
/**
* Returns true on the first tick that an input was actioned/downed.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if the input vector was non-zeroed this tick but not last.
*/
bool inputIsPressed(input_t *input, inputbind_t binding);
/**
* Returns true on the first tick that an input was released/upped.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if the input vector was zeroed this tick but not last.
*/
bool inputIsReleased(input_t *input, inputbind_t binding);
/**
* Returns the raw input value as a float between 0 and 1. For digital (buttons)
* this will typicall be 0 or 1 only. Other analogue inputs will have anywhere
* within the range.
*
* @param input The input manager to check against.
* @param binding The previously bound input binding.
* @return Input state of the axis.
*/
inputval_t inputGetAxis(input_t *input, inputbind_t binding);
/**
* Returns a raw input value between -1 and 1 between two axis. This would be
* indicitive of having an input with an axis that can be moved one direction
* for a positive input and another for a negative input, typically a game
* controller's analogue sticks.
*
* @param input The input manager to check against.
* @param postitive The positive axis binding.
* @param negative The negative axis binding.
* @return A float between -1 and 1 representing the result of both.
*/
float inputGetFullAxis(input_t *input, inputbind_t positive,
inputbind_t negative
);
/**
* Returns the time that an input was actuated at. Actuate would count as a
* non-zero input for analogue inputs.
*
* @param input The input manager to check against.
* @param binding The previously bound input binding.
* @return Game Engine time that an input was non-zeroed
*/
float inputGetAccuated(input_t *input, inputbind_t binding);