Much much better
This commit is contained in:
52
src/engine/display/render.c
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52
src/engine/display/render.c
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@ -0,0 +1,52 @@
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/**
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* Copyright (c) 2021 Dominic Msters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "render.h"
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render_t * renderInit(char *name) {
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// Initialize the renderer
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render_t *render = malloc(sizeof(render_t));
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if(!render) return NULL;
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// render->width = WINDOW_WIDTH_DEFAULT;
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// render->height = WINDOW_HEIGHT_DEFAULT;
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//GLEnable Things
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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return render;
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}
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void renderFrame(render_t *render) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin(GL_TRIANGLES);
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glColor3f(1, 0, 0);
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glVertex3f(-1, -1, 0);
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glColor3f(0, 1, 0);
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glVertex3f(0, 1, 0);
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glColor3f(0, 0, 1);
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glVertex3f(1, -1, 0);
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glEnd();
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}
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bool renderDispose(render_t *render) {
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// Free up the renderer
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free(render);
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return true;
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}
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void renderSetResolution(render_t *render, uint32_t width, uint32_t height) {
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render->width = width;
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render->height = height;
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glViewport(0, 0, width, height);
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}
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57
src/engine/display/render.h
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57
src/engine/display/render.h
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@ -0,0 +1,57 @@
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/**
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* Copyright (c) 2021 Dominic Msters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <malloc.h>
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#include <glad/glad.h>
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#include <cglm/call.h>
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/**
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* Contains information about the current render state, can be used for querying
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* how the renderer is currently set up.
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*/
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typedef struct {
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/** Resolution (in pixels) */
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int32_t width, height;
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} render_t;
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/**
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* Initialize the renderer.
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*
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* @param name String of the windows' name.
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* @return Rendering Context information.
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*/
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render_t * renderInit(char *name);
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/**
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* Render a single frame of the render loop. The renderer is not (currently)
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* responsible for render looping.
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*
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* @param render The renderer to loop for.
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*/
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void renderFrame(render_t *render);
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/**
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* Cleanup a render context.
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*
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* @param render Renderer to cleanup.
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* @return True or False if Successful/Not.
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*/
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bool renderDispose(render_t *render);
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/**
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* Set the internal display resolution.
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*
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* @param render Renderer to set resolution for.
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* @param width Width (in pixels) of the viewport.
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* @param height Height (in pixels) of the viewport.
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*/
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void renderSetResolution(render_t *render, uint32_t width, uint32_t height);
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95
src/engine/display/shader.c
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95
src/engine/display/shader.c
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@ -0,0 +1,95 @@
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/**
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* Copyright (c) 2021 Dominic Msters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shader.h"
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shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource) {
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int isSuccess, maxLength;
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char *error;
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GLuint shaderVertex, shaderFragment, shaderProgram;
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// Load the vertex shader first
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shaderVertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(shaderVertex, 1, &vertexShaderSource, 0);
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glCompileShader(shaderVertex);
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// Validate
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glGetShaderiv(shaderVertex, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
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printf("Failed to compile vertex shader %s\n", error);
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free(error);
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return NULL;
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}
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// Now load the Frag shader
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shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(shaderFragment, 1, &fragmentShaderSource, 0);
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glCompileShader(shaderFragment);
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glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(shaderFragment, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetShaderInfoLog(shaderFragment, maxLength, &maxLength, error);
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printf("Failed to compile fragment shader %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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return NULL;
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}
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// Now create the shader program.
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, shaderVertex);
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glAttachShader(shaderProgram, shaderFragment);
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//Bind, Verify & Use the shader program
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, error);
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printf("Failed to load shader program %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return NULL;
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}
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// Everything is okay, let's create the encapsulated shader.
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shader_t *shader = malloc(sizeof(shader_t));
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if(shader == NULL) {
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glDeleteProgram(shaderProgram);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return NULL;
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}
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shader->shaderVertex = shaderVertex;
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shader->shaderFrag = shaderFragment;
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shader->shaderProgram = shaderProgram;
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// Bind the shader
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shaderUse(shader);
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// Fetch the uniforms.
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return shader;
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}
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bool shaderDipose(shader_t *shader) {
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glDeleteProgram(shader->shaderProgram);
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glDeleteShader(shader->shaderVertex);
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glDeleteShader(shader->shaderFrag);
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free(shader);
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return true;
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}
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void shaderUse(shader_t *shader) {
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glUseProgram(shader->shaderProgram);
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}
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51
src/engine/display/shader.h
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51
src/engine/display/shader.h
Normal file
@ -0,0 +1,51 @@
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/**
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* Copyright (c) 2021 Dominic Msters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include <glad/glad.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <malloc.h>
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/**
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* Structure containing information about an OpenGL Shader. For simplicity sake
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* we demand certain uninforms to be present on the shader target.
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*/
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typedef struct {
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/** Pointer to an uploaded vertex shader program */
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GLuint shaderVertex;
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/** Pointer to an uploaded fragment shader program */
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GLuint shaderFrag;
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/** Pointer to an uploaded shader program linked */
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GLuint shaderProgram;
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} shader_t;
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/**
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* Create a shader from vertex and fragment shader code.
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*
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* @param vertexShaderSource The raw vertex shader code.
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* @param fragmentShaderSource The raw fragment shader code.
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* @return Pointer to the loaded shader.
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*/
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shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource);
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/**
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* Cleanup and unload a previously loaded shader.
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*
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* @param shader The shader to unload
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* @return True if successfully disposed.
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*/
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bool shaderDipose(shader_t *shader);
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/**
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* Attaches the supplied shader as the current shader.
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* @param shader The shader to attach
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*/
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void shaderUse(shader_t *shader);
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@ -7,24 +7,23 @@
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#include "engine.h"
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engine_t * engineInit(
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platform_t *platform, char *gameName, uint32_t inputCount
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) {
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engine_t * engineInit(platform_t *platform, char *name, uint32_t inputCount) {
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// Create the engine instance.
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engine_t *engine = malloc(sizeof(engine_t));
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if(engine == NULL) return NULL;
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engine->name = name;
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engine->platform = platform;
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// Setup the renderer.
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engine->render = renderInit(gameName);
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engine->render = renderInit(name);
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if(engine->render == NULL) {
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free(engine);
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return NULL;
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}
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// Setup the input manager.
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engine->input = inputInit(platform, inputCount);
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engine->input = inputInit(inputCount);
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if(engine->input == NULL) {
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free(engine->render);
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free(engine);
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@ -34,13 +33,9 @@ engine_t * engineInit(
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return engine;
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}
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void engineStart(engine_t *engine) {
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while(!glfwWindowShouldClose(engine->render->window)) {
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inputUpdate(engine->platform, engine->input);
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renderFrame(engine->render);
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glfwSwapBuffers(engine->render->window);
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glfwPollEvents();
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}
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void engineUpdate(engine_t *engine) {
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renderFrame(engine->render);
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inputUpdate(engine->input);
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}
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bool engineDispose(engine_t *engine) {
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@ -5,17 +5,17 @@
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#pragma once
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#include <stdbool.h>
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#include "../platform/platform.h"
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#include "../display/render.h"
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#include "../file/asset.h"
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#include "../input/input.h"
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#include "display/render.h"
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#include "file/asset.h"
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#include "input/input.h"
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#include "./platform.h"
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/** Information about the current engine context. */
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typedef struct {
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/** Name of the game running. */
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char *gameName;
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char *name;
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/** Platform for the game */
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/** Platform the game is running on */
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platform_t *platform;
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/** Renderer for the engine. */
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@ -29,20 +29,18 @@ typedef struct {
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* Initialize the engine context.
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*
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* @param platform The platform that the game is running on.
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* @param gameName Name of the game being initialized.
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* @param name Name of the game being initialized.
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* @param inputCount Count of input binds that exist in-engine.
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* @return The engine context.
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*/
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engine_t * engineInit(
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platform_t *platform, char *gameName, uint32_t inputCount
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);
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engine_t * engineInit(platform_t *platform, char *name, uint32_t inputCount);
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/**
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* Start the main engine loop.
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*
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* @param engine The game to start the loop for.
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*/
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void engineStart(engine_t *engine);
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void engineUpdate(engine_t *engine);
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/**
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* Cleanup a previously constructed game engine instance.
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|
91
src/engine/file/asset.c
Normal file
91
src/engine/file/asset.c
Normal file
@ -0,0 +1,91 @@
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/**
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||||
* Copyright (c) 2021 Dominic Msters
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||||
*
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||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
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#include "asset.h"
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char * assetStringLoad(char *assetName) {
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// Open a buffer.
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FILE *fptr = assetBufferOpen(assetName);
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if(fptr == NULL) return NULL;
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// Read the count of bytes in the file
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fseek(fptr, 0, SEEK_END);// Seek to the end
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||||
size_t length = ftell(fptr);// Get our current position (the end)
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||||
fseek(fptr, 0, SEEK_SET);// Reset the seek
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||||
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||||
// Create the string buffer
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||||
char *str = malloc(length + 1);// Add 1 for the null terminator.
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||||
if(str == NULL) {
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assetBufferClose(fptr);
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return NULL;
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||||
}
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||||
// Read and seal the string.
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fread(str, 1, length, fptr);// Read all the bytes
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str[length] = '\0';// Null terminate.
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assetBufferClose(fptr); // Close the buffer.
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return str;
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}
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||||
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||||
FILE * assetBufferOpen(char *assetName) {
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// Get the directory based on the raw input by creating a new string.
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||||
size_t lenAsset = strlen(assetName);// Get the length of asset
|
||||
size_t lenPrefix = strlen(ASSET_PREFIX);// Get the length of the prefix
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||||
|
||||
// Create str to house both the prefix and asset, and null terminator
|
||||
char *joined = malloc(lenAsset + lenPrefix + 1);
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||||
if(joined == NULL) return NULL;// Mem okay?
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||||
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||||
joined[0] = '\0';//Start at null
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strcat(joined, ASSET_PREFIX);//Add prefix
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||||
strcat(joined, assetName);//Add body
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||||
|
||||
// Open the file pointer now.
|
||||
FILE *fptr = fopen(joined, "rb");
|
||||
free(joined);// Free the string we just created
|
||||
if(!fptr) return NULL;// File available?
|
||||
return fptr;
|
||||
}
|
||||
|
||||
bool assetBufferClose(FILE *buffer) {
|
||||
return fclose(buffer);
|
||||
}
|
||||
|
||||
int32_t assetBufferRead(FILE *buffer, char *data, int32_t size) {
|
||||
return (int32_t)fread(data, 1, size, buffer);
|
||||
}
|
||||
|
||||
int32_t assetBufferEnd(FILE *buffer) {
|
||||
return feof(buffer);
|
||||
}
|
||||
|
||||
void assetBufferSkip(FILE *buffer, int32_t n) {
|
||||
fseek(buffer, n, SEEK_CUR);
|
||||
}
|
||||
|
||||
shader_t * assetShaderLoad(char *fileVertex, char *fileFragment) {
|
||||
// Load the vertex shader into memory
|
||||
char *vertexShader = assetStringLoad(fileVertex);
|
||||
if(vertexShader == NULL) return NULL;
|
||||
|
||||
// Load the fragment shader into memory
|
||||
char *fragmentShader = assetStringLoad(fileFragment);
|
||||
if(fragmentShader == NULL) {
|
||||
free(vertexShader);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Now attempt to load the shader
|
||||
shader_t *shader = shaderCompile(vertexShader, fragmentShader);
|
||||
|
||||
//Cleanup
|
||||
free(vertexShader);
|
||||
free(fragmentShader);
|
||||
|
||||
return shader;//shader may be NULL if loading failed, but not our problem.
|
||||
}
|
75
src/engine/file/asset.h
Normal file
75
src/engine/file/asset.h
Normal file
@ -0,0 +1,75 @@
|
||||
/**
|
||||
* Copyright (c) 2021 Dominic Msters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdint.h>
|
||||
#include <malloc.h>
|
||||
#include <string.h>
|
||||
#include "../display/shader.h"
|
||||
|
||||
/** Prefix of all asset load methods, may be customizable in future. */
|
||||
#define ASSET_PREFIX "../assets/"
|
||||
|
||||
/**
|
||||
* Method to load an asset into memory as a raw string.
|
||||
*
|
||||
* @param assetName Path leading to the asset within the root asset directory.
|
||||
* @return Pointer to char array of data from asset, NULL if unsuccesful.
|
||||
*/
|
||||
char * assetStringLoad(char *assetName);
|
||||
|
||||
/**
|
||||
* Platform-centric method to open a file buffer to an asset.
|
||||
*
|
||||
* @param assetName The asset name to open a buffer for.
|
||||
* @return Pointer to a buffer, NULL if unsuccessfuil.
|
||||
*/
|
||||
FILE * assetBufferOpen(char *assetName);
|
||||
|
||||
/**
|
||||
* Closes a previously opened asset buffer.
|
||||
*
|
||||
* @param buffer Buffer to close.
|
||||
* @return True if successful, otherwise false.
|
||||
*/
|
||||
bool assetBufferClose(FILE *buffer);
|
||||
|
||||
/**
|
||||
* Read bytes from buffer.
|
||||
*
|
||||
* @param buffer The buffer pointing to an asset.
|
||||
* @param data Pointer to a ubyte array to buffer data into.
|
||||
* @param size Length of the data buffer. Represents how many bytes can be read.
|
||||
* @return The count of bytes read. Complete when less than data array size.
|
||||
*/
|
||||
int32_t assetBufferRead(FILE *buffer, char *data, int32_t size);
|
||||
|
||||
/**
|
||||
* Skip to the end of the buffer, useful to find the length of the buffer.
|
||||
*
|
||||
* @param Buffer The buffer pointing to an asset.
|
||||
* @return How many bytes were skipped
|
||||
*/
|
||||
int32_t assetBufferEnd(FILE *buffer);
|
||||
|
||||
/**
|
||||
* Method to skip n bytes in the buffer
|
||||
*
|
||||
* @param buffer The buffer pointing to an asset.
|
||||
* @param n Count of bytes to skip.
|
||||
*/
|
||||
void assetBufferSkip(FILE *buffer, int32_t n);
|
||||
|
||||
/**
|
||||
*
|
||||
* @param fileVertex The file path of the vertex shader
|
||||
* @param fileFragment The file path of the fragment shader
|
||||
* @return The loaded shader_t instance (From shaderCompile)
|
||||
*/
|
||||
shader_t * assetShaderLoad(char *fileVertex, char *fileFragment);
|
43
src/engine/game/game.h
Normal file
43
src/engine/game/game.h
Normal file
@ -0,0 +1,43 @@
|
||||
/**
|
||||
* Copyright (c) 2021 Dominic Msters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include <stdbool.h>
|
||||
#include "../engine.h"
|
||||
#include "../platform.h"
|
||||
|
||||
/** Information about the current game context. */
|
||||
typedef void game_t;
|
||||
|
||||
/**
|
||||
* Initialize the game context.
|
||||
*
|
||||
* @return The game instance context.
|
||||
*/
|
||||
game_t * gameInit(platform_t *platform);
|
||||
|
||||
/**
|
||||
* Start the main game loop.
|
||||
*
|
||||
* @param game The game to start the loop for.
|
||||
*/
|
||||
void gameUpdate(game_t *game);
|
||||
|
||||
/**
|
||||
* Cleanup a previously constructed.
|
||||
* @param game The game to cleanup.
|
||||
*/
|
||||
void gameDispose(game_t *game);
|
||||
|
||||
/**
|
||||
* Because games are anonymously typed we simply request that they allow other
|
||||
* parts of the software to access the engine directly.
|
||||
*
|
||||
* @param game The game context
|
||||
* @return The engine context attached to the running game.
|
||||
*/
|
||||
engine_t * gameGetEngine(game_t *game);
|
108
src/engine/input/input.c
Normal file
108
src/engine/input/input.c
Normal file
@ -0,0 +1,108 @@
|
||||
/**
|
||||
* 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 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(float) * inputBindCount);
|
||||
input->previous = malloc(sizeof(float) * inputBindCount);
|
||||
|
||||
// Create the input actuate times array.
|
||||
input->times = malloc(sizeof(float) * inputBindCount);
|
||||
|
||||
// Pass off the input manager
|
||||
return input;
|
||||
}
|
||||
|
||||
void inputUpdate(input_t *input) {
|
||||
uint32_t i;
|
||||
|
||||
// Flip the states to save memory.
|
||||
float * currentCurrent = input->current;
|
||||
input->current = input->previous;
|
||||
input->previous = currentCurrent;
|
||||
|
||||
// Now look at each bind, get the state from the platform
|
||||
for(i = 0; i < input->inputBindCount; i++) {
|
||||
// For this bind, get the sources.
|
||||
}
|
||||
}
|
||||
|
||||
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->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
|
||||
);
|
||||
}
|
||||
|
||||
float 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];
|
||||
}
|
159
src/engine/input/input.h
Normal file
159
src/engine/input/input.h
Normal file
@ -0,0 +1,159 @@
|
||||
// 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 "../util/list/list.h"
|
||||
|
||||
/////////////////////////////////// CONSTANTS //////////////////////////////////
|
||||
#define INPUT_NULL (inputbind_t)0x00
|
||||
#define INPUT_INPUTS_PER_BIND
|
||||
|
||||
/////////////////////////////// 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;
|
||||
typedef void inputsource_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 */
|
||||
float *current;
|
||||
|
||||
/** Float of the input between 0 and 1. For the last frame */
|
||||
float *previous;
|
||||
|
||||
/** 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.
|
||||
* @return The input manager
|
||||
*/
|
||||
input_t * inputInit(uint32_t inputBindCount);
|
||||
|
||||
/**
|
||||
* 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", not 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 A float between 0 and 1 representing the action force of the input.
|
||||
*/
|
||||
float 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);
|
22
src/engine/platform.h
Normal file
22
src/engine/platform.h
Normal file
@ -0,0 +1,22 @@
|
||||
// Copyright (c) 2021 Dominic Msters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include <malloc.h>
|
||||
#include <stdint.h>
|
||||
|
||||
/**
|
||||
* Contains information about the running platform. Essentially this is just
|
||||
* some context as to what is running the game engine itself. It's mostly for
|
||||
* metadata purposes but there may be some technical information required for
|
||||
* the engine.
|
||||
*/
|
||||
typedef struct {
|
||||
/** Internal name of the platform */
|
||||
char *name;
|
||||
|
||||
/** Dimensions of the screen (in pixels) */
|
||||
uint32_t screenWidth, screenHeight;
|
||||
} platform_t;
|
138
src/engine/util/list/list.c
Normal file
138
src/engine/util/list/list.c
Normal file
@ -0,0 +1,138 @@
|
||||
/**
|
||||
* Copyright (c) 2021 Dominic Msters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "list.h"
|
||||
|
||||
list_t * listCreate() {
|
||||
list_t *list = malloc(sizeof(list_t));
|
||||
if(list == NULL) return NULL;
|
||||
|
||||
list->start = NULL;
|
||||
list->end = NULL;
|
||||
list->size = 0;
|
||||
return list;
|
||||
}
|
||||
|
||||
listentry_t * listAdd(list_t *list, void *data) {
|
||||
//Create the list entry
|
||||
listentry_t *entry = malloc(sizeof(listentry_t));
|
||||
if(entry == NULL) return NULL;
|
||||
|
||||
entry->data = data;
|
||||
entry->next = NULL;
|
||||
entry->prev = NULL;
|
||||
|
||||
//Add it to the list
|
||||
listAddEntry(list, entry);
|
||||
|
||||
//Return the entry
|
||||
return entry;
|
||||
}
|
||||
|
||||
void listAddEntry(list_t *list, listentry_t *entry) {
|
||||
//Is this the first / only thing in the list?
|
||||
if(list->start == NULL) {
|
||||
list->start = entry;
|
||||
list->end = entry;
|
||||
} else {
|
||||
//Make the end's next be this entry, and this entry's prev the end, then
|
||||
//make this the new end
|
||||
entry->prev = list->end;
|
||||
list->end->next = entry;
|
||||
list->end = entry;
|
||||
}
|
||||
list->size++;
|
||||
}
|
||||
|
||||
void listRemove(list_t *list, void *data) {
|
||||
uint32_t i = 0;
|
||||
listentry_t *previous = list->start;
|
||||
|
||||
while(previous != NULL) {
|
||||
if(previous->data == data) {
|
||||
listRemoveEntry(list, previous, false);
|
||||
break;
|
||||
}
|
||||
i++;
|
||||
previous = previous->next;
|
||||
}
|
||||
}
|
||||
|
||||
void listRemoveEntry(list_t *list, listentry_t *entry, bool freeData) {
|
||||
//Update next and prev
|
||||
if(entry->prev != NULL) entry->prev->next = entry->next;
|
||||
if(entry->next != NULL) entry->next->prev = entry->prev;
|
||||
|
||||
//Was this at the end?
|
||||
if(list->start == entry) list->start = entry->next;
|
||||
if(list->end == entry) list->end = entry->prev;
|
||||
|
||||
if(freeData) free(entry->data);
|
||||
free(entry);
|
||||
|
||||
list->size--;
|
||||
}
|
||||
|
||||
|
||||
listentry_t * listGetByIndex(list_t *list, uint32_t index) {
|
||||
if(index >= list->size) return NULL;
|
||||
|
||||
//TODO: We can probably make this more efficient by deciding which way we
|
||||
//should loop from based on the list size.
|
||||
|
||||
uint32_t i = 0;
|
||||
listentry_t *previous = list->start;
|
||||
|
||||
while(previous != NULL) {
|
||||
if(i == index) return previous;
|
||||
i++;
|
||||
previous = previous->next;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
uint32_t listGetIndex(list_t *list, void* data) {
|
||||
uint32_t i = 0;
|
||||
listentry_t *previous = list->start;
|
||||
|
||||
while(previous != NULL) {
|
||||
if(previous->data == data) return i;
|
||||
i++;
|
||||
previous = previous->next;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
uint32_t listGetEntryIndex(list_t *list, listentry_t *entry) {
|
||||
uint32_t i = 0;
|
||||
listentry_t *previous = list->start;
|
||||
|
||||
while(previous != NULL) {
|
||||
if(previous == entry) return i;
|
||||
i++;
|
||||
previous = previous->next;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void listDispose(list_t *list, bool freeData) {
|
||||
//Free all of the entries
|
||||
listentry_t *next = list->start;
|
||||
listentry_t *current;
|
||||
|
||||
while(next != NULL) {
|
||||
current = next;
|
||||
next = current->next;
|
||||
if(freeData) free(current->data);
|
||||
free(current);
|
||||
}
|
||||
|
||||
free(list);
|
||||
}
|
106
src/engine/util/list/list.h
Normal file
106
src/engine/util/list/list.h
Normal file
@ -0,0 +1,106 @@
|
||||
// Copyright (c) 2021 Dominic Msters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <malloc.h>
|
||||
#include <stdint.h>
|
||||
|
||||
/**
|
||||
* Entry within a given linked list.
|
||||
* @param data* The pointer to the data that is within the entry.
|
||||
* @param prev* Pointer to the previous entry in the list.
|
||||
* @param next* Pointer to the next entry in the list.
|
||||
*/
|
||||
typedef struct listentry_t {
|
||||
void *data;
|
||||
struct listentry_t *prev;
|
||||
struct listentry_t *next;
|
||||
} listentry_t;
|
||||
|
||||
/**
|
||||
* Linked List of elements, Doubly Linked.
|
||||
* @param size The count of elements currently within the list
|
||||
* @param start* First element within the list.
|
||||
* @param end* Last element within the list.
|
||||
*/
|
||||
typedef struct {
|
||||
uint32_t size;
|
||||
listentry_t *start;
|
||||
listentry_t *end;
|
||||
} list_t;
|
||||
|
||||
//Method definitions
|
||||
|
||||
/**
|
||||
* Creates a new linked list
|
||||
* @return Pointer to a new linked list.
|
||||
*/
|
||||
list_t * listCreate();
|
||||
|
||||
/**
|
||||
* Adds data to a linked list
|
||||
*
|
||||
* @param list* Pointer to a previously created linked list
|
||||
* @param data* Pointer to your data
|
||||
* @return A pointer to the new entry in the linked list that was created
|
||||
*/
|
||||
listentry_t * listAdd(list_t *list, void *data);
|
||||
|
||||
/**
|
||||
* Internal function
|
||||
*/
|
||||
void listAddEntry(list_t *list, listentry_t *entry);
|
||||
|
||||
/**
|
||||
* Remove data from a linked list.
|
||||
*
|
||||
* @param list Pointer to a previously created linked list.
|
||||
* @param data* Pointer to your data.
|
||||
*/
|
||||
void listRemove(list_t *list, void *data);
|
||||
|
||||
/**
|
||||
* Remove a list entry from the linked list.
|
||||
*
|
||||
* @param list* Pointer to a previously created linked list.
|
||||
* @param entry* Pointer to the entry within the linked list.
|
||||
* @param freeData If true the data of the listentry_t will be free()'d
|
||||
*/
|
||||
void listRemoveEntry(list_t *list, listentry_t *entry, bool freeData);
|
||||
|
||||
/**
|
||||
* Returns the entry at a given index. This method is costly.
|
||||
* @param list* Pointer to a previously created linked list
|
||||
* @param index Index of element within the linked list to remove
|
||||
* @return The entry at the index or NULL if outside the bounds.
|
||||
*/
|
||||
listentry_t * listGetByIndex(list_t *list, uint32_t index);
|
||||
|
||||
/**
|
||||
* Returns the index of data within the linked list. This method is costly.
|
||||
*
|
||||
* @param list* Pointer to a previously created linked list
|
||||
* @param data* Pointer to your data.
|
||||
* @return The index within the list the entry is in, or -1 if not found.
|
||||
*/
|
||||
uint32_t listGetIndex(list_t *list, void* data);
|
||||
|
||||
/**
|
||||
* Returns the index of an entry within the linked list. This method is costly.
|
||||
*
|
||||
* @param list* Pointer to a previously created linked list
|
||||
* @param entry* Pointer to the entry within the linked list.
|
||||
* @return The index within the list the entry is in, or -1 if not found.
|
||||
*/
|
||||
uint32_t listGetEntryIndex(list_t *list, listentry_t *entry);
|
||||
|
||||
/**
|
||||
* Dispose a previously created link list.
|
||||
* @param list* Pointer to a previously created linked list
|
||||
* @param freeData If true the data within each listentry_t will be free()'d
|
||||
*/
|
||||
void listDispose(list_t *list, bool freeData);
|
Reference in New Issue
Block a user