Refactoring structs Part 1

This commit is contained in:
2021-05-20 22:20:52 -07:00
parent 17ddb4246a
commit 9bcf6223b6
56 changed files with 484 additions and 422 deletions

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@ -7,96 +7,94 @@
#include "input.h"
input_t INPUT_STATE;
void inputInit() {
void inputInit(input_t *input) {
int32_t i;
// Setup the bind lists
for(i = 0; i < INPUT_BIND_COUNT; i++) {
INPUT_STATE.bindMap[i] = listCreate();
input->bindMap[i] = listCreate();
}
INPUT_STATE.current = INPUT_STATE.inputsA;
INPUT_STATE.previous = INPUT_STATE.inputsB;
input->current = input->inputsA;
input->previous = input->inputsB;
// Create the buffer, zero all the values out.
memset(&INPUT_STATE.buffer, 0, sizeof(inputval_t)*INPUT_SOURCE_COUNT);
memset(&input->buffer, 0, sizeof(inputval_t)*INPUT_SOURCE_COUNT);
}
void inputUpdate() {
void inputUpdate(input_t *input) {
int32_t i;
listentry_t *item;
inputval_t value;
// Flip the states to save memory.
inputval_t *currentCurrent = INPUT_STATE.current;
INPUT_STATE.current = INPUT_STATE.previous;
INPUT_STATE.previous = currentCurrent;
inputval_t *currentCurrent = input->current;
input->current = input->previous;
input->previous = currentCurrent;
// Now look at each bind...
for(i = 0; i < INPUT_BIND_COUNT; i++) {
// Now get the list of input sources bound to this input
item = INPUT_STATE.bindMap[i]->start;
item = input->bindMap[i]->start;
value = 0;
// For each input source, add the value from the buffer
while(item != NULL) {
value += INPUT_STATE.buffer[(inputsource_t)item->data];
value += input->buffer[(inputsource_t)item->data];
item = item->next;
}
// Set to the current state.
INPUT_STATE.current[i] = value;
input->current[i] = value;
}
}
void inputDispose() {
void inputDispose(input_t *input) {
int32_t i;
// Free up the bind lists
for(i = 0; i < INPUT_BIND_COUNT; i++) {
listDispose(INPUT_STATE.bindMap[i], false);
listDispose(input->bindMap[i], false);
}
}
void inputBind(inputbind_t bind, inputsource_t source) {
listAdd(INPUT_STATE.bindMap[bind], (void *)source);
void inputBind(input_t *input, inputbind_t bind, inputsource_t source) {
listAdd(input->bindMap[bind], (void *)source);
}
void inputUnbind(inputbind_t bind, inputsource_t source) {
listRemove(INPUT_STATE.bindMap[bind], (void *)source);
void inputUnbind(input_t *input, inputbind_t bind, inputsource_t source) {
listRemove(input->bindMap[bind], (void *)source);
}
bool inputIsDown(inputbind_t binding) {
return INPUT_STATE.current[binding] != 0;
bool inputIsDown(input_t *input, inputbind_t binding) {
return input->current[binding] != 0;
}
bool inputIsUp(inputbind_t binding) {
return INPUT_STATE.current[binding] == 0;
bool inputIsUp(input_t *input, inputbind_t binding) {
return input->current[binding] == 0;
}
bool inputIsPressed(inputbind_t binding) {
bool inputIsPressed(input_t *input, inputbind_t binding) {
return (
INPUT_STATE.previous[binding] == 0 &&
INPUT_STATE.current[binding] != 0
input->previous[binding] == 0 &&
input->current[binding] != 0
);
}
bool inputIsReleased(inputbind_t binding) {
return INPUT_STATE.current[binding]==0 && INPUT_STATE.previous[binding] != 0;
bool inputIsReleased(input_t *input, inputbind_t binding) {
return input->current[binding]==0 && input->previous[binding] != 0;
}
inputval_t inputGetAxis(inputbind_t binding) {
return INPUT_STATE.current[binding];
inputval_t inputGetAxis(input_t *input, inputbind_t binding) {
return input->current[binding];
}
float inputGetFullAxis(inputbind_t positive,
float inputGetFullAxis(input_t *input, inputbind_t positive,
inputbind_t negative
) {
return -INPUT_STATE.current[negative] + INPUT_STATE.current[positive];
return -input->current[negative] + input->current[positive];
}
float inputGetAccuated(inputbind_t binding) {
return INPUT_STATE.times[binding];
float inputGetAccuated(input_t *input, inputbind_t binding) {
return input->times[binding];
}

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@ -9,78 +9,91 @@
/**
* Initializes the input manager.
*
* @param input The input manager to initialize.
*/
void inputInit();
void inputInit(input_t *input);
/**
* Tick the input manager.
*
* @param input The input manager to update.
*/
void inputUpdate();
void inputUpdate(input_t *input);
/**
* Destroy the input manager and cleanup.
*
* @param input The input manager to dispose.
*/
void inputDispose();
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.
* @param bind The binding to bind against.
* @param source The source that is being bound.
*/
void inputBind(inputbind_t bind, inputsource_t source);
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.
* @param bind The binding to unbind from.
* @param source The source that is being unbound.
*/
void inputUnbind(inputbind_t bind, inputsource_t source);
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 input The input manager.
* @param binding The previously bound input binding.
* @return True if the input vector is non-zero.
*/
bool inputIsDown(inputbind_t binding);
bool inputIsDown(input_t *input, inputbind_t binding);
/**
* Is the current input "up", in a state of rest, not being actioned, moved.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if input vector is zero
*/
bool inputIsUp(inputbind_t binding);
bool inputIsUp(input_t *input, 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(inputbind_t binding);
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(inputbind_t binding);
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.
* @param binding The previously bound input binding.
* @return Input state of the axis.
*/
inputval_t inputGetAxis(inputbind_t binding);
inputval_t inputGetAxis(input_t *input, inputbind_t binding);
/**
* Returns a raw input value between -1 and 1 between two axis. This would be
@ -88,17 +101,19 @@ inputval_t inputGetAxis(inputbind_t binding);
* for a positive input and another for a negative input, typically a game
* controller's analogue sticks.
*
* @param input The input manager.
* @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(inputbind_t positive, inputbind_t negative);
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.
* @param binding The previously bound input binding.
* @return Game Engine time that an input was non-zeroed
*/
float inputGetAccuated(inputbind_t binding);
float inputGetAccuated(input_t *input, inputbind_t binding);