Tilemap stuff
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@@ -8,18 +8,48 @@
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#include "input/input.h"
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#include "assert/assert.h"
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#include "display/display.h"
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#include "engine/engine.h"
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void inputUpdateSDL2(void) {
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#ifdef DUSK_INPUT_POINTER
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INPUT.platform.scrollX = 0.0f;
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INPUT.platform.scrollY = 0.0f;
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#endif
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SDL_Event e;
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while(SDL_PollEvent(&e)) {
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switch(e.type) {
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case SDL_QUIT:
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ENGINE.running = false;
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break;
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#ifdef DUSK_INPUT_POINTER
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case SDL_MOUSEWHEEL:
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INPUT.platform.scrollX = (float_t)e.wheel.x;
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INPUT.platform.scrollY = (float_t)e.wheel.y;
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break;
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#endif
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#ifdef DUSK_INPUT_GAMEPAD
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_CONTROLLERDEVICEREMOVED:
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break;
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#endif
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default:
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break;
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}
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}
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#ifdef DUSK_INPUT_GAMEPAD
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INPUT.platform.controller = NULL;
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for(int32_t i = 0; i < SDL_NumJoysticks(); i++) {
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if(!SDL_IsGameController(i)) continue;
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INPUT.platform.controller = SDL_GameControllerOpen(i);
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if(INPUT.platform.controller) break;
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}
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#endif
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#ifdef DUSK_INPUT_KEYBOARD
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INPUT.platform.keyboardState = SDL_GetKeyboardState(NULL);
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#endif
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@@ -33,8 +63,6 @@ void inputUpdateSDL2(void) {
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INPUT.platform.mouseX = (float_t)pointerX / (float_t)windowWidth;
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INPUT.platform.mouseY = (float_t)pointerY / (float_t)windowHeight;
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INPUT.platform.scrollX = 0.0f;
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INPUT.platform.scrollY = 0.0f;
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#endif
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}
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