About to add scene rendering
This commit is contained in:
@@ -26,9 +26,9 @@ void gameInit(void) {
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}
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void gameUpdate(void) {
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// overworldUpdate();
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// uiTextboxUpdate();
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// eventUpdate();
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overworldUpdate();
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uiTextboxUpdate();
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eventUpdate();
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consoleUpdate();
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inputUpdate();
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@@ -27,7 +27,7 @@ target_include_directories(${DUSK_TARGET_NAME}
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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input.c
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dusksdl2input.c
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main.c
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)
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@@ -10,6 +10,7 @@ target_sources(${DUSK_TARGET_NAME}
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renderbackbuffer.c
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rendertext.c
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renderconsole.c
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renderscene.c
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)
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# Subdirs
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@@ -11,6 +11,8 @@
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#include "rendertext.h"
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#include "renderconsole.h"
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#include "console/console.h"
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#include "dusksdl2input.h"
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#include "renderscene.h"
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SDL_Window *RENDER_WINDOW;
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SDL_Renderer *RENDER_RENDERER;
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@@ -18,7 +20,13 @@ bool_t RENDER_RUNNING;
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errorret_t renderInit(void) {
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// Init SDL
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) {
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uint32_t flags = SDL_INIT_VIDEO;
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#if INPUT_SUPPORT_GAMEPAD
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flags |= SDL_INIT_GAMECONTROLLER;
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#endif
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if(SDL_Init(flags) != 0) {
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errorThrow(
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"SDL Failed to Initialize: %s",
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SDL_GetError()
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@@ -32,8 +40,7 @@ errorret_t renderInit(void) {
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SDL_WINDOWPOS_UNDEFINED,
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RENDER_WINDOW_WIDTH_DEFAULT,
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RENDER_WINDOW_HEIGHT_DEFAULT,
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0
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// SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
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);
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if(!RENDER_WINDOW) {
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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@@ -54,6 +61,7 @@ errorret_t renderInit(void) {
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// Init other things
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renderTextInit();
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renderSceneInit();
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// Mark ready.
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RENDER_RUNNING = true;
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@@ -78,6 +86,7 @@ errorret_t renderDraw(void) {
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renderBackBufferBind();
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// Draw everything
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renderSceneDraw();
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renderConsoleDraw();
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// Unbind the backbuffer
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@@ -93,6 +102,9 @@ errorret_t renderDraw(void) {
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}
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errorret_t renderDispose(void) {
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renderTextDispose();
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renderSceneDispose();
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renderBackBufferDispose();
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SDL_DestroyRenderer(RENDER_RENDERER);
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20
src/dusksdl2/display/renderscene.c
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20
src/dusksdl2/display/renderscene.c
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@@ -0,0 +1,20 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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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 "renderscene.h"
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void renderSceneInit(void) {
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// Initialize scene-related resources here
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}
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void renderSceneDraw(void) {
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// Draw the current scene here
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}
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void renderSceneDispose(void) {
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// Dispose of scene-related resources here
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}
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24
src/dusksdl2/display/renderscene.h
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24
src/dusksdl2/display/renderscene.h
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@@ -0,0 +1,24 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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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 "dusk.h"
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/**
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* Initializes the render scene module.
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*/
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void renderSceneInit(void);
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/**
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* Draws the current scene.
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*/
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void renderSceneDraw(void);
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/**
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* Disposes of the render scene module.
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*/
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void renderSceneDispose(void);
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@@ -27,9 +27,11 @@ void renderTextInit(void) {
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);
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assertNotNull(surface, "Failed to create surface for text rendering");
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// Get the pixel format and pitch
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const int32_t pitch_px = surface->pitch / 4;
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uint32_t *pixels = (uint32_t *)surface->pixels;
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// Buffer the pixels.
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for(int tileIndex = 0; tileIndex < FONT_TILE_COUNT; ++tileIndex) {
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const int32_t tileX = (tileIndex % FONT_COLUMN_COUNT) * FONT_TILE_WIDTH;
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const int32_t tileY = (tileIndex / FONT_COLUMN_COUNT) * FONT_TILE_HEIGHT;
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@@ -37,20 +39,21 @@ void renderTextInit(void) {
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for (int y = 0; y < FONT_TILE_HEIGHT; ++y) {
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for (int x = 0; x < FONT_TILE_WIDTH; ++x) {
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const uint8_t color = tile[y * FONT_TILE_WIDTH + x] ? 0xFF : 0;
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// Convert to RGBA (8 bits per channel)
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const uint32_t rgba = color ? 0xFFFFFFFF : 0x00000000;
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pixels[(tileY + y) * pitch_px + (tileX + x)] = rgba;
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pixels[(tileY + y) * pitch_px + (tileX + x)] = (
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tile[y * FONT_TILE_WIDTH + x] ? 0xFFFFFFFF : 0x00000000
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);
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}
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}
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}
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// Create texture from the surface
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RENDER_TEXT_TEXTURE = SDL_CreateTextureFromSurface(
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RENDER_RENDERER,
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surface
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);
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assertNotNull(RENDER_TEXT_TEXTURE, "Failed to create texture from surface");
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// Cleanup the surface
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SDL_FreeSurface(surface);
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SDL_SetTextureBlendMode(RENDER_TEXT_TEXTURE, SDL_BLENDMODE_BLEND);
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}
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@@ -109,4 +112,10 @@ void renderTextDraw(
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renderTextDrawChar(posX, posY, c);
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posX += FONT_TILE_WIDTH;
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}
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}
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void renderTextDispose(void) {
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assertNotNull(RENDER_TEXT_TEXTURE, "Texture cannot be NULL");
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SDL_DestroyTexture(RENDER_TEXT_TEXTURE);
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RENDER_TEXT_TEXTURE = NULL;
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}
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@@ -40,4 +40,9 @@ void renderTextDraw(
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const float_t x,
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const float_t y,
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const char_t *text
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);
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);
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/**
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* Disposes of the text rendering system, freeing any allocated resources.
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*/
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void renderTextDispose(void);
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44
src/dusksdl2/dusksdl2input.c
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44
src/dusksdl2/dusksdl2input.c
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@@ -0,0 +1,44 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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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 "dusksdl2input.h"
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uint8_t inputStateGet() {
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uint8_t state = 0;
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#if INPUT_SUPPORT_GAMEPAD
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// Get gamepad state.
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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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SDL_GameController *controller = SDL_GameControllerOpen(i);
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if(!controller) continue;
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inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP;
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do {
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if(SDL_GameControllerGetButton(controller, map->button)) {
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state |= map->bind;
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}
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map++;
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} while(map->bind != 0);
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}
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#endif
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// Get keyboard state.
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#if INPUT_SUPPORT_KEYBOARD
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const uint8_t *keyboardState = SDL_GetKeyboardState(NULL);
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inputsdlkbmap_t *kbmap = INPUT_SDL_KEYBOARD_MAP;
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do {
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if(keyboardState[kbmap->code]) {
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state |= kbmap->bind;
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}
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kbmap++;
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} while(kbmap->bind != 0);
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#endif
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return state;
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}
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52
src/dusksdl2/dusksdl2input.h
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52
src/dusksdl2/dusksdl2input.h
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@@ -0,0 +1,52 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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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 "dusksdl2.h"
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#include "input.h"
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#ifndef INPUT_SUPPORT_GAMEPAD
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#define INPUT_SUPPORT_GAMEPAD 1
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#endif
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#ifndef INPUT_SUPPORT_KEYBOARD
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#define INPUT_SUPPORT_KEYBOARD 1
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#endif
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#if INPUT_SUPPORT_GAMEPAD
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typedef struct {
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const SDL_GameControllerButton button;
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const uint8_t bind;
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} inputsdlbuttonmap_t;
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static const inputsdlbuttonmap_t INPUT_SDL_BUTTON_MAP[] = {
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{ SDL_CONTROLLER_BUTTON_DPAD_UP, INPUT_BIND_UP },
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{ SDL_CONTROLLER_BUTTON_DPAD_DOWN, INPUT_BIND_DOWN },
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{ SDL_CONTROLLER_BUTTON_DPAD_LEFT, INPUT_BIND_LEFT },
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{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, INPUT_BIND_RIGHT },
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{ SDL_CONTROLLER_BUTTON_A, INPUT_BIND_ACTION },
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{ SDL_CONTROLLER_BUTTON_B, INPUT_BIND_CANCEL },
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{ 0, 0 }
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};
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#endif
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#if INPUT_SUPPORT_KEYBOARD
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typedef struct {
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SDL_Scancode code;
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uint8_t bind;
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} inputsdlkbmap_t;
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static const inputsdlkbmap_t INPUT_SDL_KEYBOARD_MAP[] = {
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{ SDL_SCANCODE_W, INPUT_BIND_UP },
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{ SDL_SCANCODE_S, INPUT_BIND_DOWN },
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{ SDL_SCANCODE_A, INPUT_BIND_LEFT },
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{ SDL_SCANCODE_D, INPUT_BIND_RIGHT },
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{ SDL_SCANCODE_SPACE, INPUT_BIND_ACTION },
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{ SDL_SCANCODE_ESCAPE, INPUT_BIND_CANCEL },
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{ 0, 0 }
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};
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#endif
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@@ -1,71 +0,0 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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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 "dusksdl2.h"
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#include "input.h"
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typedef struct {
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const SDL_GameControllerButton button;
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const uint8_t bind;
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} inputsdlbuttonmap_t;
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typedef struct {
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SDL_Scancode code;
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uint8_t bind;
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} inputsdlkbmap_t;
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inputsdlbuttonmap_t INPUT_SDL_BUTTON_MAP[] = {
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{ SDL_CONTROLLER_BUTTON_DPAD_UP, INPUT_BIND_UP },
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{ SDL_CONTROLLER_BUTTON_DPAD_DOWN, INPUT_BIND_DOWN },
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{ SDL_CONTROLLER_BUTTON_DPAD_LEFT, INPUT_BIND_LEFT },
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{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, INPUT_BIND_RIGHT },
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{ SDL_CONTROLLER_BUTTON_A, INPUT_BIND_ACTION },
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{ SDL_CONTROLLER_BUTTON_B, INPUT_BIND_CANCEL },
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{ 0, 0 }
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};
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inputsdlkbmap_t INPUT_SDL_KEYBOARD_MAP[] = {
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{ SDL_SCANCODE_W, INPUT_BIND_UP },
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{ SDL_SCANCODE_S, INPUT_BIND_DOWN },
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{ SDL_SCANCODE_A, INPUT_BIND_LEFT },
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{ SDL_SCANCODE_D, INPUT_BIND_RIGHT },
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{ SDL_SCANCODE_SPACE, INPUT_BIND_ACTION },
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{ SDL_SCANCODE_ESCAPE, INPUT_BIND_CANCEL },
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{ 0, 0 }
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};
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uint8_t inputStateGet() {
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uint8_t state = 0;
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// Get gamepad state.
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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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SDL_GameController *controller = SDL_GameControllerOpen(i);
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if(!controller) continue;
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inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP;
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do {
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if(SDL_GameControllerGetButton(controller, map->button)) {
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state |= map->bind;
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}
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map++;
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} while(map->bind != 0);
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}
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// Get keyboard state.
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const uint8_t *keyboardState = SDL_GetKeyboardState(NULL);
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inputsdlkbmap_t *kbmap = INPUT_SDL_KEYBOARD_MAP;
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do {
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if(keyboardState[kbmap->code]) {
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state |= kbmap->bind;
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}
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kbmap++;
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} while(kbmap->bind != 0);
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return state;
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}
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@@ -25,13 +25,6 @@ int main(int argc, char *argv[]) {
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while(RENDER_RUNNING) {
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gameUpdate();
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mainError(renderDraw());
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if(inputPressed(INPUT_BIND_UP)) consolePrint("Up pressed");
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if(inputPressed(INPUT_BIND_DOWN)) consolePrint("Down pressed");
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if(inputPressed(INPUT_BIND_LEFT)) consolePrint("Left pressed");
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if(inputPressed(INPUT_BIND_RIGHT)) consolePrint("Right pressed");
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if(inputPressed(INPUT_BIND_ACTION)) consolePrint("Action pressed");
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if(inputPressed(INPUT_BIND_CANCEL)) consolePrint("Cancel pressed");
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}
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gameDispose();
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