Add global keybind for configuration later
Changelog: - There is a action to key map in the engine. Each scene can use this keybind to figure out its own action map. - This is to build up configurable key binds latermain
parent
ee1f0ef62a
commit
c8e297265f
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@ -6,6 +6,7 @@
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void init_engine(GameEngine_t* engine, Vector2 starting_win_size)
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{
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InitAudioDevice();
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sc_map_init_64(&engine->keybinds, 16, 0);
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sc_queue_init(&engine->key_buffer);
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sc_queue_init(&engine->scene_stack);
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sc_heap_init(&engine->scenes_render_order, 0);
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@ -25,11 +26,27 @@ void deinit_engine(GameEngine_t* engine)
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sc_queue_term(&engine->key_buffer);
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sc_queue_term(&engine->scene_stack);
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sc_heap_term(&engine->scenes_render_order);
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sc_map_term_64(&engine->keybinds);
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UnloadRenderTexture(engine->base_canvas);
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CloseAudioDevice();
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CloseWindow();
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}
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void register_keybind(GameEngine_t* engine, int key, ActionType_t action)
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{
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sc_map_put_64(&engine->keybinds, action, key);
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}
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int get_keybind_or_default(GameEngine_t* engine, ActionType_t action, int default_key)
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{
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int key = sc_map_get_64(&engine->keybinds, action);
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if (!sc_map_found(&engine->keybinds))
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{
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key = default_key;
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};
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return key;
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}
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void process_inputs(GameEngine_t* engine, Scene_t* scene)
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{
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Vector2 raw_mouse_pos = GetMousePosition();
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@ -31,6 +31,7 @@ typedef struct GameEngine {
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SFXList_t sfx_list;
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// Maintain own queue to handle key presses
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Scene_t* focused_scene; // The one scene to receive key inputs
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struct sc_map_64 keybinds; // Global action -> key mapping
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struct sc_queue_32 key_buffer;
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struct sc_queue_ptr scene_stack;
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struct sc_heap scenes_render_order;
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@ -85,6 +86,11 @@ void init_engine(GameEngine_t* engine, Vector2 starting_win_size);
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void deinit_engine(GameEngine_t* engine);
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void process_inputs(GameEngine_t* engine, Scene_t* scene);
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// Register a key bind. If already exists, will override.
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// Does not support multi key to an action
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void register_keybind(GameEngine_t* engine, int key, ActionType_t action);
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int get_keybind_or_default(GameEngine_t* engine, ActionType_t action, int default_key);
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void process_active_scene_inputs(GameEngine_t* engine);
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void update_curr_scene(GameEngine_t* engine);
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void render_curr_scene(GameEngine_t* engine);
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@ -57,6 +57,10 @@ int main(int argc, char** argv)
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LevelScene_t level_scene;
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level_scene.scene.engine = &engine;
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init_game_scene(&level_scene);
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sc_map_put_64(&level_scene.scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
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sc_map_put_64(&level_scene.scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
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level_scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
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level_scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
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level_scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes");
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7
main.c
7
main.c
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@ -37,6 +37,13 @@ int main(void)
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init_player_creation_rres("res/assets.rres", "player_spr.info", &engine.assets);
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#endif
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init_item_creation(&engine.assets);
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register_keybind(&engine, KEY_UP, ACTION_UP);
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register_keybind(&engine, KEY_DOWN, ACTION_DOWN);
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register_keybind(&engine, KEY_LEFT, ACTION_LEFT);
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register_keybind(&engine, KEY_RIGHT, ACTION_RIGHT);
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register_keybind(&engine, KEY_SPACE, ACTION_JUMP);
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register_keybind(&engine, KEY_Q, ACTION_EXIT);
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register_keybind(&engine, KEY_Z, ACTION_LOOKAHEAD);
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load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
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load_sfx(&engine, "snd_land", PLAYER_LAND_SFX);
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@ -600,17 +600,15 @@ void init_game_scene(LevelScene_t* scene)
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// This avoid graphical glitch, not essential
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
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sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
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sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_LOOKAHEAD);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_UP, KEY_UP), ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_DOWN, KEY_DOWN), ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_LEFT, KEY_LEFT), ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_RIGHT, KEY_RIGHT), ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_JUMP, KEY_ENTER), ACTION_JUMP);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_EXIT, KEY_Q), ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_LOOKAHEAD, KEY_Z), ACTION_LOOKAHEAD);
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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}
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void free_game_scene(LevelScene_t* scene)
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@ -297,11 +297,14 @@ void init_level_select_scene(LevelSelectScene_t* scene)
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sc_array_add(&scene->scene.systems, &level_preview_render_func);
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sc_array_add(&scene->scene.systems, &level_select_render_func);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_UP, KEY_UP), ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_DOWN, KEY_DOWN), ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_JUMP, KEY_ENTER), ACTION_CONFIRM);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_EXIT, KEY_Q), ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_BACKSPACE, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM);
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sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_NEXT_SPAWN); // Abuse an unused action
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}
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void free_level_select_scene(LevelSelectScene_t* scene)
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{
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@ -202,10 +202,13 @@ void init_menu_scene(MenuScene_t* scene)
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}
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);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_UP, KEY_UP), ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_DOWN, KEY_DOWN), ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_LEFT, KEY_LEFT), ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_RIGHT, KEY_RIGHT), ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_JUMP, KEY_ENTER), ACTION_CONFIRM);
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// Guarantee a enter key for selection
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sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM);
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}
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