Rework input system
This commit is contained in:
@@ -67,8 +67,9 @@ typedef struct InputState {
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* 3: UnitSelected
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*/
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ecs_query_t *selected;
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//ecs_query_t *selectedBuilding;
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} queries;
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bool canUseMouse;
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bool canUseKeyboard;
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} InputState;
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static InputMapping inputDefaultMapping() {
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@@ -300,14 +300,13 @@ void update(float dt, void *userData) {
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bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
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bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
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input->canUseMouse = !io->WantCaptureMouse && !bzUICapturedMouse(UI);
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input->canUseKeyboard = !io->WantCaptureKeyboard && !bzUICapturedKeyboard(UI);
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updateInputState(input, game->camera, dt);
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switch (game->screen) {
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case SCREEN_GAME:
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updatePlayerInput();
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if (IsKeyReleased(input->mapping.backBtn)) {
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game->screen = SCREEN_PAUSE_MENU;
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}
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break;
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case SCREEN_PAUSE_MENU:
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if (IsKeyReleased(input->mapping.backBtn)) {
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@@ -709,7 +708,8 @@ void imguiRender(float dt, void *userData) {
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if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
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switch (input->state) {
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case INPUT_SELECTED_UNITS:
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case INPUT_SELECTED_OBJECT: {
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case INPUT_SELECTED_OBJECT:
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case INPUT_SELECTED_BUILDING: {
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ecs_defer_begin(ECS);
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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while (ecs_iter_next(&it)) {
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@@ -16,8 +16,10 @@ bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Recta
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ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
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bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
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void pickUnits(BzSpatialGrid *entityGrid, Rectangle area);
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bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
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void selectUnits(BzSpatialGrid *entityGrid, Rectangle area);
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void addEntityToInspected(ecs_entity_t entity, Game *game);
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static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size));
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static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size);
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@@ -46,42 +48,29 @@ void inputPrimaryAction(Game *game, InputState *input) {
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end.y = tmp;
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}
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input->pickArea = (Rectangle) {start.x, start.y, end.x - start.x, end.y - start.y};
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pickUnits(game->entityGrid, input->pickArea);
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selectUnits(game->entityGrid, input->pickArea);
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}
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i32 selectedCount = ecs_query_entity_count(input->queries.selected);
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if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) {
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resetInputState(input);
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input->state = INPUT_SELECTED_UNITS;
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}
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if (IsKeyDown(KEY_LEFT_ALT) && isInputBtnJustUp(input, primaryBtn)) {
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ecs_entity_t entity = queryEntity(game->entityGrid, input->mouseDownWorld, ecs_id(GameEntity));
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if (entity) addEntityToInspected(entity, game);
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} else if (isInputBtnJustUp(input, primaryBtn)) {
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if (pickEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit))) {
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resetInputState(input);
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input->state = INPUT_SELECTED_UNITS;
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} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Harvestable)) {
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resetInputState(input);
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input->state = INPUT_SELECTED_OBJECT;
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} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Buildable)) {
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resetInputState(input);
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input->state = INPUT_SELECTED_BUILDING;
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}
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InputType type = input->state;
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if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit)))
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type = INPUT_SELECTED_UNITS;
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Harvestable)))
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type = INPUT_SELECTED_OBJECT;
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Buildable)))
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type = INPUT_SELECTED_BUILDING;
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selectedCount = ecs_query_entity_count(input->queries.selected);
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if (IsKeyDown(KEY_LEFT_ALT) && IsKeyDown(KEY_LEFT_SHIFT)) {
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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while (ecs_iter_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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bool alreadyInspecting = false;
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for (i32 j = 0; j < bzArraySize(game->debug.inspecting); j++) {
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if (game->debug.inspecting[j] == entity) {
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alreadyInspecting = true;
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break;
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}
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}
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if (!alreadyInspecting)
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bzArrayPush(game->debug.inspecting, entity);
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}
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}
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if (selectedCount > 0) {
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resetInputState(input);
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input->state = type;
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}
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}
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if (selectedCount == 0)
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@@ -157,23 +146,36 @@ void inputUnitAction(Game *game, InputState *input) {
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void updatePlayerInput() {
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f32 dt = GetFrameTime();
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ImGuiIO *io = igGetIO();
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if (io->WantCaptureMouse || io->WantCaptureKeyboard)
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return;
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const f32 maxZoom = 4.5f;
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const f32 minZoom = 0.9f;
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float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom);
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if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed;
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if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed;
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if (IsKeyDown(KEY_A)) game->camera.target.x -= moveSpeed;
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if (IsKeyDown(KEY_D)) game->camera.target.x += moveSpeed;
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if (input->canUseKeyboard) {
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float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom);
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if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed;
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if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed;
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if (IsKeyDown(KEY_A)) game->camera.target.x -= moveSpeed;
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if (IsKeyDown(KEY_D)) game->camera.target.x += moveSpeed;
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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if (IsKeyReleased(input->mapping.backBtn)) {
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i32 selectedCount = ecs_query_entity_count(input->queries.selected);
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if (selectedCount == 0) {
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game->screen = SCREEN_PAUSE_MENU;
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} else {
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ecs_remove_all(ECS, Selected);
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resetInputState(input);
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}
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}
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}
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if (!input->canUseMouse)
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return;
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// https://gamedev.stackexchange.com/questions/9330/zoom-to-cursor-calculation
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float wheel = GetMouseWheelMove();
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@@ -219,12 +221,6 @@ void updatePlayerInput() {
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BzTile tileX = 0, tileY = 0;
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bzTileMapPosToTile(map, input->mouseWorld, &tileX, &tileY);
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if (IsKeyPressed(input->mapping.backBtn)) {
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ecs_remove_all(ECS, Selected);
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resetInputState(input);
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return;
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}
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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const MouseButton secondaryBtn = input->mapping.secondaryBtn;
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@@ -250,81 +246,6 @@ void updatePlayerInput() {
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inputPrimaryAction(game, input);
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if (input->state != INPUT_SELECTED_UNITS) break;
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inputUnitAction(game, input);
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/*
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i32 selectedCount = ecs_query_entity_count(input->queries.selected);
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if (selectedCount > 1 && isInputBtnJustDragged(input, secondaryBtn)) {
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// TODO: For click it should just move them
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i32 numUnits = selectedCount;
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f32 unitSpacing = 3.5f;
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bzArrayClear(input->unitPositions);
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placeUnits(numUnits, unitSpacing,
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input->mouseDownWorld, input->mouseWorld,
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map, &input->unitPositions);
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BZ_ASSERT(bzArraySize(input->unitPositions) == numUnits);
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i32 unitPosIdx = 0;
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ecs_defer_begin(ECS);
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ecs_defer_end(ECS);
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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ecs_defer_begin(ECS);
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while (ecs_iter_next(&it)) {
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Position *pos = ecs_field(&it, Position, 1);
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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Position target = bzArrayGet(input->unitPositions, unitPosIdx);
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unitPosIdx++;
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Path path = {NULL, 0};
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pathfindAStar(&(PathfindingDesc) {
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.start=pos[i],
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.target=target,
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.map=map,
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.outPath=&path,
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.pool=game->pools.pathData,
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.alloc=&game->stackAlloc
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});
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if (!path.paths) continue;
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ecs_set_ptr(ECS, entity, Path, &path);
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}
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}
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ecs_defer_end(ECS);
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} else if (isInputBtnJustDown(input, secondaryBtn)) {
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ecs_defer_begin(ECS);
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iterateSelectedUnits(input->queries.selected, iterRemovePaths);
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ecs_defer_end(ECS);
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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ecs_defer_begin(ECS);
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while (ecs_iter_next(&it)) {
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Position *pos = ecs_field(&it, Position, 1);
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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ecs_remove(ECS, entity, Path);
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Path path = {NULL, 0};
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pathfindAStar(&(PathfindingDesc) {
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.start=pos[i],
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.target=input->mouseWorld,
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.map=map,
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.outPath=&path,
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.pool=game->pools.pathData,
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.alloc=&game->stackAlloc
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});
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if (!path.paths) continue;
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ecs_set_ptr(ECS, entity, Path, &path);
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}
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}
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ecs_defer_end(ECS);
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}
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*/
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break;
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}
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case INPUT_SELECTED_OBJECT: {
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@@ -345,9 +266,8 @@ void drawPlayerInputUIGround() {
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const Game *game = ecs_singleton_get_mut(ECS, Game);
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const InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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const i32 selectedUnitCount = ecs_count_id(ECS, Selected);
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switch (input->state) {
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case INPUT_BUILDING: {
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const Color placeColor = input->buildingCanPlace ?
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@@ -362,25 +282,6 @@ void drawPlayerInputUIGround() {
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input->buildingSize.sizeY * height, placeColor);
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break;
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}
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case INPUT_SELECTED_UNITS: {
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//BZ_ASSERT(selectedUnitCount);
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/*
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if (selectedUnitCount > 1 && isInputBtnDragged(input, primaryBtn)) {
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i32 numUnits = selectedUnitCount;
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f32 unitSpacing = 3.5f;
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bzArrayClear(input->unitPositions);
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placeUnits(numUnits, unitSpacing, input->mouseDownWorld, input->mouseWorld,
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map, &input->unitPositions);
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BZ_ASSERT(bzArraySize(input->unitPositions) == numUnits);
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bzArrayFor(input->unitPositions, i) {
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Position pos = bzArrayGet(input->unitPositions, i);
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DrawCircle(pos.x, pos.y, 2.0f, ORANGE);
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}
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}
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*/
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break;
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}
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default: break;
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}
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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@@ -481,7 +382,7 @@ ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t
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return closest;
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}
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bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
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bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
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ecs_remove_all(ECS, Selected);
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const ecs_entity_t entity = queryEntity(entityGrid, point, tag);
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if (entity) {
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@@ -491,7 +392,7 @@ bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
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return false;
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}
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void pickUnits(BzSpatialGrid *entityGrid, Rectangle area) {
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void selectUnits(BzSpatialGrid *entityGrid, Rectangle area) {
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ecs_remove_all(ECS, Selected);
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BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height);
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while (bzSpatialGridQueryNext(&it)) {
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@@ -505,7 +406,17 @@ void pickUnits(BzSpatialGrid *entityGrid, Rectangle area) {
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}
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}
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void addEntityToInspected(ecs_entity_t entity, Game *game) {
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bool alreadyInspecting = false;
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for (i32 i = 0; i < bzArraySize(game->debug.inspecting); i++) {
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if (game->debug.inspecting[i] == entity) {
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alreadyInspecting = true;
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break;
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}
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}
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if (!alreadyInspecting)
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bzArrayPush(game->debug.inspecting, entity);
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}
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static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) {
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return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight);
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