Rework input system
This commit is contained in:
@@ -409,7 +409,14 @@ static void updateNodeInteraction(BzUI *ui, BzUINode *node, Vector2 mouse) {
|
|||||||
hovered = false;
|
hovered = false;
|
||||||
clicked = false;
|
clicked = false;
|
||||||
}
|
}
|
||||||
if (hovered) {
|
BzUIFlags flags = node->flags;
|
||||||
|
bool drawsAnything = (flags & BZ_UI_DRAW_BACKGROUND) ||
|
||||||
|
(flags & BZ_UI_DRAW_BOX_SHADOW)||
|
||||||
|
(flags & BZ_UI_DRAW_BORDER) ||
|
||||||
|
(flags & BZ_UI_DRAW_TEXT) ||
|
||||||
|
(flags & BZ_UI_DRAW_TEXT_SHADOW) ||
|
||||||
|
(flags & BZ_UI_DRAW_SPRITE);
|
||||||
|
if (hovered && drawsAnything) {
|
||||||
ui->capturedMouse = true;
|
ui->capturedMouse = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -67,8 +67,9 @@ typedef struct InputState {
|
|||||||
* 3: UnitSelected
|
* 3: UnitSelected
|
||||||
*/
|
*/
|
||||||
ecs_query_t *selected;
|
ecs_query_t *selected;
|
||||||
//ecs_query_t *selectedBuilding;
|
|
||||||
} queries;
|
} queries;
|
||||||
|
bool canUseMouse;
|
||||||
|
bool canUseKeyboard;
|
||||||
} InputState;
|
} InputState;
|
||||||
|
|
||||||
static InputMapping inputDefaultMapping() {
|
static InputMapping inputDefaultMapping() {
|
||||||
|
|||||||
@@ -300,14 +300,13 @@ void update(float dt, void *userData) {
|
|||||||
bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
|
bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
|
||||||
bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
|
bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
|
||||||
|
|
||||||
|
input->canUseMouse = !io->WantCaptureMouse && !bzUICapturedMouse(UI);
|
||||||
|
input->canUseKeyboard = !io->WantCaptureKeyboard && !bzUICapturedKeyboard(UI);
|
||||||
updateInputState(input, game->camera, dt);
|
updateInputState(input, game->camera, dt);
|
||||||
|
|
||||||
switch (game->screen) {
|
switch (game->screen) {
|
||||||
case SCREEN_GAME:
|
case SCREEN_GAME:
|
||||||
updatePlayerInput();
|
updatePlayerInput();
|
||||||
if (IsKeyReleased(input->mapping.backBtn)) {
|
|
||||||
game->screen = SCREEN_PAUSE_MENU;
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case SCREEN_PAUSE_MENU:
|
case SCREEN_PAUSE_MENU:
|
||||||
if (IsKeyReleased(input->mapping.backBtn)) {
|
if (IsKeyReleased(input->mapping.backBtn)) {
|
||||||
@@ -709,7 +708,8 @@ void imguiRender(float dt, void *userData) {
|
|||||||
if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
|
if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
|
||||||
switch (input->state) {
|
switch (input->state) {
|
||||||
case INPUT_SELECTED_UNITS:
|
case INPUT_SELECTED_UNITS:
|
||||||
case INPUT_SELECTED_OBJECT: {
|
case INPUT_SELECTED_OBJECT:
|
||||||
|
case INPUT_SELECTED_BUILDING: {
|
||||||
ecs_defer_begin(ECS);
|
ecs_defer_begin(ECS);
|
||||||
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
||||||
while (ecs_iter_next(&it)) {
|
while (ecs_iter_next(&it)) {
|
||||||
|
|||||||
@@ -16,8 +16,10 @@ bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Recta
|
|||||||
|
|
||||||
ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
|
ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
|
||||||
|
|
||||||
bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
|
bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
|
||||||
void pickUnits(BzSpatialGrid *entityGrid, Rectangle area);
|
void selectUnits(BzSpatialGrid *entityGrid, Rectangle area);
|
||||||
|
|
||||||
|
void addEntityToInspected(ecs_entity_t entity, Game *game);
|
||||||
|
|
||||||
static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size));
|
static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size));
|
||||||
static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size);
|
static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size);
|
||||||
@@ -46,42 +48,29 @@ void inputPrimaryAction(Game *game, InputState *input) {
|
|||||||
end.y = tmp;
|
end.y = tmp;
|
||||||
}
|
}
|
||||||
input->pickArea = (Rectangle) {start.x, start.y, end.x - start.x, end.y - start.y};
|
input->pickArea = (Rectangle) {start.x, start.y, end.x - start.x, end.y - start.y};
|
||||||
pickUnits(game->entityGrid, input->pickArea);
|
selectUnits(game->entityGrid, input->pickArea);
|
||||||
}
|
}
|
||||||
i32 selectedCount = ecs_query_entity_count(input->queries.selected);
|
i32 selectedCount = ecs_query_entity_count(input->queries.selected);
|
||||||
if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) {
|
if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) {
|
||||||
resetInputState(input);
|
resetInputState(input);
|
||||||
input->state = INPUT_SELECTED_UNITS;
|
input->state = INPUT_SELECTED_UNITS;
|
||||||
|
}
|
||||||
|
if (IsKeyDown(KEY_LEFT_ALT) && isInputBtnJustUp(input, primaryBtn)) {
|
||||||
|
ecs_entity_t entity = queryEntity(game->entityGrid, input->mouseDownWorld, ecs_id(GameEntity));
|
||||||
|
if (entity) addEntityToInspected(entity, game);
|
||||||
} else if (isInputBtnJustUp(input, primaryBtn)) {
|
} else if (isInputBtnJustUp(input, primaryBtn)) {
|
||||||
if (pickEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit))) {
|
InputType type = input->state;
|
||||||
resetInputState(input);
|
if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit)))
|
||||||
input->state = INPUT_SELECTED_UNITS;
|
type = INPUT_SELECTED_UNITS;
|
||||||
} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Harvestable)) {
|
else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Harvestable)))
|
||||||
resetInputState(input);
|
type = INPUT_SELECTED_OBJECT;
|
||||||
input->state = INPUT_SELECTED_OBJECT;
|
else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Buildable)))
|
||||||
} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Buildable)) {
|
type = INPUT_SELECTED_BUILDING;
|
||||||
resetInputState(input);
|
|
||||||
input->state = INPUT_SELECTED_BUILDING;
|
|
||||||
}
|
|
||||||
selectedCount = ecs_query_entity_count(input->queries.selected);
|
selectedCount = ecs_query_entity_count(input->queries.selected);
|
||||||
if (IsKeyDown(KEY_LEFT_ALT) && IsKeyDown(KEY_LEFT_SHIFT)) {
|
if (selectedCount > 0) {
|
||||||
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
resetInputState(input);
|
||||||
while (ecs_iter_next(&it)) {
|
input->state = type;
|
||||||
for (i32 i = 0; i < it.count; i++) {
|
|
||||||
ecs_entity_t entity = it.entities[i];
|
|
||||||
bool alreadyInspecting = false;
|
|
||||||
for (i32 j = 0; j < bzArraySize(game->debug.inspecting); j++) {
|
|
||||||
if (game->debug.inspecting[j] == entity) {
|
|
||||||
alreadyInspecting = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!alreadyInspecting)
|
|
||||||
bzArrayPush(game->debug.inspecting, entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (selectedCount == 0)
|
if (selectedCount == 0)
|
||||||
@@ -157,23 +146,36 @@ void inputUnitAction(Game *game, InputState *input) {
|
|||||||
|
|
||||||
void updatePlayerInput() {
|
void updatePlayerInput() {
|
||||||
f32 dt = GetFrameTime();
|
f32 dt = GetFrameTime();
|
||||||
ImGuiIO *io = igGetIO();
|
|
||||||
if (io->WantCaptureMouse || io->WantCaptureKeyboard)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Game *game = ecs_singleton_get_mut(ECS, Game);
|
Game *game = ecs_singleton_get_mut(ECS, Game);
|
||||||
InputState *input = ecs_singleton_get_mut(ECS, InputState);
|
InputState *input = ecs_singleton_get_mut(ECS, InputState);
|
||||||
|
|
||||||
const f32 maxZoom = 4.5f;
|
const f32 maxZoom = 4.5f;
|
||||||
const f32 minZoom = 0.9f;
|
const f32 minZoom = 0.9f;
|
||||||
float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom);
|
if (input->canUseKeyboard) {
|
||||||
if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed;
|
float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom);
|
||||||
if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed;
|
if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed;
|
||||||
if (IsKeyDown(KEY_A)) game->camera.target.x -= moveSpeed;
|
if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed;
|
||||||
if (IsKeyDown(KEY_D)) game->camera.target.x += moveSpeed;
|
if (IsKeyDown(KEY_A)) game->camera.target.x -= moveSpeed;
|
||||||
|
if (IsKeyDown(KEY_D)) game->camera.target.x += moveSpeed;
|
||||||
|
|
||||||
if (IsKeyDown(KEY_Q)) game->camera.rotation--;
|
if (IsKeyDown(KEY_Q)) game->camera.rotation--;
|
||||||
if (IsKeyDown(KEY_E)) game->camera.rotation++;
|
if (IsKeyDown(KEY_E)) game->camera.rotation++;
|
||||||
|
|
||||||
|
if (IsKeyReleased(input->mapping.backBtn)) {
|
||||||
|
i32 selectedCount = ecs_query_entity_count(input->queries.selected);
|
||||||
|
if (selectedCount == 0) {
|
||||||
|
game->screen = SCREEN_PAUSE_MENU;
|
||||||
|
} else {
|
||||||
|
ecs_remove_all(ECS, Selected);
|
||||||
|
resetInputState(input);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
if (!input->canUseMouse)
|
||||||
|
return;
|
||||||
|
|
||||||
// https://gamedev.stackexchange.com/questions/9330/zoom-to-cursor-calculation
|
// https://gamedev.stackexchange.com/questions/9330/zoom-to-cursor-calculation
|
||||||
float wheel = GetMouseWheelMove();
|
float wheel = GetMouseWheelMove();
|
||||||
@@ -219,12 +221,6 @@ void updatePlayerInput() {
|
|||||||
BzTile tileX = 0, tileY = 0;
|
BzTile tileX = 0, tileY = 0;
|
||||||
bzTileMapPosToTile(map, input->mouseWorld, &tileX, &tileY);
|
bzTileMapPosToTile(map, input->mouseWorld, &tileX, &tileY);
|
||||||
|
|
||||||
if (IsKeyPressed(input->mapping.backBtn)) {
|
|
||||||
ecs_remove_all(ECS, Selected);
|
|
||||||
resetInputState(input);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
const MouseButton primaryBtn = input->mapping.primaryBtn;
|
const MouseButton primaryBtn = input->mapping.primaryBtn;
|
||||||
const MouseButton secondaryBtn = input->mapping.secondaryBtn;
|
const MouseButton secondaryBtn = input->mapping.secondaryBtn;
|
||||||
|
|
||||||
@@ -250,81 +246,6 @@ void updatePlayerInput() {
|
|||||||
inputPrimaryAction(game, input);
|
inputPrimaryAction(game, input);
|
||||||
if (input->state != INPUT_SELECTED_UNITS) break;
|
if (input->state != INPUT_SELECTED_UNITS) break;
|
||||||
inputUnitAction(game, input);
|
inputUnitAction(game, input);
|
||||||
|
|
||||||
/*
|
|
||||||
|
|
||||||
i32 selectedCount = ecs_query_entity_count(input->queries.selected);
|
|
||||||
if (selectedCount > 1 && isInputBtnJustDragged(input, secondaryBtn)) {
|
|
||||||
// TODO: For click it should just move them
|
|
||||||
i32 numUnits = selectedCount;
|
|
||||||
f32 unitSpacing = 3.5f;
|
|
||||||
bzArrayClear(input->unitPositions);
|
|
||||||
placeUnits(numUnits, unitSpacing,
|
|
||||||
input->mouseDownWorld, input->mouseWorld,
|
|
||||||
map, &input->unitPositions);
|
|
||||||
|
|
||||||
BZ_ASSERT(bzArraySize(input->unitPositions) == numUnits);
|
|
||||||
i32 unitPosIdx = 0;
|
|
||||||
|
|
||||||
ecs_defer_begin(ECS);
|
|
||||||
ecs_defer_end(ECS);
|
|
||||||
|
|
||||||
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
|
||||||
ecs_defer_begin(ECS);
|
|
||||||
while (ecs_iter_next(&it)) {
|
|
||||||
Position *pos = ecs_field(&it, Position, 1);
|
|
||||||
for (i32 i = 0; i < it.count; i++) {
|
|
||||||
ecs_entity_t entity = it.entities[i];
|
|
||||||
|
|
||||||
Position target = bzArrayGet(input->unitPositions, unitPosIdx);
|
|
||||||
unitPosIdx++;
|
|
||||||
|
|
||||||
Path path = {NULL, 0};
|
|
||||||
pathfindAStar(&(PathfindingDesc) {
|
|
||||||
.start=pos[i],
|
|
||||||
.target=target,
|
|
||||||
.map=map,
|
|
||||||
.outPath=&path,
|
|
||||||
.pool=game->pools.pathData,
|
|
||||||
.alloc=&game->stackAlloc
|
|
||||||
});
|
|
||||||
if (!path.paths) continue;
|
|
||||||
ecs_set_ptr(ECS, entity, Path, &path);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
ecs_defer_end(ECS);
|
|
||||||
} else if (isInputBtnJustDown(input, secondaryBtn)) {
|
|
||||||
ecs_defer_begin(ECS);
|
|
||||||
iterateSelectedUnits(input->queries.selected, iterRemovePaths);
|
|
||||||
ecs_defer_end(ECS);
|
|
||||||
|
|
||||||
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
|
||||||
|
|
||||||
ecs_defer_begin(ECS);
|
|
||||||
while (ecs_iter_next(&it)) {
|
|
||||||
Position *pos = ecs_field(&it, Position, 1);
|
|
||||||
for (i32 i = 0; i < it.count; i++) {
|
|
||||||
ecs_entity_t entity = it.entities[i];
|
|
||||||
ecs_remove(ECS, entity, Path);
|
|
||||||
|
|
||||||
Path path = {NULL, 0};
|
|
||||||
pathfindAStar(&(PathfindingDesc) {
|
|
||||||
.start=pos[i],
|
|
||||||
.target=input->mouseWorld,
|
|
||||||
.map=map,
|
|
||||||
.outPath=&path,
|
|
||||||
.pool=game->pools.pathData,
|
|
||||||
.alloc=&game->stackAlloc
|
|
||||||
});
|
|
||||||
if (!path.paths) continue;
|
|
||||||
ecs_set_ptr(ECS, entity, Path, &path);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
ecs_defer_end(ECS);
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case INPUT_SELECTED_OBJECT: {
|
case INPUT_SELECTED_OBJECT: {
|
||||||
@@ -345,9 +266,8 @@ void drawPlayerInputUIGround() {
|
|||||||
const Game *game = ecs_singleton_get_mut(ECS, Game);
|
const Game *game = ecs_singleton_get_mut(ECS, Game);
|
||||||
const InputState *input = ecs_singleton_get_mut(ECS, InputState);
|
const InputState *input = ecs_singleton_get_mut(ECS, InputState);
|
||||||
|
|
||||||
const MouseButton primaryBtn = input->mapping.primaryBtn;
|
const MouseButton primaryBtn = input->mapping.primaryBtn;
|
||||||
|
|
||||||
const i32 selectedUnitCount = ecs_count_id(ECS, Selected);
|
|
||||||
switch (input->state) {
|
switch (input->state) {
|
||||||
case INPUT_BUILDING: {
|
case INPUT_BUILDING: {
|
||||||
const Color placeColor = input->buildingCanPlace ?
|
const Color placeColor = input->buildingCanPlace ?
|
||||||
@@ -362,25 +282,6 @@ void drawPlayerInputUIGround() {
|
|||||||
input->buildingSize.sizeY * height, placeColor);
|
input->buildingSize.sizeY * height, placeColor);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case INPUT_SELECTED_UNITS: {
|
|
||||||
//BZ_ASSERT(selectedUnitCount);
|
|
||||||
/*
|
|
||||||
if (selectedUnitCount > 1 && isInputBtnDragged(input, primaryBtn)) {
|
|
||||||
i32 numUnits = selectedUnitCount;
|
|
||||||
f32 unitSpacing = 3.5f;
|
|
||||||
bzArrayClear(input->unitPositions);
|
|
||||||
placeUnits(numUnits, unitSpacing, input->mouseDownWorld, input->mouseWorld,
|
|
||||||
map, &input->unitPositions);
|
|
||||||
|
|
||||||
BZ_ASSERT(bzArraySize(input->unitPositions) == numUnits);
|
|
||||||
bzArrayFor(input->unitPositions, i) {
|
|
||||||
Position pos = bzArrayGet(input->unitPositions, i);
|
|
||||||
DrawCircle(pos.x, pos.y, 2.0f, ORANGE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
default: break;
|
default: break;
|
||||||
}
|
}
|
||||||
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
||||||
@@ -481,7 +382,7 @@ ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t
|
|||||||
return closest;
|
return closest;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
|
bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
|
||||||
ecs_remove_all(ECS, Selected);
|
ecs_remove_all(ECS, Selected);
|
||||||
const ecs_entity_t entity = queryEntity(entityGrid, point, tag);
|
const ecs_entity_t entity = queryEntity(entityGrid, point, tag);
|
||||||
if (entity) {
|
if (entity) {
|
||||||
@@ -491,7 +392,7 @@ bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void pickUnits(BzSpatialGrid *entityGrid, Rectangle area) {
|
void selectUnits(BzSpatialGrid *entityGrid, Rectangle area) {
|
||||||
ecs_remove_all(ECS, Selected);
|
ecs_remove_all(ECS, Selected);
|
||||||
BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height);
|
BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height);
|
||||||
while (bzSpatialGridQueryNext(&it)) {
|
while (bzSpatialGridQueryNext(&it)) {
|
||||||
@@ -505,7 +406,17 @@ void pickUnits(BzSpatialGrid *entityGrid, Rectangle area) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void addEntityToInspected(ecs_entity_t entity, Game *game) {
|
||||||
|
bool alreadyInspecting = false;
|
||||||
|
for (i32 i = 0; i < bzArraySize(game->debug.inspecting); i++) {
|
||||||
|
if (game->debug.inspecting[i] == entity) {
|
||||||
|
alreadyInspecting = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!alreadyInspecting)
|
||||||
|
bzArrayPush(game->debug.inspecting, entity);
|
||||||
|
}
|
||||||
|
|
||||||
static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) {
|
static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) {
|
||||||
return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight);
|
return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight);
|
||||||
|
|||||||
Reference in New Issue
Block a user