Rework input system

This commit is contained in:
2024-01-07 15:20:39 +01:00
parent 5f4bb3316c
commit 03dc3774e7
4 changed files with 70 additions and 151 deletions

View File

@@ -409,7 +409,14 @@ static void updateNodeInteraction(BzUI *ui, BzUINode *node, Vector2 mouse) {
hovered = 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;
}

View File

@@ -67,8 +67,9 @@ typedef struct InputState {
* 3: UnitSelected
*/
ecs_query_t *selected;
//ecs_query_t *selectedBuilding;
} queries;
bool canUseMouse;
bool canUseKeyboard;
} InputState;
static InputMapping inputDefaultMapping() {

View File

@@ -300,14 +300,13 @@ void update(float dt, void *userData) {
bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
input->canUseMouse = !io->WantCaptureMouse && !bzUICapturedMouse(UI);
input->canUseKeyboard = !io->WantCaptureKeyboard && !bzUICapturedKeyboard(UI);
updateInputState(input, game->camera, dt);
switch (game->screen) {
case SCREEN_GAME:
updatePlayerInput();
if (IsKeyReleased(input->mapping.backBtn)) {
game->screen = SCREEN_PAUSE_MENU;
}
break;
case SCREEN_PAUSE_MENU:
if (IsKeyReleased(input->mapping.backBtn)) {
@@ -709,7 +708,8 @@ void imguiRender(float dt, void *userData) {
if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
switch (input->state) {
case INPUT_SELECTED_UNITS:
case INPUT_SELECTED_OBJECT: {
case INPUT_SELECTED_OBJECT:
case INPUT_SELECTED_BUILDING: {
ecs_defer_begin(ECS);
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
while (ecs_iter_next(&it)) {

View File

@@ -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);
bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
void pickUnits(BzSpatialGrid *entityGrid, Rectangle area);
bool selectEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag);
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 iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size);
@@ -46,43 +48,30 @@ void inputPrimaryAction(Game *game, InputState *input) {
end.y = tmp;
}
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);
if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) {
resetInputState(input);
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)) {
if (pickEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit))) {
resetInputState(input);
input->state = INPUT_SELECTED_UNITS;
} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Harvestable)) {
resetInputState(input);
input->state = INPUT_SELECTED_OBJECT;
} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Buildable)) {
resetInputState(input);
input->state = INPUT_SELECTED_BUILDING;
}
InputType type = input->state;
if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Unit)))
type = INPUT_SELECTED_UNITS;
else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Harvestable)))
type = INPUT_SELECTED_OBJECT;
else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Buildable)))
type = INPUT_SELECTED_BUILDING;
selectedCount = ecs_query_entity_count(input->queries.selected);
if (IsKeyDown(KEY_LEFT_ALT) && IsKeyDown(KEY_LEFT_SHIFT)) {
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
while (ecs_iter_next(&it)) {
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 (selectedCount > 0) {
resetInputState(input);
input->state = type;
}
}
if (!alreadyInspecting)
bzArrayPush(game->debug.inspecting, entity);
}
}
}
}
if (selectedCount == 0)
resetInputState(input);
@@ -157,15 +146,13 @@ void inputUnitAction(Game *game, InputState *input) {
void updatePlayerInput() {
f32 dt = GetFrameTime();
ImGuiIO *io = igGetIO();
if (io->WantCaptureMouse || io->WantCaptureKeyboard)
return;
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
const f32 maxZoom = 4.5f;
const f32 minZoom = 0.9f;
if (input->canUseKeyboard) {
float moveSpeed = 100.0f * dt * (1 + maxZoom - game->camera.zoom);
if (IsKeyDown(KEY_W)) game->camera.target.y -= moveSpeed;
if (IsKeyDown(KEY_S)) game->camera.target.y += moveSpeed;
@@ -175,6 +162,21 @@ void updatePlayerInput() {
if (IsKeyDown(KEY_Q)) 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
float wheel = GetMouseWheelMove();
if (wheel != 0.0f) {
@@ -219,12 +221,6 @@ void updatePlayerInput() {
BzTile tileX = 0, tileY = 0;
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 secondaryBtn = input->mapping.secondaryBtn;
@@ -250,81 +246,6 @@ void updatePlayerInput() {
inputPrimaryAction(game, input);
if (input->state != INPUT_SELECTED_UNITS) break;
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;
}
case INPUT_SELECTED_OBJECT: {
@@ -347,7 +268,6 @@ void drawPlayerInputUIGround() {
const MouseButton primaryBtn = input->mapping.primaryBtn;
const i32 selectedUnitCount = ecs_count_id(ECS, Selected);
switch (input->state) {
case INPUT_BUILDING: {
const Color placeColor = input->buildingCanPlace ?
@@ -362,25 +282,6 @@ void drawPlayerInputUIGround() {
input->buildingSize.sizeY * height, placeColor);
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;
}
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;
}
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);
const ecs_entity_t entity = queryEntity(entityGrid, point, tag);
if (entity) {
@@ -491,7 +392,7 @@ bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
return false;
}
void pickUnits(BzSpatialGrid *entityGrid, Rectangle area) {
void selectUnits(BzSpatialGrid *entityGrid, Rectangle area) {
ecs_remove_all(ECS, Selected);
BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height);
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) {
return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight);