Add basic input system
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202
game/systems_input.c
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202
game/systems_input.c
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#include "systems.h"
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#include "game_state.h"
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#include "buildings.h"
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#include "pathfinding.h"
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#include <rlImGui.h>
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#include <raymath.h>
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void pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t **outEntities);
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void pickEntities(BzSpatialGrid *entityGrid, Rectangle area, ecs_entity_t **outEntities);
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void updatePlayerInput(ecs_iter_t *it) {
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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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if (IsKeyDown(KEY_W)) game->camera.target.y -= 20;
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if (IsKeyDown(KEY_S)) game->camera.target.y += 20;
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if (IsKeyDown(KEY_A)) game->camera.target.x -= 20;
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if (IsKeyDown(KEY_D)) game->camera.target.x += 20;
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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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game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
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BzTileMap *map = &game->map;
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if (IsMouseButtonPressed(input->LMB)) {
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input->mouseDown = GetMousePosition();
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input->mouseDownWorld = GetScreenToWorld2D(input->mouseDown, game->camera);
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input->mouseDownElapsed = 0;
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} else if (IsMouseButtonDown(input->LMB)) {
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input->mouseDownElapsed += dt;
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}
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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int tileX = (int) worldPos.x / map->tileWidth;
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int tileY = (int) worldPos.y / map->tileHeight;
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switch (input->state) {
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case INPUT_NONE:
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if (IsMouseButtonReleased(input->LMB) && input->mouseDownElapsed > input->CLICK_LIMIT) {
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// Dragging
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Vector2 start = input->mouseDownWorld;
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Vector2 end = worldPos;
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if (start.x > end.x) {
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f32 tmp = start.x;
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start.x = end.x;
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end.x = tmp;
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}
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if (start.y > end.y) {
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f32 tmp = start.y;
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start.y = end.y;
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end.y = tmp;
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}
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Rectangle pickArea = {start.x, start.y, end.x - start.x, end.y - start.y};
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pickEntities(game->entityGrid, pickArea, &input->entities);
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if (bzArraySize(input->entities) > 0) {
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input->state = INPUT_SELECTED_UNITS;
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break;
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}
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} else if (IsMouseButtonReleased(input->LMB)) {
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// Click
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// 1. Entity
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pickEntity(game->entityGrid, worldPos, &input->entities);
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if (bzArraySize(input->entities) > 0) {
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input->state = INPUT_SELECTED_UNITS;
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break;
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}
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// 2. Object
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// 3. Building
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}
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break;
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case INPUT_BUILDING:
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if (IsKeyPressed(input->ESC) ||
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IsMouseButtonPressed(input->RMB) ||
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input->building == 0) {
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input->state = INPUT_NONE;
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input->building = 0;
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break;
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}
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BZ_ASSERT(input->building);
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BzTile sizeX = 0, sizeY = 0;
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getBuildingSize(input->building, &sizeX, &sizeY);
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bool canPlace = canPlaceBuilding(&game->map, input->building, tileX, tileY);
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if (canPlace && IsMouseButtonDown(input->LMB)) {
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placeBuilding(&game->map, input->building, tileX, tileY);
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}
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input->buildingCanPlace = canPlace;
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input->buildingPos = (TilePosition) {tileX, tileY};
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input->buildingSize = (TileSize) {sizeX, sizeY};
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break;
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case INPUT_SELECTED_UNITS:
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if (IsKeyPressed(input->ESC)) {
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input->state = INPUT_NONE;
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break;
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}
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if (IsMouseButtonPressed(input->LMB)) {
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bzArrayFor(input->entities, i) {
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ecs_entity_t entity = bzArrayGet(input->entities, i);
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ecs_remove(ECS, entity, Path);
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const Position *start = ecs_get(ECS, entity, Position);
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Path path = {NULL, 0};
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findPath(&(PathfindingDesc) {
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.start=(TilePosition) {
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start->x / game->map.tileWidth,
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start->y / game->map.tileHeight,
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},
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.target=(TilePosition) {tileX, tileY},
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.map=&game->map,
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.outPath=&path,
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.pool=game->pools.pathData
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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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input->state = INPUT_NONE;
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}
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}
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break;
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case INPUT_SELECTED_OBJECT:
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break;
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case INPUT_SELECTED_BUILDING:
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break;
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}
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}
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static bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize,
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Rectangle *outBounds) {
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if (!ecs_is_alive(ECS, entity))
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return false;
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const Position *pos = ecs_get(ECS, entity, Position);
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if (!pos)
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return false;
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const Size *size = ecs_get(ECS, entity, Size);
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if (!size)
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return false;
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if (outPos) {
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*outPos = *pos;
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}
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if (outSize) {
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*outSize = *size;
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}
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if (outBounds) {
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*outBounds = (Rectangle) {
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pos->x - size->x * 0.5f,
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pos->y - size->y * 0.5f,
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size->x, size->y
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};
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}
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return true;
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}
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void pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t **outEntities) {
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BZ_ASSERT(*outEntities);
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bzArrayClear(*outEntities);
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BzSpatialGridIter it = bzSpatialGridIter(entityGrid, point.x, point.y, 0.0f, 0.0f);
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f32 closestDst = INFINITY;
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ecs_entity_t closest = 0;
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t entity = *(ecs_entity_t *) it.data;
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Vector2 pos;
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Rectangle bounds;
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if (!getEntityBounds(entity, &pos, NULL, &bounds)) continue;
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if (!CheckCollisionPointRec(point, bounds)) continue;
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f32 curDst = Vector2Distance(point, pos);
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if (closestDst > curDst) {
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closestDst = curDst;
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closest = entity;
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}
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}
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if (closest) {
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bzArrayPush(*outEntities, closest);
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}
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}
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void pickEntities(BzSpatialGrid *entityGrid, Rectangle area, ecs_entity_t **outEntities) {
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BZ_ASSERT(*outEntities);
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bzArrayClear(*outEntities);
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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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ecs_entity_t entity = *(ecs_entity_t *) it.data;
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Rectangle bounds;
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if (!getEntityBounds(entity, NULL, NULL, &bounds)) continue;
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if (!CheckCollisionRecs(area, bounds)) continue;
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bzArrayPush(*outEntities, entity);
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}
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}
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