Files
PixelDefense/game/systems/s_input.c
2024-01-06 19:54:22 +01:00

547 lines
19 KiB
C

#include "systems.h"
#include "../game_state.h"
#include "../input.h"
#include "../buildings.h"
#include "../pathfinding.h"
#include "../unit_ai.h"
#include "../unit_actions.h"
#include <rlImGui.h>
#include <raymath.h>
#include <rlgl.h>
Rectangle calculateEntityBounds(Position pos, Size size);
bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds);
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);
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);
void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces);
void resetInputState(InputState *input) {
input->cursor = CURSOR_NONE;
input->state = INPUT_NONE;
input->building = 0;
}
void inputPrimaryAction(Game *game, InputState *input) {
const MouseButton primaryBtn = input->mapping.primaryBtn;
if (isInputBtnDragged(input, primaryBtn)) {
Vector2 start = input->mouseDownWorld;
Vector2 end = input->mouseWorld;
if (start.x > end.x) {
f32 tmp = start.x;
start.x = end.x;
end.x = tmp;
}
if (start.y > end.y) {
f32 tmp = start.y;
start.y = end.y;
end.y = tmp;
}
input->pickArea = (Rectangle) {start.x, start.y, end.x - start.x, end.y - start.y};
pickUnits(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;
} 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;
}
selectedCount = ecs_query_entity_count(input->queries.selected);
}
if (selectedCount == 0)
resetInputState(input);
}
void inputUnitAction(Game *game, InputState *input) {
ecs_query_t *query = input->queries.selected;
BzTileMap *map = &game->map;
const i32 numUnits = ecs_query_entity_count(query);
BZ_ASSERT(numUnits > 0);
const MouseButton actionBtn = input->mapping.secondaryBtn;
input->cursor = CURSOR_NONE;
ecs_entity_t taskEntity;
if ((taskEntity = queryEntity(game->entityGrid, input->mouseWorld, Harvestable))) {
input->cursor = CURSOR_COLLECT_WOOD;
if (isInputBtnJustUp(input, actionBtn)) {
ecs_defer_begin(ECS);
ecs_iter_t it = ecs_query_iter(ECS, query);
while (ecs_query_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
const ecs_entity_t entity = it.entities[i];
const Position target = *ecs_get(ECS, taskEntity, Position);
setUnitAI(entity, game, &(const UnitAI) {
.type = AI_WORKER_HARVEST,
.as.workerHarvest.resource = RES_WOOD,
.as.workerHarvest.target = taskEntity,
.as.workerHarvest.targetPosition = target
});
//addAction(entity, game, &(const Action) {
// .type = ACTION_MOVE_TO,
// .as.moveTo.target = target,
// .as.moveTo.proximityThreshold = 10.0f,
//});
//ecs_set(ECS, entity, HarvestTask, {taskEntity});
goto while_break;
}
}
while_break:
ecs_iter_fini(&it);
ecs_defer_end(ECS);
}
return;
}
if (isInputBtnJustUp(input, actionBtn)) {
// Note: We mustn't use ecs ecs_remove_all since this will also
// remove ongoing paths that are not part of this query.
ecs_defer_begin(ECS);
iterateSelectedUnits(query, iterRemovePaths);
ecs_defer_end(ECS);
const Position target = input->mouseWorld;
ecs_iter_t it = ecs_query_iter(ECS, query);
ecs_defer_begin(ECS);
while (ecs_iter_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
const ecs_entity_t entity = it.entities[i];
clearActions(entity, game);
addAction(entity, game, &(const Action) {
.type = ACTION_MOVE_TO,
.as.moveTo.target = target,
.as.moveTo.proximityThreshold = 6.0f,
});
}
}
ecs_defer_end(ECS);
}
}
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;
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;
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_E)) game->camera.rotation++;
// https://gamedev.stackexchange.com/questions/9330/zoom-to-cursor-calculation
float wheel = GetMouseWheelMove();
if (wheel != 0.0f) {
const float zoomIncrement = 0.125f;
f32 oldZoom = game->camera.zoom;
f32 newZoom = oldZoom + wheel * zoomIncrement;
newZoom = Clamp(newZoom, minZoom, maxZoom);
Vector2 mouse = GetMousePosition();
f32 mapWidth = GetScreenWidth() / oldZoom;
f32 mapHeight = GetScreenHeight() / oldZoom;
f32 widthRatio = (mouse.x - (GetScreenWidth() / 2)) / GetScreenWidth();
f32 newMapWidth = GetScreenWidth() / newZoom;
f32 newMapHeight = GetScreenHeight() / newZoom;
f32 heightRatio = (mouse.y - (GetScreenHeight() / 2)) / GetScreenHeight();
game->camera.target.x += (mapWidth - newMapWidth) * widthRatio;
game->camera.target.y += (mapHeight - newMapHeight) * heightRatio;
game->camera.zoom = newZoom;
}
// Limit camera to world
{
const f32 zoom = game->camera.zoom;
const f32 width = GetScreenWidth() / zoom;
const f32 height = GetScreenHeight() / zoom;
const f32 mapWidth = game->map.width * game->map.tileWidth;
const f32 mapHeight = game->map.height * game->map.tileHeight;
game->camera.target.x = Clamp(game->camera.target.x,
width * 0.5f - game->map.tileWidth,
mapWidth - width + game->map.tileWidth + width * 0.5f);
game->camera.target.y = Clamp(game->camera.target.y,
height * 0.5f - game->map.tileHeight,
mapHeight - height + game->map.tileHeight + height * 0.5f);
}
BzTileMap *map = &game->map;
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;
switch (input->state) {
case INPUT_NONE: {
inputPrimaryAction(game, input);
break;
}
case INPUT_BUILDING: {
BZ_ASSERT(input->building);
BzTile sizeX = 0, sizeY = 0;
getBuildingSize(input->building, &sizeX, &sizeY);
bool canPlace = canPlaceBuilding(&game->map, input->building, tileX, tileY);
if (canPlace && isInputBtnDown(input, primaryBtn)) {
placeBuilding(&game->map, input->building, tileX, tileY);
}
input->buildingCanPlace = canPlace;
input->buildingPos = (TilePosition) {tileX, tileY};
input->buildingSize = (TileSize) {sizeX, sizeY};
break;
}
case INPUT_SELECTED_UNITS: {
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: {
inputPrimaryAction(game, input);
if (input->state != INPUT_SELECTED_OBJECT) break;
break;
}
case INPUT_SELECTED_BUILDING: {
inputPrimaryAction(game, input);
if (input->state != INPUT_SELECTED_BUILDING) break;
break;
}
}
}
void drawPlayerInputUIGround() {
const Game *game = ecs_singleton_get_mut(ECS, Game);
const InputState *input = ecs_singleton_get_mut(ECS, InputState);
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 ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
const BzTile width = game->map.tileWidth;
const BzTile height = game->map.tileHeight;
DrawRectangleLines(input->buildingPos.x * width,
input->buildingPos.y * height,
input->buildingSize.sizeX * width,
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);
rlSetLineWidth(2.0f);
while (ecs_query_next(&it)) {
Position *pos = ecs_field(&it, Position, 1);
Size *size = ecs_field(&it, Size, 2);
for (i32 i = 0; i < it.count; i++) {
f32 radius = size[i].x;
if (size[i].y > radius)
radius = size[i].y;
radius *= 0.5f;
DrawCircleLines(pos[i].x, pos[i].y, radius, GREEN);
}
}
}
void drawPlayerInputUI() {
const Game *game = ecs_singleton_get_mut(ECS, Game);
const InputState *input = ecs_singleton_get_mut(ECS, InputState);
const MouseButton primaryBtn = input->mapping.primaryBtn;
if (isInputBtnDragged(input, primaryBtn)) {
const Rectangle area = input->pickArea;
DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
}
switch (input->cursor) {
case CURSOR_COLLECT_WOOD: {
const Vector2 point = input->mouseWorld;
DrawCircle(point.x, point.y, 2.0f, RED);
DrawText("Collect wood", point.x, point.y, 10.0f, RED);
break;
}
default: break;
}
}
Rectangle calculateEntityBounds(Position pos, Size size) {
return (Rectangle) {
pos.x - size.x * 0.5f,
pos.y - size.x * 0.5f,
size.x, size.y
};
}
bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds) {
if (!ecs_is_alive(ECS, entity))
return false;
const Position *pos = ecs_get(ECS, entity, Position);
if (!pos)
return false;
const Size *size = ecs_get(ECS, entity, Size);
if (!size)
return false;
if (outPos) {
*outPos = *pos;
}
if (outSize) {
*outSize = *size;
}
if (outBounds) {
*outBounds = (Rectangle) {
pos->x - size->x * 0.5f,
pos->y - size->y * 0.5f,
size->x, size->y
};
}
return true;
}
ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
BzSpatialGridIter it = bzSpatialGridIter(entityGrid, point.x, point.y, 0.0f, 0.0f);
f32 closestDst = INFINITY;
ecs_entity_t closest = 0;
while (bzSpatialGridQueryNext(&it)) {
ecs_entity_t entity = *(ecs_entity_t *) it.data;
if (!ecs_is_alive(ECS, entity)) continue;
if (!ecs_has_id(ECS, entity, Selectable)) continue;
if (!ecs_has_id(ECS, entity, tag)) continue;
Vector2 pos;
Rectangle bounds;
if (!getEntityBounds(entity, &pos, NULL, &bounds)) continue;
if (!CheckCollisionPointRec(point, bounds)) continue;
f32 curDst = Vector2Distance(point, pos);
if (closestDst > curDst) {
closestDst = curDst;
closest = entity;
}
}
return closest;
}
bool pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t tag) {
ecs_remove_all(ECS, Selected);
const ecs_entity_t entity = queryEntity(entityGrid, point, tag);
if (entity) {
ecs_add(ECS, entity, Selected);
return true;
}
return false;
}
void pickUnits(BzSpatialGrid *entityGrid, Rectangle area) {
ecs_remove_all(ECS, Selected);
BzSpatialGridIter it = bzSpatialGridIter(entityGrid, area.x, area.y, area.width, area.height);
while (bzSpatialGridQueryNext(&it)) {
ecs_entity_t entity = *(ecs_entity_t *) it.data;
if (!ecs_has_id(ECS, entity, ecs_id(Unit))) continue;
Rectangle bounds;
if (!getEntityBounds(entity, NULL, NULL, &bounds)) continue;
if (!CheckCollisionRecs(area, bounds)) continue;
ecs_add(ECS, entity, Selected);
}
}
static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) {
return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight);
}
static bool canPlaceUnit(Vector2 pos, f32 space, BzTileMap *map) {
for (i32 y = -1; y <= 1; y++) {
for (i32 x = -1; x <= 1; x++) {
if (isUnitObstructed(pos.x + x * space, pos.y + y * space, map))
return false;
}
}
return true;
}
void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces) {
f32 angle = Vector2Angle(start, end);
f32 lineLength = Vector2Distance(start, end);
Vector2 pos = Vector2Zero();
pos.x = unitSpacing;
for (i32 i = 0; i < numUnits; i++) {
if (pos.x + unitSpacing * 2.0f > lineLength) {
pos.x = unitSpacing;
pos.y += unitSpacing * 2.0f;
}
Vector2 unitPos = Vector2Add(start, Vector2Rotate(pos, angle));
if (!canPlaceUnit(unitPos, 4.0f, map)) {
i--;
} else {
bzArrayPush(*outPlaces, unitPos);
}
pos.x += unitSpacing * 2.0f;
}
}
static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size)) {
ecs_iter_t it = ecs_query_iter(ECS, query);
while (ecs_iter_next(&it)) {
Position *pos = ecs_field(&it, Position, 1);
Size *size = ecs_field(&it, Size, 2);
for (i32 i = 0; i < it.count; i++) {
ecs_entity_t entity = it.entities[i];
fn(entity, pos + i, size + i);
}
}
}
static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size) {
ecs_remove(ECS, entity, Path);
}