1 2 3 4 5 6 7 8 9 10 11 12 13 | Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false ... // Started holding down space-bar Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 1 / 0 = false // Released space-bar Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false ... |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false ... // Started holding down space-bar Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false // Released space-bar Was pressed[KB-ActionDown]: 1 / 1 = true Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 0 = false ... |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 | // Space-Bar hit Frame 43, Key button change[32] = 1 // Space-Bar release Frame 48, Key button change[32] = 0 // Space-Bar hit Frame 73, Key button change[32] = 1 // Space-Bar release Frame 78, Key button change[32] = 0 // Space-Bar hit Frame 146 Key button change[32] = 1 // Space-Bar release Frame 150 Key button change[32] = 0 // Space-Bar holding-down Frame 166, Key button change[32] = 1 // Space-Bar repeat detected (Not used) Frame 196, Key button press[32] = 2 Frame 198, Key button press[32] = 2 Frame 200, Key button press[32] = 2 Frame 202, Key button press[32] = 2 Frame 204, Key button press[32] = 2 Frame 206, Key button press[32] = 2 Frame 208, Key button press[32] = 2 Frame 210, Key button press[32] = 2 Frame 212, Key button press[32] = 2 Frame 214, Key button press[32] = 2 Frame 216, Key button press[32] = 2 Frame 218, Key button press[32] = 2 Frame 220, Key button press[32] = 2 Frame 222, Key button press[32] = 2 Frame 224, Key button press[32] = 2 Frame 226, Key button press[32] = 2 Frame 228, Key button press[32] = 2 Frame 230, Key button press[32] = 2 Frame 232, Key button press[32] = 2 Frame 234, Key button press[32] = 2 Frame 236, Key button press[32] = 2 Frame 238, Key button press[32] = 2 Frame 240, Key button press[32] = 2 Frame 242, Key button press[32] = 2 Frame 244, Key button press[32] = 2 Frame 246, Key button press[32] = 2 Frame 248, Key button press[32] = 2 Frame 250, Key button press[32] = 2 Frame 252, Key button press[32] = 2 Frame 254, Key button press[32] = 2 Frame 256, Key button press[32] = 2 Frame 258, Key button press[32] = 2 Frame 260, Key button press[32] = 2 Frame 262, Key button press[32] = 2 Frame 264, Key button press[32] = 2 Frame 266, Key button press[32] = 2 Frame 268, Key button press[32] = 2 Frame 270, Key button press[32] = 2 Frame 271, Key button press[32] = 2 Frame 273, Key button press[32] = 2 Frame 275, Key button press[32] = 2 Frame 277, Key button press[32] = 2 Frame 279, Key button press[32] = 2 Frame 281, Key button press[32] = 2 Frame 283, Key button press[32] = 2 Frame 285, Key button press[32] = 2 Frame 287, Key button press[32] = 2 Frame 289, Key button press[32] = 2 Frame 291, Key button press[32] = 2 Frame 293, Key button press[32] = 2 Frame 295, Key button press[32] = 2 Frame 297, Key button press[32] = 2 // Space-Bar release Frame 298, Key button change[32] = 0 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 | struct ButtonState { const char *name; int halfTransitionCount; fpl_b32 endedDown; }; inline bool WasPressed(const ButtonState &state) { bool result = ((state.halfTransitionCount > 1) || ((state.halfTransitionCount == 1) && (state.endedDown))); if(state.name != nullptr) { fplDebugFormatOut("Was pressed[%s]: %d / %d = %s\n", state.name, state.halfTransitionCount, state.endedDown, (result ? "true" : "false")); } return(result); } inline bool IsDown(const ButtonState &state) { bool result = state.endedDown != 0; return(result); } struct Controller { bool isConnected; bool isAnalog; Vec2f analogMovement; union { struct { ButtonState moveUp; ButtonState moveDown; ButtonState moveLeft; ButtonState moveRight; ButtonState actionUp; ButtonState actionDown; ButtonState actionLeft; ButtonState actionRight; ButtonState actionBack; ButtonState actionStart; ButtonState debugToggle; ButtonState debugReload; }; ButtonState buttons[12]; }; }; struct Mouse { Vec2i pos; float wheelDelta; union { struct { ButtonState left; ButtonState middle; ButtonState right; }; ButtonState buttons[3]; }; }; struct Input { float deltaTime; float framesPerSeconds; union { struct { Controller keyboard; Controller gamepad[4]; }; Controller controllers[5]; }; Mouse mouse; Vec2i windowSize; int defaultControllerIndex; bool isActive; }; static void UpdateKeyboardButtonState(ButtonState &newState, const fpl_b32 isDown) { FPL_ASSERT(newState.endedDown != isDown); newState.endedDown = isDown; ++newState.halfTransitionCount; } static void UpdateDigitalButtonState(const ButtonState &oldState, ButtonState &newState, const fpl_b32 isDown) { newState.endedDown = isDown; newState.halfTransitionCount = ((newState.endedDown == oldState.endedDown) ? 0 : 1); } static void UpdateDefaultController(Input *currentInput, int newIndex) { if(newIndex != -1) { currentInput->defaultControllerIndex = newIndex; } else { currentInput->defaultControllerIndex = -1; for(int i = FPL_ARRAYCOUNT(currentInput->controllers) - 1; i > 0; i--) { if(currentInput->controllers[i].isConnected) { currentInput->defaultControllerIndex = i; break; } } } } static void ProcessEvents(Input *currentInput, Input *prevInput, GameWindowActiveType &windowActiveType, Vec2i &lastMousePos) { Controller *newKeyboardController = ¤tInput->keyboard; fplEvent event; while(fplPollEvent(&event)) { switch(event.type) { case fplEventType_Window: { switch(event.window.type) { case fplWindowEventType_GotFocus: windowActiveType = GameWindowActiveType::GotFocus; break; case fplWindowEventType_Restored: windowActiveType = GameWindowActiveType::Restored; break; case fplWindowEventType_Maximized: windowActiveType = GameWindowActiveType::Maximized; break; case fplWindowEventType_LostFocus: windowActiveType = GameWindowActiveType::LostFocus; break; case fplWindowEventType_Minimized: windowActiveType = GameWindowActiveType::Minimized; break; } } break; case fplEventType_Gamepad: { // @TODO(final): For now we just use the device index, but later it should be "added" to the controllers array and remembered somehow uint32_t controllerIndex = 1 + event.gamepad.deviceIndex; FPL_ASSERT(controllerIndex < FPL_ARRAYCOUNT(currentInput->controllers)); Controller *newController = ¤tInput->controllers[controllerIndex]; Controller *oldController = &prevInput->controllers[controllerIndex]; switch(event.gamepad.type) { case fplGamepadEventType_Connected: { newController->isConnected = true; UpdateDefaultController(currentInput, controllerIndex); } break; case fplGamepadEventType_Disconnected: { newController->isConnected = false; UpdateDefaultController(currentInput, -1); } break; case fplGamepadEventType_StateChanged: { fplGamepadState &padstate = event.gamepad.state; assert(newController->isConnected); if(Abs(padstate.leftStickX) > 0.0f || Abs(padstate.leftStickY) > 0.0f) { newController->isAnalog = true; newController->analogMovement.x = padstate.leftStickX; newController->analogMovement.y = padstate.leftStickY; } else { newController->isAnalog = false; UpdateDigitalButtonState(oldController->moveDown, newController->moveDown, padstate.dpadDown.isDown != 0); UpdateDigitalButtonState(oldController->moveUp, newController->moveUp, padstate.dpadUp.isDown != 0); UpdateDigitalButtonState(oldController->moveLeft, newController->moveLeft, padstate.dpadLeft.isDown != 0); UpdateDigitalButtonState(oldController->moveRight, newController->moveRight, padstate.dpadRight.isDown != 0); } UpdateDigitalButtonState(oldController->actionDown, newController->actionDown, padstate.actionA.isDown != 0); UpdateDigitalButtonState(oldController->actionRight, newController->actionRight, padstate.actionB.isDown != 0); UpdateDigitalButtonState(oldController->actionLeft, newController->actionLeft, padstate.actionX.isDown != 0); UpdateDigitalButtonState(oldController->actionUp, newController->actionUp, padstate.actionY.isDown != 0); UpdateDigitalButtonState(oldController->actionBack, newController->actionBack, padstate.back.isDown != 0); UpdateDigitalButtonState(oldController->actionStart, newController->actionStart, padstate.start.isDown != 0); } break; } } break; case fplEventType_Mouse: { switch(event.mouse.type) { case fplMouseEventType_Move: { currentInput->mouse.pos = lastMousePos = V2i(event.mouse.mouseX, event.mouse.mouseY); } break; case fplMouseEventType_Button: { bool isDown = event.mouse.buttonState >= fplButtonState_Press; if(event.mouse.mouseButton == fplMouseButtonType_Left) { UpdateKeyboardButtonState(currentInput->mouse.left, isDown); } else if(event.mouse.mouseButton == fplMouseButtonType_Right) { UpdateKeyboardButtonState(currentInput->mouse.right, isDown); } else if(event.mouse.mouseButton == fplMouseButtonType_Middle) { UpdateKeyboardButtonState(currentInput->mouse.middle, isDown); } } break; case fplMouseEventType_Wheel: { currentInput->mouse.wheelDelta = event.mouse.wheelDelta; } break; } } break; case fplEventType_Keyboard: { switch(event.keyboard.type) { case fplKeyboardEventType_Input: { } break; case fplKeyboardEventType_Button: { if(!newKeyboardController->isConnected) { newKeyboardController->isConnected = true; if(currentInput->defaultControllerIndex == -1) { UpdateDefaultController(currentInput, 0); } } bool isDown = event.keyboard.buttonState >= fplButtonState_Press; bool wasDown = event.keyboard.buttonState == fplButtonState_Release || event.keyboard.buttonState == fplButtonState_Repeat; if(isDown != wasDown) { fplDebugFormatOut("Frame %d, Key button change[%d] = %d\n", currentInput->frameIndex, event.keyboard.keyCode, event.keyboard.buttonState); switch(event.keyboard.mappedKey) { case fplKey_A: case fplKey_Left: UpdateKeyboardButtonState(newKeyboardController->moveLeft, isDown); break; case fplKey_D: case fplKey_Right: UpdateKeyboardButtonState(newKeyboardController->moveRight, isDown); break; case fplKey_W: case fplKey_Up: UpdateKeyboardButtonState(newKeyboardController->moveUp, isDown); break; case fplKey_S: case fplKey_Down: UpdateKeyboardButtonState(newKeyboardController->moveDown, isDown); break; case fplKey_Space: UpdateKeyboardButtonState(newKeyboardController->actionDown, isDown); break; case fplKey_F4: UpdateKeyboardButtonState(newKeyboardController->debugToggle, isDown); break; case fplKey_R: UpdateKeyboardButtonState(newKeyboardController->debugReload, isDown); break; case fplKey_Return: UpdateKeyboardButtonState(newKeyboardController->actionStart, isDown); break; case fplKey_Escape: UpdateKeyboardButtonState(newKeyboardController->actionBack, isDown); break; } } else { fplDebugFormatOut("Frame %d, Key button press[%d] = %d\n", currentInput->frameIndex, event.keyboard.keyCode, event.keyboard.buttonState); } if(wasDown) { if(event.keyboard.mappedKey == fplKey_F) { bool wasFullscreen = fplIsWindowFullscreen(); fplSetWindowFullscreen(!wasFullscreen, 0, 0, 0); } } } break; } } break; } } } static uint32_t GameAudioPlayback(const fplAudioDeviceFormat *outFormat, const uint32_t frameCount, void *outputSamples, void *userData) { AudioSystem *audioSys = (AudioSystem *)userData; uint32_t result = AudioSystemWriteSamples(audioSys, outFormat, frameCount, (uint8_t *)outputSamples); return(result); } extern int GameMain(const GameConfiguration &config) { fplSettings settings = fplMakeDefaultSettings(); settings.video.driver = fplVideoDriverType_OpenGL; settings.video.graphics.opengl.compabilityFlags = fplOpenGLCompabilityFlags_Legacy; settings.video.isVSync = true; fplCopyAnsiString(config.title, settings.window.windowTitle, FPL_ARRAYCOUNT(settings.window.windowTitle)); if(!fplPlatformInit(fplInitFlags_All, &settings)) { return -1; } if(!fglLoadOpenGL(true)) { fplPlatformRelease(); return -1; } bool wasError = false; fmemMemoryBlock gameMemoryBlock = {}; if(!fmemInit(&gameMemoryBlock, fmemType_Growable, FMEM_MEGABYTES(128))) { wasError = true; } fmemMemoryBlock renderMemoryBlock = {}; if(!fmemInit(&renderMemoryBlock, fmemType_Growable, FMEM_MEGABYTES(32))) { wasError = true; } AudioSystem audioSys = {}; if(!AudioSystemInit(&audioSys)) { wasError = true; } fplSetAudioClientReadCallback(GameAudioPlayback, &audioSys); if(fplPlayAudio() != fplAudioResult_Success) { wasError = true; } RenderState renderState = {}; InitRenderState(renderState, renderMemoryBlock); InitOpenGLRenderer(); GameMemory gameMem = {}; gameMem.memory = &gameMemoryBlock; gameMem.render = &renderState; if(!GameInit(gameMem)) { wasError = true; } if(!wasError) { const double TargetDeltaTime = 1.0 / 60.0; if(config.hideMouseCursor) { fplSetWindowCursorEnabled(false); } Input inputs[2] = {}; Input *newInput = &inputs[0]; Input *oldInput = &inputs[1]; Vec2i lastMousePos = V2i(-1, -1); GameWindowActiveType windowActiveType[2] = { GameWindowActiveType::None, GameWindowActiveType::None }; newInput->defaultControllerIndex = -1; uint32_t frameCount = 0; uint32_t updateCount = 0; double lastTime = fplGetTimeInSecondsHP(); double fpsTimerInSecs = fplGetTimeInSecondsHP(); double frameAccumulator = TargetDeltaTime; double lastFramesPerSecond = 0.0; double lastFrameTime = 0.0; int frameIndex = 0; while(!IsGameExiting(gameMem) && fplWindowUpdate()) { // Window size fplWindowSize winArea; if(fplGetWindowArea(&winArea)) { newInput->windowSize.x = winArea.width; newInput->windowSize.y = winArea.height; } // Remember previous keyboard and mouse state windowActiveType[1] = windowActiveType[0]; Controller *oldKeyboardController = &oldInput->keyboard; Controller *newKeyboardController = &newInput->keyboard; *newKeyboardController = {}; newKeyboardController->isConnected = oldKeyboardController->isConnected; newKeyboardController->actionDown.name = "KB-ActionDown"; Mouse *newMouse = &newInput->mouse; Mouse *oldMouse = &oldInput->mouse; *newMouse = {}; for(uint32_t buttonIndex = 0; buttonIndex < FPL_ARRAYCOUNT(newMouse->buttons); ++buttonIndex) { newMouse->buttons[buttonIndex] = oldMouse->buttons[buttonIndex]; newMouse->buttons[buttonIndex].halfTransitionCount = 0; } newMouse->pos = lastMousePos; // Remember previous gamepad connected states for(uint32_t controllerIndex = 1; controllerIndex < FPL_ARRAYCOUNT(newInput->controllers); ++controllerIndex) { Controller *newGamepadController = &newInput->controllers[controllerIndex]; Controller *oldGamepadController = &oldInput->controllers[controllerIndex]; newGamepadController->isConnected = oldGamepadController->isConnected; newGamepadController->isAnalog = oldGamepadController->isAnalog; } for(uint32_t buttonIndex = 0; buttonIndex < FPL_ARRAYCOUNT(newKeyboardController->buttons); ++buttonIndex) { newKeyboardController->buttons[buttonIndex].endedDown = oldKeyboardController->buttons[buttonIndex].endedDown; } newInput->deltaTime = (float)TargetDeltaTime; newInput->framesPerSeconds = (float)lastFramesPerSecond; newInput->frameIndex = frameIndex++; // Events ProcessEvents(newInput, oldInput, windowActiveType[0], lastMousePos); if(config.disableInactiveDetection) { newInput->isActive = (windowActiveType[0] & GameWindowActiveType::Minimized) != GameWindowActiveType::Minimized; } else { newInput->isActive = ((windowActiveType[0] & GameWindowActiveType::Minimized) != GameWindowActiveType::Minimized) && ((windowActiveType[0] & GameWindowActiveType::LostFocus) != GameWindowActiveType::LostFocus); } if(windowActiveType[0] != windowActiveType[1]) { // We dont want to have delta time jumps lastTime = fplGetTimeInSecondsHP(); lastFramesPerSecond = 0.0f; fpsTimerInSecs = fplGetTimeInSecondsHP(); updateCount = frameCount = 0; frameAccumulator = TargetDeltaTime; } ResetRenderState(renderState); // Game Update if(config.noUpdateRenderSeparation) { float alpha; if(lastFrameTime > 0) { alpha = 1.0f - (float)(lastFrameTime / TargetDeltaTime); } else { alpha = 1.0f; } GameUpdateAndRender(gameMem, *newInput, alpha); } else { GameInput(gameMem, *newInput); while(frameAccumulator >= TargetDeltaTime) { GameUpdate(gameMem, *newInput); frameAccumulator -= TargetDeltaTime; ++updateCount; } } // @TODO(final): Yield thread when we are running too fast double endWorkTime = fplGetTimeInSecondsHP(); double workDuration = endWorkTime - lastTime; // Render if(!config.noUpdateRenderSeparation) { float alpha = (float)frameAccumulator / (float)TargetDeltaTime; GameRender(gameMem, alpha); } RenderWithOpenGL(renderState); fplVideoFlip(); ++frameCount; // Timing double endTime = fplGetTimeInSecondsHP(); double frameDuration = endTime - lastTime; lastFrameTime = frameDuration; lastFramesPerSecond = 1.0f / frameDuration; if(!config.noUpdateRenderSeparation) { frameAccumulator += frameDuration; frameAccumulator = FPL_MIN(0.1, frameAccumulator); } lastTime = endTime; if(endTime >= (fpsTimerInSecs + 1.0)) { fpsTimerInSecs = endTime; #if 0 char charBuffer[256]; fplFormatAnsiString(charBuffer, FPL_ARRAYCOUNT(charBuffer), "Fps: %d, Ups: %d\n", frameCount, updateCount); OutputDebugStringA(charBuffer); #endif frameCount = 0; updateCount = 0; } // Swap input { Input *tmp = newInput; newInput = oldInput; oldInput = tmp; } } if(config.hideMouseCursor) { fplSetWindowCursorEnabled(true); } GameRelease(gameMem); } fplStopAudio(); AudioSystemShutdown(&audioSys); fmemFree(&gameMemoryBlock); fmemFree(&renderMemoryBlock); fglUnloadOpenGL(); fplPlatformRelease(); int result = wasError ? -1 : 0; return (result); } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 | extern void GameInput(GameMemory &gameMemory, const Input &input) { if(!input.isActive) { return; } GameState *state = gameMemory.game; FPL_ASSERT(state != nullptr); // As soon as any keyboard button press is detected, the defaultControllerIndex is set to 0 (Keyboard-Controller). // If a gamepad is plugged in the defaultControllerIndex is greater than 0 always. if(input.defaultControllerIndex != -1) { FPL_ASSERT(input.defaultControllerIndex < FPL_ARRAYCOUNT(input.controllers)); const Controller *controller = &input.controllers[input.defaultControllerIndex]; if(controller->isConnected) { switch(state->mode) { case GameMode::Play: { // Single player input Paddle &paddle = state->paddle.paddle; if(IsDown(controller->moveLeft)) { paddle.body->ApplyLinearImpulse(paddle.speed * b2Vec2(-1, 0), paddle.body->GetPosition(), true); } else if(IsDown(controller->moveRight)) { paddle.body->ApplyLinearImpulse(paddle.speed * b2Vec2(1, 0), paddle.body->GetPosition(), true); } if(WasPressed(controller->actionDown) && paddle.gluedBall != nullptr) { LaunchBall(*state); } } break; } } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 | Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Frame 224, Key button change[32] = 1 Was pressed[KB-ActionDown]: 1 / 1 = true Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 234, Key button change[32] = 0 Was pressed[KB-ActionDown]: 1 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false ... Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Frame 308, Key button change[32] = 1 Was pressed[KB-ActionDown]: 1 / 1 = true Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 338, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 340, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 342, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 344, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 346, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 348, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 350, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Frame 351, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 353, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 355, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 357, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 359, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 361, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 363, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 365, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 367, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 369, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 371, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 373, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 375, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 377, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 379, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 381, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 383, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 385, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 387, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 389, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Frame 390, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 392, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 394, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 396, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 398, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 400, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 402, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 404, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 406, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 408, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 410, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 412, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 414, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 416, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 418, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 420, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 422, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 424, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 426, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 428, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Frame 429, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 431, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 433, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 435, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Was pressed[KB-ActionDown]: 0 / 1 = false Frame 437, Key button press[32] = 2 Was pressed[KB-ActionDown]: 0 / 1 = false Frame 438, Key button change[32] = 0 Was pressed[KB-ActionDown]: 1 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false Was pressed[KB-ActionDown]: 0 / 0 = false |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 | // cl Y:\fpl\main.cpp -Fefpl.exe -nologo -Gm- -GR- -EHa- -Oi -fp:fast -WX -W4 -wd4100 -wd4189 -wd4201 -wd4204 -wd4505 -wd4996 -FC -Fm -Zi -Od -MTd -link -INCREMENTAL:NO -opt:ref -subsystem:windows -entry:mainCRTStartup user32.lib OpenGL32.lib GDI32.lib #include <stdint.h> #define FPL_IMPLEMENTATION #include "final_platform_layer.h" typedef uint32_t fpl_b32; struct Vec2f { float x, y; }; struct Vec2i { int x, y; }; Vec2i V2i( int x, int y ) { Vec2i result = { x, y }; return result; } struct ButtonState { const char *name; int halfTransitionCount; fpl_b32 endedDown; }; inline bool WasPressed(const ButtonState &state) { bool result = ((state.halfTransitionCount > 1) || ((state.halfTransitionCount == 1) && (state.endedDown))); if(state.name != nullptr) { fplDebugFormatOut("Was pressed[%s]: %d / %d = %s\n", state.name, state.halfTransitionCount, state.endedDown, (result ? "true" : "false")); } return(result); } inline bool IsDown(const ButtonState &state) { bool result = state.endedDown != 0; return(result); } struct Controller { bool isConnected; bool isAnalog; Vec2f analogMovement; union { struct { ButtonState moveUp; ButtonState moveDown; ButtonState moveLeft; ButtonState moveRight; ButtonState actionUp; ButtonState actionDown; ButtonState actionLeft; ButtonState actionRight; ButtonState actionBack; ButtonState actionStart; ButtonState debugToggle; ButtonState debugReload; }; ButtonState buttons[12]; }; }; struct Mouse { Vec2i pos; float wheelDelta; union { struct { ButtonState left; ButtonState middle; ButtonState right; }; ButtonState buttons[3]; }; }; struct Input { float deltaTime; float framesPerSeconds; union { struct { Controller keyboard; Controller gamepad[4]; }; Controller controllers[5]; }; Mouse mouse; Vec2i windowSize; int defaultControllerIndex; bool isActive; int frameIndex; }; static void UpdateKeyboardButtonState(ButtonState &newState, const fpl_b32 isDown) { FPL_ASSERT(newState.endedDown != isDown); newState.endedDown = isDown; ++newState.halfTransitionCount; } static void UpdateDigitalButtonState(const ButtonState &oldState, ButtonState &newState, const fpl_b32 isDown) { newState.endedDown = isDown; newState.halfTransitionCount = ((newState.endedDown == oldState.endedDown) ? 0 : 1); } static void UpdateDefaultController(Input *currentInput, int newIndex) { if(newIndex != -1) { currentInput->defaultControllerIndex = newIndex; } else { currentInput->defaultControllerIndex = -1; for(int i = FPL_ARRAYCOUNT(currentInput->controllers) - 1; i > 0; i--) { if(currentInput->controllers[i].isConnected) { currentInput->defaultControllerIndex = i; break; } } } } static void ProcessEvents(Input *currentInput, Input *prevInput, Vec2i &lastMousePos) { Controller *newKeyboardController = ¤tInput->keyboard; fplEvent event; while(fplPollEvent(&event)) { switch(event.type) { case fplEventType_Window: { #if 0 switch(event.window.type) { case fplWindowEventType_GotFocus: windowActiveType = GameWindowActiveType::GotFocus; break; case fplWindowEventType_Restored: windowActiveType = GameWindowActiveType::Restored; break; case fplWindowEventType_Maximized: windowActiveType = GameWindowActiveType::Maximized; break; case fplWindowEventType_LostFocus: windowActiveType = GameWindowActiveType::LostFocus; break; case fplWindowEventType_Minimized: windowActiveType = GameWindowActiveType::Minimized; break; } #endif } break; case fplEventType_Gamepad: { #if 0 // @TODO(final): For now we just use the device index, but later it should be "added" to the controllers array and remembered somehow uint32_t controllerIndex = 1 + event.gamepad.deviceIndex; FPL_ASSERT(controllerIndex < FPL_ARRAYCOUNT(currentInput->controllers)); Controller *newController = ¤tInput->controllers[controllerIndex]; Controller *oldController = &prevInput->controllers[controllerIndex]; switch(event.gamepad.type) { case fplGamepadEventType_Connected: { newController->isConnected = true; UpdateDefaultController(currentInput, controllerIndex); } break; case fplGamepadEventType_Disconnected: { newController->isConnected = false; UpdateDefaultController(currentInput, -1); } break; case fplGamepadEventType_StateChanged: { fplGamepadState &padstate = event.gamepad.state; assert(newController->isConnected); if(Abs(padstate.leftStickX) > 0.0f || Abs(padstate.leftStickY) > 0.0f) { newController->isAnalog = true; newController->analogMovement.x = padstate.leftStickX; newController->analogMovement.y = padstate.leftStickY; } else { newController->isAnalog = false; UpdateDigitalButtonState(oldController->moveDown, newController->moveDown, padstate.dpadDown.isDown != 0); UpdateDigitalButtonState(oldController->moveUp, newController->moveUp, padstate.dpadUp.isDown != 0); UpdateDigitalButtonState(oldController->moveLeft, newController->moveLeft, padstate.dpadLeft.isDown != 0); UpdateDigitalButtonState(oldController->moveRight, newController->moveRight, padstate.dpadRight.isDown != 0); } UpdateDigitalButtonState(oldController->actionDown, newController->actionDown, padstate.actionA.isDown != 0); UpdateDigitalButtonState(oldController->actionRight, newController->actionRight, padstate.actionB.isDown != 0); UpdateDigitalButtonState(oldController->actionLeft, newController->actionLeft, padstate.actionX.isDown != 0); UpdateDigitalButtonState(oldController->actionUp, newController->actionUp, padstate.actionY.isDown != 0); UpdateDigitalButtonState(oldController->actionBack, newController->actionBack, padstate.back.isDown != 0); UpdateDigitalButtonState(oldController->actionStart, newController->actionStart, padstate.start.isDown != 0); } break; } #endif } break; case fplEventType_Mouse: { switch(event.mouse.type) { case fplMouseEventType_Move: { currentInput->mouse.pos = lastMousePos = V2i(event.mouse.mouseX, event.mouse.mouseY); } break; case fplMouseEventType_Button: { bool isDown = event.mouse.buttonState >= fplButtonState_Press; if(event.mouse.mouseButton == fplMouseButtonType_Left) { UpdateKeyboardButtonState(currentInput->mouse.left, isDown); } else if(event.mouse.mouseButton == fplMouseButtonType_Right) { UpdateKeyboardButtonState(currentInput->mouse.right, isDown); } else if(event.mouse.mouseButton == fplMouseButtonType_Middle) { UpdateKeyboardButtonState(currentInput->mouse.middle, isDown); } } break; case fplMouseEventType_Wheel: { currentInput->mouse.wheelDelta = event.mouse.wheelDelta; } break; } } break; case fplEventType_Keyboard: { switch(event.keyboard.type) { case fplKeyboardEventType_Input: { } break; case fplKeyboardEventType_Button: { if(!newKeyboardController->isConnected) { newKeyboardController->isConnected = true; if(currentInput->defaultControllerIndex == -1) { UpdateDefaultController(currentInput, 0); } } bool isDown = event.keyboard.buttonState >= fplButtonState_Press; bool wasDown = event.keyboard.buttonState == fplButtonState_Release || event.keyboard.buttonState == fplButtonState_Repeat; if(isDown != wasDown) { fplDebugFormatOut("Frame %d, Key button change[%d] = %d\n", currentInput->frameIndex, event.keyboard.keyCode, event.keyboard.buttonState); switch(event.keyboard.mappedKey) { case fplKey_A: case fplKey_Left: UpdateKeyboardButtonState(newKeyboardController->moveLeft, isDown); break; case fplKey_D: case fplKey_Right: UpdateKeyboardButtonState(newKeyboardController->moveRight, isDown); break; case fplKey_W: case fplKey_Up: UpdateKeyboardButtonState(newKeyboardController->moveUp, isDown); break; case fplKey_S: case fplKey_Down: UpdateKeyboardButtonState(newKeyboardController->moveDown, isDown); break; case fplKey_Space: UpdateKeyboardButtonState(newKeyboardController->actionDown, isDown); break; case fplKey_F4: UpdateKeyboardButtonState(newKeyboardController->debugToggle, isDown); break; case fplKey_R: UpdateKeyboardButtonState(newKeyboardController->debugReload, isDown); break; #if 0 case fplKey_Return: UpdateKeyboardButtonState(newKeyboardController->actionStart, isDown); break; #endif case fplKey_Escape: UpdateKeyboardButtonState(newKeyboardController->actionBack, isDown); break; } } else { fplDebugFormatOut("Frame %d, Key button press[%d] = %d\n", currentInput->frameIndex, event.keyboard.keyCode, event.keyboard.buttonState); } if(wasDown) { if(event.keyboard.mappedKey == fplKey_F) { bool wasFullscreen = fplIsWindowFullscreen(); fplSetWindowFullscreen(!wasFullscreen, 0, 0, 0); } } } break; } } break; } } } #if 0 static uint32_t GameAudioPlayback(const fplAudioDeviceFormat *outFormat, const uint32_t frameCount, void *outputSamples, void *userData) { AudioSystem *audioSys = (AudioSystem *)userData; uint32_t result = AudioSystemWriteSamples(audioSys, outFormat, frameCount, (uint8_t *)outputSamples); return(result); } #endif int main( int argc, char** argv ) { fplSettings settings = fplMakeDefaultSettings(); settings.video.driver = fplVideoDriverType_OpenGL; settings.video.graphics.opengl.compabilityFlags = fplOpenGLCompabilityFlags_Legacy; settings.video.isVSync = true; fplCopyAnsiString( "test", settings.window.windowTitle, FPL_ARRAYCOUNT(settings.window.windowTitle)); if(!fplPlatformInit(fplInitFlags_All, &settings)) { return -1; } bool wasError = false; if(!wasError) { const double TargetDeltaTime = 1.0 / 60.0; Input inputs[2] = {}; Input *newInput = &inputs[0]; Input *oldInput = &inputs[1]; Vec2i lastMousePos = V2i(-1, -1); newInput->defaultControllerIndex = -1; uint32_t frameCount = 0; uint32_t updateCount = 0; double lastTime = fplGetTimeInSecondsHP(); double fpsTimerInSecs = fplGetTimeInSecondsHP(); double frameAccumulator = TargetDeltaTime; double lastFramesPerSecond = 0.0; double lastFrameTime = 0.0; int frameIndex = 0; while( fplWindowUpdate()) { // Window size fplWindowSize winArea; if(fplGetWindowArea(&winArea)) { newInput->windowSize.x = winArea.width; newInput->windowSize.y = winArea.height; } // Remember previous keyboard and mouse state Controller *oldKeyboardController = &oldInput->keyboard; Controller *newKeyboardController = &newInput->keyboard; *newKeyboardController = {}; newKeyboardController->isConnected = oldKeyboardController->isConnected; newKeyboardController->actionDown.name = "KB-ActionDown"; Mouse *newMouse = &newInput->mouse; Mouse *oldMouse = &oldInput->mouse; *newMouse = {}; for(uint32_t buttonIndex = 0; buttonIndex < FPL_ARRAYCOUNT(newMouse->buttons); ++buttonIndex) { newMouse->buttons[buttonIndex] = oldMouse->buttons[buttonIndex]; newMouse->buttons[buttonIndex].halfTransitionCount = 0; } newMouse->pos = lastMousePos; // Remember previous gamepad connected states for(uint32_t controllerIndex = 1; controllerIndex < FPL_ARRAYCOUNT(newInput->controllers); ++controllerIndex) { Controller *newGamepadController = &newInput->controllers[controllerIndex]; Controller *oldGamepadController = &oldInput->controllers[controllerIndex]; newGamepadController->isConnected = oldGamepadController->isConnected; newGamepadController->isAnalog = oldGamepadController->isAnalog; } for(uint32_t buttonIndex = 0; buttonIndex < FPL_ARRAYCOUNT(newKeyboardController->buttons); ++buttonIndex) { newKeyboardController->buttons[buttonIndex].endedDown = oldKeyboardController->buttons[buttonIndex].endedDown; } newInput->deltaTime = (float)TargetDeltaTime; newInput->framesPerSeconds = (float)lastFramesPerSecond; newInput->frameIndex = frameIndex++; // Events // newInput->frameIndex++; ProcessEvents(newInput, oldInput, lastMousePos); newInput->isActive = true; if ( WasPressed( newInput->keyboard.actionDown ) ) { } // Game Update // @TODO(final): Yield thread when we are running too fast double endWorkTime = fplGetTimeInSecondsHP(); double workDuration = endWorkTime - lastTime; // Render fplVideoFlip(); ++frameCount; // Timing double endTime = fplGetTimeInSecondsHP(); double frameDuration = endTime - lastTime; lastFrameTime = frameDuration; lastFramesPerSecond = 1.0f / frameDuration; lastTime = endTime; if(endTime >= (fpsTimerInSecs + 1.0)) { fpsTimerInSecs = endTime; #if 0 char charBuffer[256]; fplFormatAnsiString(charBuffer, FPL_ARRAYCOUNT(charBuffer), "Fps: %d, Ups: %d\n", frameCount, updateCount); OutputDebugStringA(charBuffer); #endif frameCount = 0; updateCount = 0; } // Swap input { Input *tmp = newInput; newInput = oldInput; oldInput = tmp; } } } fplStopAudio(); fplPlatformRelease(); int result = wasError ? -1 : 0; return (result); } |
1 | if(input.defaultControllerIndex != -1) { |
mrmixer
It seems that the defaultControllerIndex of the two input struct is not synced.
In GameInput:
1 if(input.defaultControllerIndex != -1) {
is false half the time.
1 | newInput->defaultControllerIndex = oldInput->defaultControllerIndex; |
1 | bool result = ((state.halfTransitionCount > 1) || ((state.halfTransitionCount == 1) && (state.endedDown))); |
1 | bool result = ((state.halfTransitionCount > 1) || ((state.halfTransitionCount == 1) && (!state.endedDown))); |