Input Refactored

main
Jan 3 years ago
parent 2a9feb24e2
commit 82dcd5df35

@ -11,18 +11,18 @@
#include "../definitions.h" #include "../definitions.h"
#include "../MapObject/staticobjects.h" #include "../MapObject/staticobjects.h"
void DrawRect(Vector2 rectStart, Vector2 *mousePosition){ void DrawRect(Vector2 rectStart, Vector2 mousePosition){
float width = GetMousePosition().x - rectStart.x; float width = abs(mousePosition.x - rectStart.x);
float height = GetMousePosition().y - rectStart.y; float height = abs(mousePosition.y - rectStart.y);
rectStart = GetRectangle(rectStart, mousePosition);
rectStart = GetRectangle(rectStart); DrawRectangleLines(rectStart.x, rectStart.y, width, height, GREEN);
DrawRectangleLines(rectStart.x, rectStart.y, abs(width), abs(height), GREEN);
} }
Vector2 GetRectangle(Vector2 rectStart){ // RETURNS UPPER LEFT CORNER OF THE RECTANGLE USING CURRENT MOUSE POS
float width = GetMousePosition().x - rectStart.x; Vector2 GetRectangle(Vector2 rectStart, Vector2 mousePos){
float height = GetMousePosition().y - rectStart.y; float width = mousePos.x - rectStart.x;
float height = mousePos.y - rectStart.y;
if(width < 0 && height >= 0){ if(width < 0 && height >= 0){
width *= -1; width *= -1;
@ -41,178 +41,156 @@ Vector2 GetRectangle(Vector2 rectStart){
return rectStart; return rectStart;
} }
void mouseInput(Game *game){ static void SelectEntitiesInsideSelectionRect(Game *game){
// UNSELECTING EVERY ENTITY FIRST, IF NOT HOLDING SHIFT
Entity *current = game->entities->head;
if(!IsKeyDown(KEY_LEFT_SHIFT)){
while (current != 0){
current->selected = 0;
current = current->next;
}
}
InputHandler *inputHandler = game->inputHandler; Vector2 rect = GetRectangle(game->inputHandler->rectStart, game->inputHandler->cursorPos);
EntityList *entities = game->entities; float rectWidth = abs(GetMousePosition().x - game->inputHandler->rectStart.x);
Camera2D *camera = game->camera; float rectHeight = abs(GetMousePosition().y - game->inputHandler->rectStart.y);
IsometricMap *map = game->map;
Texture2D *texture = game->worker +4;
inputHandler->cursorPos.x = GetMousePosition().x; current = game->entities->head;
inputHandler->cursorPos.y = GetMousePosition().y; float deltaX;
float deltaY;
// THEN SELECTING ENTITIES
while (current != 0){
Vector2 currPos = {current->sprite->x + current->sprite->texture->width, current->sprite->y + current->sprite->texture->height/2};
IsometricMapUnproject(game->map, game->camera, currPos.x, currPos.y, current->sprite->z, &currPos);
deltaX = currPos.x - game->camera->target.x - (rect.x + game->camera->target.x);
deltaY = currPos.y - game->camera->target.y - (rect.y + game->camera->target.y);
// bissl Kamera Zoom if(deltaX > 0 && deltaX < rectWidth && deltaY > 0 && deltaY < rectHeight){
float maxZoom = 5.0f; current->selected = 1;
float minZoom = 0.2f;
if(IsKeyPressed(KEY_I)){
if(camera->zoom < maxZoom){
camera->zoom += 0.2f;
}
}
if(IsKeyPressed(KEY_K)){
if(camera->zoom > minZoom){
camera->zoom -= 0.2f;
} }
current = current->next;
} }
}
// Temp code for testing HOLZHACKERLEUTE, weil ich net versteh wie die iButtons hmmpf. früher bescheid wisse! void mouseInput(Game *game){
if(IsKeyPressed(KEY_G)){
//Baum
StaticObject *tree = StaticObjectInit(game, SO_PINETREE, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y);
StaticObjectListInsert(game->objects, tree);
SpriteListPrintForward(game->sprites);
}
if(IsKeyPressed(KEY_H)){ /* --- UPDATING INPUT VECTOR VARIABLES --- */
//Holzkacker
} game->inputHandler->cursorPos.x = GetMousePosition().x;
game->inputHandler->cursorPos.y = GetMousePosition().y;
// resetting last selected Tile to grass texture // resetting last selected Tile to grass texture
if(inputHandler->selectedLayer != -1){ IsometricMapChangeTextureIdOfTile(game->map, (int) game->inputHandler->cursorWorldTile.x, (int) game->inputHandler->cursorWorldTile.y, 0);
IsometricMapChangeTextureIdOfTile(map, (int) inputHandler->cursorWorldTile.x, (int) inputHandler->cursorWorldTile.y, 0);
}
// hardcoded layer amount
float tileWidthHalf = map->tileTextures[0].width / 2;
float tileHeightQuarter = map->tileTextures[0].height / 4;
int mouseAdjustmentX = -tileWidthHalf;
int mouseAdjustmentY = -tileHeightQuarter;
// Updating inputHandler->cursorWorldPos Vector2D // Updating cursorWorldPos
IsometricMapProject(map, camera, IsometricMapProject(game->map, game->camera,
(inputHandler->cursorPos.x / camera->zoom) + mouseAdjustmentX, (game->inputHandler->cursorPos.x / game->camera->zoom) - (game->map->textureWidth / 2),
(inputHandler->cursorPos.y / camera->zoom) + mouseAdjustmentY, (game->inputHandler->cursorPos.y / game->camera->zoom) - (game->map->textureHeight / 4),
&inputHandler->cursorWorldPos); &game->inputHandler->cursorWorldPos);
Tile *selectedTile = IsometricMapGetTileFromWorldCoordinates(game->map, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y); // Updating cursorWorldTile
Tile *currentlySelectedTile = IsometricMapGetTileFromWorldCoordinates(game->map, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y);
if(selectedTile != 0){ if(currentlySelectedTile != 0){
inputHandler->selectedLayer = 0; game->inputHandler->cursorWorldTile.x = currentlySelectedTile->x;
inputHandler->cursorWorldTile.x = selectedTile->x; game->inputHandler->cursorWorldTile.y = currentlySelectedTile->y;
inputHandler->cursorWorldTile.y = selectedTile->y; // setting the currently selected Tile to "selected" Texture
// setting currently selected tile to tower IsometricMapChangeTextureIdOfTile(game->map, (int) game->inputHandler->cursorWorldTile.x, (int) game->inputHandler->cursorWorldTile.y, 1);
IsometricMapChangeTextureIdOfTile(map, inputHandler->cursorWorldTile.x, inputHandler->cursorWorldTile.y, 1);
} }
if(game->mouseOnUI == 0){ /* --- CURSOR SPRITE --- */
if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
if(inputHandler->pressed == 0){
inputHandler->rectStart.x = GetMousePosition().x;
inputHandler->rectStart.y = GetMousePosition().y;
inputHandler->pressed = 1;
// Cursorsprite is changed to "down" if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
game->cursorSprite->texture = &game->textures->textures[TE_CURSOR][1]; game->cursorSprite->texture = &game->textures->textures[TE_CURSOR][1];
} }
} else if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
game->cursorSprite->texture = &game->textures->textures[TE_CURSOR][0];
} }
if(inputHandler->pressed){ /* --- SELECTION RECT --- */
DrawRect(inputHandler->rectStart, &(inputHandler->cursorPos));
}
// Creating new Selection Rect
if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
if(game->mouseOnUI == 0){ if(game->mouseOnUI == 0){
if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){ if(game->inputHandler->selectionRectActive == 0){
inputHandler->pressed = 0; game->inputHandler->rectStart.x = GetMousePosition().x;
// Cursorsprite is changed back to normal game->inputHandler->rectStart.y = GetMousePosition().y;
game->cursorSprite->texture = &game->textures->textures[TE_CURSOR][0]; game->inputHandler->selectionRectActive = 1;
float width = GetMousePosition().x - inputHandler->rectStart.x;
float height = GetMousePosition().y - inputHandler->rectStart.y;
// Add Sprite
if(abs(width) + abs(height) < 20){
int maxWidth = (game->map->width) * game->map->textureWidth;
int maxHeight = (game->map->height) * game->map->textureHeight;
if(inputHandler->cursorWorldPos.x < 0){ printf("OutOfBoundsDestination Spawn\n");}
else if(inputHandler->cursorWorldPos.y < 0){ printf("OutOfBoundsDestination Spawn\n");}
else if(inputHandler->cursorWorldPos.x > maxWidth){ printf("OutOfBoundsDestination Spawn\n");}
else if(inputHandler->cursorWorldPos.y > maxHeight){ printf("OutOfBoundsDestination Spawn\n");}
else {
//Sprite *newSprite = SpriteCreate(game->textures, TE_WORKER, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y);
//Entity *entity = EntityInit(newSprite, PR_BUILDER, game->textures);
//EntityListInsert(game->entities, entity);
//SpriteListInsert(game->sprites, newSprite);
//ListPrintForward(sprites);
//ListInsertSorted(sprites, SpriteCreate(game->textures, 1, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y));
}
} else{
// Berechnung, welche Sprites ausgewählt wurden
Vector2 rect = GetRectangle(inputHandler->rectStart);
width = abs(width);
height = abs(height);
float deltaX;
float deltaY;
Entity *current = game->entities->head;
while (current != 0){
Vector2 currPos = {current->sprite->x + current->sprite->texture->width, current->sprite->y + current->sprite->texture->height/2};
IsometricMapUnproject(map, camera, currPos.x, currPos.y, current->sprite->z, &currPos);
deltaX = currPos.x - camera->target.x - (rect.x + camera->target.x);
deltaY = currPos.y - camera->target.y - (rect.y + camera->target.y);
if(deltaX > 0 && deltaX < width && deltaY > 0 && deltaY < height){
current->selected = 1;
} }
else{
current->selected = 0;
} }
current = current->next;
} }
// Drawing Rect while selectionRectActive
if(game->inputHandler->selectionRectActive == 1){
DrawRect(game->inputHandler->rectStart, game->inputHandler->cursorPos);
} }
if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
game->inputHandler->selectionRectActive = 0;
SelectEntitiesInsideSelectionRect(game);
} }
/* --- SETTING DESTINATION FOR SELECTED ENTITIES --- */
if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)){ if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)){
float destX = game->inputHandler->cursorWorldPos.x;
float destY = game->inputHandler->cursorWorldPos.y;
int maxWidth = (game->map->width) * game->map->textureWidth;
int maxHeight = (game->map->height) * game->map->textureHeight;
if(destX < 0 || destY < 0 || destX > maxWidth || destY > maxHeight){
printf("OutOfBoundsDestination\n");
}
else{
Entity *current = game->entities->head; Entity *current = game->entities->head;
while (current != 0){ while (current != 0){
if(current->selected){ if(current->selected){
current->hasDestination = 1; current->hasDestination = 1;
float destX = inputHandler->cursorWorldPos.x;
float destY = inputHandler->cursorWorldPos.y;
int maxWidth = (game->map->width-1) * game->map->textureWidth;
int maxHeight = (game->map->height-1) * game->map->textureHeight;
if(destX < 0){ printf("OutOfBoundsDestination\n"); goto skip; }
if(destY < 0){ printf("OutOfBoundsDestination\n"); goto skip; }
if(destX > maxWidth){ printf("OutOfBoundsDestination\n"); goto skip; }
if(destY > maxHeight){ printf("OutOfBoundsDestination\n"); goto skip; }
current->destX = destX; current->destX = destX;
current->destY = destY; current->destY = destY;
} }
current = current->next;
skip: current = current->next;
} }
} }
} }
} }
void keyboardInput(InputHandler *inputHandler, Camera2D *camera){ void keyboardInput(Game *game){
// Kamera Movement
float camSpeed = 1000.0f; float camSpeed = 1000.0f;
if(IsKeyDown(KEY_W)){ if(IsKeyDown(KEY_W)){
(*camera).target.y -= camSpeed * GetFrameTime(); game->camera->target.y -= camSpeed * GetFrameTime();
} }
if(IsKeyDown(KEY_S)){ if(IsKeyDown(KEY_S)){
(*camera).target.y += camSpeed * GetFrameTime(); game->camera->target.y += camSpeed * GetFrameTime();
} }
if(IsKeyDown(KEY_D)){ if(IsKeyDown(KEY_D)){
(*camera).target.x += camSpeed * GetFrameTime(); game->camera->target.x += camSpeed * GetFrameTime();
} }
if(IsKeyDown(KEY_A)){ if(IsKeyDown(KEY_A)){
(*camera).target.x -= camSpeed * GetFrameTime(); game->camera->target.x -= camSpeed * GetFrameTime();
}
// bissl Kamera Zoom
float maxZoom = 5.0f;
float minZoom = 0.2f;
if(IsKeyPressed(KEY_I)){
if(game->camera->zoom < maxZoom){
game->camera->zoom += 0.2f;
}
}
if(IsKeyPressed(KEY_K)){
if(game->camera->zoom > minZoom){
game->camera->zoom -= 0.2f;
}
}
// Temp code for testing HOLZHACKERLEUTE, weil ich net versteh wie die iButtons hmmpf. früher bescheid wisse!
if(IsKeyPressed(KEY_G)){
//Baum
StaticObject *tree = StaticObjectInit(game, SO_PINETREE, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y);
StaticObjectListInsert(game->objects, tree);
SpriteListPrintForward(game->sprites);
}
if(IsKeyPressed(KEY_H)){
//Holzkacker
printf("Hmmmpf... Hier sollte jetzt ein HolzKacker stehen!!\n");
} }
} }

@ -6,20 +6,19 @@
#include "../game.h" #include "../game.h"
typedef struct InputHandler{ typedef struct InputHandler{
int pressed; Vector2 rectStart; // hmm
Vector2 rectStart; Vector2 cursorPos; // position of cursor on Screen
Vector2 cursorPos; Vector2 cursorWorldPos; // position of cursor in World
Vector2 cursorWorldPos; Vector2 cursorWorldTile; // Selected Tile
Vector2 cursorWorldTile; int selectionRectActive; //0: not active | 1: active
int selectedLayer;
} InputHandler; } InputHandler;
void mouseInput(Game *game); void mouseInput(Game *game);
void keyboardInput(InputHandler *inputHandler, Camera2D *camera); void keyboardInput(Game *game);
void DrawRect(Vector2 rectStart, Vector2 *mousePosition); void DrawRect(Vector2 rectStart, Vector2 mousePosition);
Vector2 GetRectangle(Vector2 rectStart); Vector2 GetRectangle(Vector2 rectStart, Vector2 mousePos);
#endif #endif

@ -20,8 +20,7 @@ void DebugDraw(Game *game){
sprintf(strings[lineamount++], "MouseWorldY: %d", (int)game->inputHandler->cursorWorldPos.y); sprintf(strings[lineamount++], "MouseWorldY: %d", (int)game->inputHandler->cursorWorldPos.y);
sprintf(strings[lineamount++], "WorldTile: %d", (int)game->inputHandler->cursorWorldTile.x); sprintf(strings[lineamount++], "WorldTile: %d", (int)game->inputHandler->cursorWorldTile.x);
sprintf(strings[lineamount++], "WorldTile: %d", (int)game->inputHandler->cursorWorldTile.y); sprintf(strings[lineamount++], "WorldTile: %d", (int)game->inputHandler->cursorWorldTile.y);
sprintf(strings[lineamount++], "Selected Layer: %d", game->inputHandler->selectedLayer); sprintf(strings[lineamount++], "DEPTH: %d", (int)(game->inputHandler->cursorWorldPos.x + game->inputHandler->cursorWorldPos.y));
sprintf(strings[lineamount++], "DEPTH: %d", (int)(game->inputHandler->cursorWorldPos.x + game->inputHandler->cursorWorldPos.y + game->inputHandler->selectedLayer));
sprintf(strings[lineamount++], "Camera Zoom: %f", game->camera->zoom); sprintf(strings[lineamount++], "Camera Zoom: %f", game->camera->zoom);
sprintf(strings[lineamount++], "Sprite Amount: %d", game->sprites->spriteAmount); sprintf(strings[lineamount++], "Sprite Amount: %d", game->sprites->spriteAmount);

@ -23,7 +23,16 @@ void OnClickStartButton(Game *game, Button *button){
game->screen = SCREEN_GAME; game->screen = SCREEN_GAME;
} }
// RETURNS 1 IF COORDS INSIDE MAP
static int InsideMapBounds(Vector2 coords, IsometricMap *map){
int maxWidth = map->width * map->textureWidth;
int maxHeight = map->height * map->textureHeight;
if(coords.x < 0 || coords.y < 0 || coords.x > maxWidth || coords.y > maxHeight){
printf("OutOfBoundsDestination Spawn\n");
return 0;
}
return 1;
}
// Hier sollte eine Bedingung stehen die nur in einem Frame true sein kann // Hier sollte eine Bedingung stehen die nur in einem Frame true sein kann
// Oder das selectable wird abgewählt indem seine ID auf default zurückgesetzt wird // Oder das selectable wird abgewählt indem seine ID auf default zurückgesetzt wird
@ -34,6 +43,12 @@ void OnSelectedSelectable(Game *game, Selectable *selectable){
} }
void OnSelectedSpawnBuilding(Game *game, Selectable *selectable){ void OnSelectedSpawnBuilding(Game *game, Selectable *selectable){
if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->mouseOnUI == 0){ if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->mouseOnUI == 0){
// Can only be spawned inside map bounds
if(InsideMapBounds(game->inputHandler->cursorWorldPos, game->map) == 0){
return;
}
Building *newObject = BuildingInit(game, BU_HOUSE, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y); Building *newObject = BuildingInit(game, BU_HOUSE, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y);
BuildingListInsert(game->buildings, newObject); BuildingListInsert(game->buildings, newObject);
@ -42,6 +57,13 @@ void OnSelectedSpawnBuilding(Game *game, Selectable *selectable){
} }
void OnSelectedSpawnWorker(Game *game, Selectable *selectable){ void OnSelectedSpawnWorker(Game *game, Selectable *selectable){
if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->mouseOnUI == 0){ if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->mouseOnUI == 0){
// Can only be spawned inside map bounds
if(InsideMapBounds(game->inputHandler->cursorWorldPos, game->map) == 0){
return;
}
Sprite *newSprite = SpriteCreate(game->textures, TE_WORKER, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y); Sprite *newSprite = SpriteCreate(game->textures, TE_WORKER, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y);
Entity *entity = EntityInit(newSprite, PR_BUILDER, game->textures); Entity *entity = EntityInit(newSprite, PR_BUILDER, game->textures);
EntityListInsert(game->entities, entity); EntityListInsert(game->entities, entity);
@ -50,3 +72,4 @@ void OnSelectedSpawnWorker(Game *game, Selectable *selectable){
selectable->state = SELECTABLE_STATE_DEFAULT; selectable->state = SELECTABLE_STATE_DEFAULT;
} }
} }

@ -20,7 +20,6 @@ Game *GameInit()
game->cursorSprite = SpriteCreate(game->textures, TE_CURSOR, 450, 225); game->cursorSprite = SpriteCreate(game->textures, TE_CURSOR, 450, 225);
game->inputHandler = malloc(sizeof(InputHandler)); game->inputHandler = malloc(sizeof(InputHandler));
game->inputHandler->pressed = 0;
game->inputHandler->rectStart.x = 0; game->inputHandler->rectStart.x = 0;
game->inputHandler->rectStart.y = 0; game->inputHandler->rectStart.y = 0;
game->inputHandler->cursorPos.x = 0; game->inputHandler->cursorPos.x = 0;
@ -29,7 +28,6 @@ Game *GameInit()
game->inputHandler->cursorWorldPos.y = 0; game->inputHandler->cursorWorldPos.y = 0;
game->inputHandler->cursorWorldTile.x = 0; game->inputHandler->cursorWorldTile.x = 0;
game->inputHandler->cursorWorldTile.y = 0; game->inputHandler->cursorWorldTile.y = 0;
game->inputHandler->selectedLayer = -1;
game->screen = SCREEN_MAINMENU; game->screen = SCREEN_MAINMENU;
game->mouseOnUI = 0; game->mouseOnUI = 0;

@ -54,8 +54,10 @@ int main(){
return 0; return 0;
case SCREEN_GAME: case SCREEN_GAME:
// Updating Entities // Updating Entities
EntityListActAllEntities(game); EntityListActAllEntities(game);
// Drawing IsometricMap // Drawing IsometricMap
BeginMode2D(*(game->camera)); // Sorgt dafür, dass die Kameraposition beachtet wird BeginMode2D(*(game->camera)); // Sorgt dafür, dass die Kameraposition beachtet wird
IsometricMapDraw(game); IsometricMapDraw(game);
@ -65,7 +67,7 @@ int main(){
// User Input Handling // User Input Handling
mouseInput(game); mouseInput(game);
keyboardInput(game->inputHandler, game->camera); keyboardInput(game);
if(IsKeyPressed(KEY_P)){ if(IsKeyPressed(KEY_P)){

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