Implement actions with the new input system
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82e8cfdbe1
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@ -1,19 +1,19 @@
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const Self = @This();
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//const SDL = @import("sdl2");
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const input = @import("input.zig");
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activate: bool = false,
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holding: bool = false,
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//scancode: SDL.Scancode, // SDL Keycode
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input: input.Input,
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callback: *const anyopaque, // MUST be a function with void return
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pub fn init(scancode: i1, callback: *const anyopaque) Self {
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_ = scancode;
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pub fn init(tmp_input: input.Input, callback: *const anyopaque) Self {
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return Self{
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//.scancode = scancode,
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.input = tmp_input,
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.callback = callback,
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};
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}
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pub fn call(self: Self, state: anytype) void {
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@call(.auto, @as(*const fn (@TypeOf(state)) void, @ptrCast(self.callback)), .{state});
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}
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15
src/Game.zig
15
src/Game.zig
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@ -6,6 +6,7 @@ const Bag = @import("Game/Bag.zig");
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const Timer = @import("Timer.zig");
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const State = @import("flow.zig").State;
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const Action = @import("Action.zig");
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const input = @import("input.zig");
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const Renderer = @import("Game/Renderer.zig");
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const movement = @import("Game/movement.zig");
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@ -36,13 +37,13 @@ piece: Piece,
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shadow: Piece,
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action_list: ActionList = .{
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.right = Action.init(0, actionRight), // Right
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.left = Action.init(0, actionLeft), // Left
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.down = Action.init(0, actionDown), // Down
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.hard = Action.init(0, actionHard), // Instant Drop
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.swap = Action.init(0, actionSwap), // Swap Piece
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.rot_r = Action.init(0, actionRotR), // Rotate
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.rot_l = Action.init(0, actionRotL), // Rotate
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.right = Action.init(input.menu_left, actionRight), // Right
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.left = Action.init(input.menu_left, actionLeft), // Left
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.down = Action.init(input.menu_left, actionDown), // Down
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.hard = Action.init(input.menu_left, actionHard), // Instant Drop
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.swap = Action.init(input.menu_left, actionSwap), // Swap Piece
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.rot_r = Action.init(input.menu_left, actionRotR), // Rotate
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.rot_l = Action.init(input.menu_left, actionRotL), // Rotate
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},
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timer_down: Timer,
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@ -9,6 +9,8 @@ const Renderer = @import("MainMenu/Renderer.zig");
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const State = @import("flow.zig").State;
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const Action = @import("Action.zig");
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const input = @import("input.zig");
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const Self = @This();
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const ActionList = struct {
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@ -20,11 +22,11 @@ const ActionList = struct {
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};
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action_list: ActionList = .{
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.right = Action.init(0, actionTabRight), // Tab Right
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.left = Action.init(0, actionTabLeft), // Tab left
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.down = Action.init(0, actionSelDown), // Go down
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.up = Action.init(0, actionSelUp), // Go up
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.select = Action.init(0, actionSelect), // Select
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.right = Action.init(input.menu_right, actionTabRight), // Tab Right
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.left = Action.init(input.menu_left, actionTabLeft), // Tab left
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.down = Action.init(input.menu_down, actionSelDown), // Go down
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.up = Action.init(input.menu_up, actionSelUp), // Go up
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.select = Action.init(input.menu_accept, actionSelect), // Select
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},
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tab_list: [3]MenuTab = .{
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@ -39,8 +41,9 @@ tab_list: [3]MenuTab = .{
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MenuTab.init("Online", .{ 105, 179, 86 }, &.{
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MenuSelection.init("Play", play),
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MenuSelection.init("Print", print),
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MenuSelection.init("Print", print),
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MenuSelection.init("Print", print),
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// FIXME: Crashes upon trying to render them
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//MenuSelection.init("Print", print),
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//MenuSelection.init("Print", print),
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}),
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},
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@ -101,25 +104,27 @@ pub fn tick(self: *Self) State {
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//const sel = self.getSel();
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//const tab = self.getTab();
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//var key_state = SDL.getKeyboardState();
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// const action_fields = std.meta.fields(ActionList);
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// inline for (action_fields) |field| {
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// const action = &@field(self.action_list, field.name);
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// if (key_state.isPressed(action.*.scancode) and !action.*.holding) {
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// action.*.holding = true;
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// action.*.activate = true;
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// }
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// if (!key_state.isPressed(action.*.scancode)) {
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// action.*.holding = false;
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// }
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const action_fields = std.meta.fields(ActionList);
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inline for (action_fields) |field| {
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// REVIEW: Is this necessary?
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const action = &@field(self.action_list, field.name);
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if (action.input.isDown() and !action.*.holding) {
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action.*.holding = true;
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action.*.activate = true;
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}
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if (!action.input.isDown()) {
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action.*.holding = false;
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}
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// Action
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if (action.*.activate) {
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action.*.activate = false;
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action.*.call(self);
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}
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}
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// // Action
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// if (action.*.activate) {
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// action.*.activate = false;
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// action.*.call(self);
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// }
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// }
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//std.debug.print(
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//\\Tab: {s}
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//\\Selection: {s}
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@ -104,7 +104,7 @@ fn renderMenu(self: Self, x: i32, y: i32, tab: MenuTab, sel: usize, a: u8, selec
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// White background
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self.renderer.setColor(.{ 255, 255, 255, a });
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self.renderer.fillRectangleEx(x, y, width, height, skew);
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//_ = sel;
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if (selected) {
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// Set color if selected
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self.renderer.setColor(.{ tab.color[0], tab.color[1], tab.color[2], a });
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@ -29,8 +29,6 @@ pub fn init() !Self {
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}
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pub fn render(self: *Self) void {
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//_ = self;
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rl.endDrawing();
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rl.beginDrawing();
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@ -1,6 +1,6 @@
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const rl = @import("raylib.zig");
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const Input = struct {
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pub const Input = struct {
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name: []const u8,
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code: i32,
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default: i32,
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