Refactor input polling
This commit is contained in:
49
src/game.c
49
src/game.c
@@ -1,6 +1,7 @@
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#include <stdbool.h>
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#include <stdio.h>
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#include "SDL2/SDL.h"
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#include "SDL2/SDL_timer.h"
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#include "GL/glew.h"
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#include "SDL2/SDL_opengl.h"
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#include "game.h"
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@@ -31,55 +32,9 @@ GameState *Game_New()
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return gs;
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}
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static void HandleKeyDown(GameState *gs, SDL_KeyCode sym)
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{
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switch (sym)
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{
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case SDLK_ESCAPE:
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gs->running = false;
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break;
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case SDLK_BACKQUOTE:
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SDL_bool currentMode = SDL_GetRelativeMouseMode();
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SDL_SetRelativeMouseMode(currentMode == SDL_FALSE ? SDL_TRUE : SDL_FALSE);
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break;
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case SDLK_F11:
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{
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Uint32 windowFlags = SDL_GetWindowFlags(gs->window);
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if ((windowFlags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0) windowFlags = 0;
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else windowFlags = SDL_WINDOW_FULLSCREEN_DESKTOP;
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SDL_SetWindowFullscreen(gs->window, windowFlags);
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}
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break;
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}
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}
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static void HandleKeyUp(GameState *gs, SDL_KeyCode sym)
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{
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}
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void Game_Update(GameState *gs)
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{
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SDL_Event sdlEvent;
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while (SDL_PollEvent(&sdlEvent))
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{
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switch (sdlEvent.type)
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{
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case SDL_QUIT:
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printf("Event: SDL_QUIT\n");
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gs->running = false;
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break;
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case SDL_KEYDOWN:
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if (sdlEvent.key.repeat == 0)
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{
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HandleKeyDown(gs, sdlEvent.key.keysym.sym);
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}
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break;
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case SDL_KEYUP:
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HandleKeyUp(gs, sdlEvent.key.keysym.sym);
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break;
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}
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}
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SDL_Delay(100);
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}
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void Game_Destroy(GameState *gs)
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