-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathinput.odin
More file actions
157 lines (137 loc) · 2.87 KB
/
Copy pathinput.odin
File metadata and controls
157 lines (137 loc) · 2.87 KB
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
package ruffian
import "core:fmt"
import rl "vendor:raylib"
// Game input commands directly affecting game state, maps to multiple keycodes
// Vim keys:
// y j u
// h l
// b k n
InputCommand :: enum {
None,
Up,
Down,
Left,
Right,
UpLeft,
UpRight,
DownLeft,
DownRight,
Neutral, // KP5
Accept,
Cancel,
OpenWield,
SelectOne,
SelectTwo,
SelectThree,
SelectFour,
SelectFive,
SelectSix,
SelectSeven,
SelectEight,
SelectNine,
SelectTen,
}
UI_STATE_TRIGGERS := bit_set[InputCommand] {
.SelectOne,
.SelectTwo,
.SelectThree,
.SelectFour,
.SelectFive,
.SelectSix,
.SelectSeven,
.SelectEight,
.SelectNine,
.SelectTen,
}
InputState :: enum {
Game,
UI_Interact,
}
input_state: InputState = .Game
// Keys we care about
keycodes := [?]rl.KeyboardKey{.KP_7, .KP_8, .KP_9, .KP_4, .KP_5, .KP_6, .KP_1, .KP_2, .KP_3, .TAB}
poll_input :: proc() -> rl.KeyboardKey {
for key in keycodes {
if rl.IsKeyPressed(key) || rl.IsKeyPressedRepeat(key) {
return key
}
}
return .KEY_NULL
}
handle_input :: proc() {
key := poll_input()
c: InputCommand
#partial switch key {
case .KEY_NULL:
return
case .KP_1:
c = .DownLeft
case .KP_2:
c = .Down
case .KP_3:
c = .DownRight
case .KP_4:
c = .Left
case .KP_5:
c = .Neutral
case .KP_6:
c = .Right
case .KP_7:
c = .UpLeft
case .KP_8:
c = .Up
case .KP_9:
c = .UpRight
case .ENTER, .KP_ENTER:
c = .Accept
case .ONE:
c = .SelectOne
case .TWO:
c = .SelectTwo
case .THREE:
c = .SelectThree
case .FOUR:
c = .SelectFour
case .FIVE:
c = .SelectFive
case .SIX:
c = .SelectSix
case .SEVEN:
c = .SelectSeven
case .EIGHT:
c = .SelectEight
case .NINE:
c = .SelectNine
case .ZERO:
c = .SelectTen
case .W:
c = .OpenWield
case:
return
}
run_command(c)
}
run_command :: proc(c: InputCommand) {
#partial switch c {
case .DownLeft:
game.player.next_action = ActionMove{Dirs[.SouthWest]}
case .Down:
game.player.next_action = ActionMove{Dirs[.South]}
case .DownRight:
game.player.next_action = ActionMove{Dirs[.SouthEast]}
case .Left:
game.player.next_action = ActionMove{Dirs[.West]}
case .Neutral:
game.player.next_action = ActionMove{{0, 0}}
case .Right:
game.player.next_action = ActionMove{Dirs[.East]}
case .UpLeft:
game.player.next_action = ActionMove{Dirs[.NorthWest]}
case .Up:
game.player.next_action = ActionMove{Dirs[.North]}
case .UpRight:
game.player.next_action = ActionMove{Dirs[.NorthEast]}
case:
return
}
}