the whole game

This commit is contained in:
Kolyah35
2026-03-02 22:04:18 +03:00
parent 816e9060b4
commit f0617a5d22
2069 changed files with 581500 additions and 0 deletions

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#include "Controller.h"
static int _abs(int x) { return x>=0? x:-x; }
static float _abs(float x) { return x>=0? x:-x; }
/*static*/ float Controller::stickValuesX[NUM_STICKS] = {0};
/*static*/ float Controller::stickValuesY[NUM_STICKS] = {0};
/*static*/ bool Controller::isTouchedValues[NUM_STICKS] = {0};
bool Controller::isTouched( int stickIndex )
{
if (!isValidStick(stickIndex)) return false;
return isTouchedValues[stickIndex-1];
}
void Controller::feed( int stickIndex, int state, float dx, float dy )
{
if (!isValidStick(stickIndex)) return;
if (NUM_STICKS == 2)
stickIndex = dx<0? 1 : 2;
isTouchedValues[stickIndex-1] = (state != STATE_RELEASE);
// @note: Since I don't know where to put the Xperia Play specific
// calculations, I put them here! (normally I would probably have
// some kind of (XperiaPlay)ControllerReader but it doesn't make much
// more sense as long as we cant figure out (in code) whether or not
// we actually use an Xperia -> hardcode it here (Note#2, we CAN figure
// figure this out, at least by JNI/java-call but we arent doing it)
static float offsets[3] = {0, 0.64f, -0.64f};
dx = linearTransform(dx + offsets[stickIndex], 0, 2.78f, true);
stickValuesX[stickIndex-1] = dx;
stickValuesY[stickIndex-1] = dy;
}
float Controller::getX( int stickIndex )
{
if (!isValidStick(stickIndex)) return 0;
return stickValuesX[stickIndex-1];
}
float Controller::getY( int stickIndex )
{
if (!isValidStick(stickIndex)) return 0;
return stickValuesY[stickIndex-1];
}
float Controller::getTransformedX( int stickIndex, float deadZone, float scale/*=1.0f*/, bool limit1/*=false*/ )
{
if (!isValidStick(stickIndex)) return 0;
return linearTransform(stickValuesX[stickIndex-1], deadZone, scale, limit1);
}
float Controller::getTransformedY( int stickIndex, float deadZone, float scale/*=1.0f*/, bool limit1/*=false*/ )
{
if (!isValidStick(stickIndex)) return 0;
return linearTransform(stickValuesY[stickIndex-1], deadZone, scale, limit1);
}
float Controller::linearTransform( float value, float deadZone, float scale/*=1.0f*/, bool limit1/*=false*/ )
{
float deadSigned = value >= 0? deadZone : -deadZone;
if (_abs(deadSigned) >= _abs(value)) return 0;
float ret = (value - deadSigned) * scale;
if (limit1 && _abs(ret) > 1) ret = ret>0.0f? 1.0f : -1.0f;
return ret;
}
/*static*/
bool Controller::isValidStick(int stick) {
return stick > 0 && stick <= NUM_STICKS;
}

33
src/platform/input/Controller.h Executable file
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#ifndef CONTROLLER_H__
#define CONTROLLER_H__
#include "../log.h"
class Controller
{
public:
static const int NUM_STICKS = 2;
static const int STATE_TOUCH = 1;
static const int STATE_RELEASE = 0;
static const int STATE_MOVE =-1;
static bool isTouched(int stickIndex);
static void feed(int stickIndex, int state, float dx, float dy);
static float getX(int stickIndex);
static float getY(int stickIndex);
static float getTransformedX(int stickIndex, float deadZone, float scale=1.0f, bool limit1=false);
static float getTransformedY(int stickIndex, float deadZone, float scale=1.0f, bool limit1=false);
private:
static bool isValidStick(int stick);
static float linearTransform(float value, float deadZone, float scale=1.0f, bool limit1=false);
static float stickValuesX[NUM_STICKS];
static float stickValuesY[NUM_STICKS];
static bool isTouchedValues[NUM_STICKS];
};
#endif /*CONTROLLER_H__*/

20
src/platform/input/Keyboard.cpp Executable file
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#include "Keyboard.h"
/*
const int KeyboardAction::KEYUP = 0;
const int KeyboardAction::KEYDOWN = 1;
*/
int
Keyboard::_states[256] = {0};
std::vector<KeyboardAction>
Keyboard::_inputs;
std::vector<char>
Keyboard::_inputText;
int
Keyboard::_index = -1;
int
Keyboard::_textIndex = -1;

137
src/platform/input/Keyboard.h Executable file
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#ifndef KEYBOARD_H__
#define KEYBOARD_H__
#include <vector>
/** A keyboard action; key-down or key-up */
class KeyboardAction
{
public:
static const int KEYUP = 0;
static const int KEYDOWN = 1;
KeyboardAction(unsigned char keyCode, int state) {
this->key = keyCode;
this->state = state;
}
int state;
unsigned char key;
};
/* Iterators */
typedef std::vector<KeyboardAction> KeyboardActionVec;
typedef KeyboardActionVec::iterator KeyboardActionIt;
typedef KeyboardActionVec::const_iterator KeyboardActionCIt;
/** A static keyboard class, written to resemble the one in lwjgl somewhat */
class Keyboard
{
public:
static const int KEY_A = 65;
static const int KEY_B = 66;
static const int KEY_C = 67;
static const int KEY_D = 68;
static const int KEY_E = 69;
static const int KEY_F = 70;
static const int KEY_G = 71;
static const int KEY_H = 72;
static const int KEY_I = 73;
static const int KEY_J = 74;
static const int KEY_K = 75;
static const int KEY_L = 76;
static const int KEY_M = 77;
static const int KEY_N = 78;
static const int KEY_O = 79;
static const int KEY_P = 80;
static const int KEY_Q = 81;
static const int KEY_R = 82;
static const int KEY_S = 83;
static const int KEY_T = 84;
static const int KEY_U = 85;
static const int KEY_V = 86;
static const int KEY_W = 87;
static const int KEY_X = 88;
static const int KEY_Y = 89;
static const int KEY_Z = 90;
static const int KEY_BACKSPACE = 8;
static const int KEY_RETURN = 13;
static const int KEY_F1 = 112;
static const int KEY_F2 = 113;
static const int KEY_F3 = 114;
static const int KEY_F4 = 115;
static const int KEY_F5 = 116;
static const int KEY_F6 = 117;
static const int KEY_F7 = 118;
static const int KEY_F8 = 119;
static const int KEY_F9 = 120;
static const int KEY_F10 = 121;
static const int KEY_F11 = 122;
static const int KEY_F12 = 123;
static const int KEY_ESCAPE = 27;
static const int KEY_SPACE = 32;
static const int KEY_LSHIFT = 10;
static bool isKeyDown(int keyCode) {
return _states[keyCode] == KeyboardAction::KEYDOWN;
}
static void reset() {
_inputs.clear();
_inputText.clear();
_index = -1;
_textIndex = -1;
}
static void feed(unsigned char keyCode, int state) {
_inputs.push_back(KeyboardAction(keyCode, state));
_states[keyCode] = state;
}
static void feedText(char character) {
_inputText.push_back(character);
}
static bool next() {
if (_index + 1 >= (int)_inputs.size())
return false;
++_index;
return true;
}
static bool nextTextChar() {
if(_textIndex + 1 >= (int)_inputText.size())
return false;
++_textIndex;
return true;
}
static void rewind() {
_index = -1;
_textIndex = -1;
}
static int getEventKey() {
return _inputs[_index].key;
}
static int getEventKeyState() {
return _inputs[_index].state;
}
static char getChar() {
return _inputText[_textIndex];
}
private:
static int _index;
static int _textIndex;
static int _states[256];
static std::vector<KeyboardAction> _inputs;
static std::vector<char> _inputText;
static bool _inited;
};
#endif//KEYBOARD_H__

169
src/platform/input/Mouse.cpp Executable file
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#include "Mouse.h"
//
// MouseAction
//
MouseAction::MouseAction(char actionButtonId, char buttonData, short x, short y, char pointerId)
{
this->action = actionButtonId;
this->data = buttonData;
this->x = x;
this->y = y;
this->dx = this->dy = 0;
this->pointerId = pointerId;
}
MouseAction::MouseAction(char actionButtonId, char buttonData, short x, short y, short dx, short dy, char pointerId)
{
this->action = actionButtonId;
this->data = buttonData;
this->x = x;
this->y = y;
this->dx = dx;
this->dy = dy;
this->pointerId = pointerId;
}
bool MouseAction::isButton() const
{
return action == ACTION_LEFT || action == ACTION_RIGHT;
}
//
// MouseDevice
//
MouseDevice::MouseDevice()
: _index(-1),
_x(0), _xOld(0),
_y(0), _yOld(0),
_dx(DELTA_NOTSET), _dy(DELTA_NOTSET),
_firstMovementType(0)
{
for (int i = 0; i < MAX_NUM_BUTTONS; ++i)
_buttonStates[i] = 0;
}
void MouseDevice::reset() {
_index = -1;
_inputs.clear();
_buttonStates[MouseAction::ACTION_WHEEL] = 0;
}
char MouseDevice::getButtonState(int buttonId) {
if (buttonId < MouseAction::ACTION_LEFT || buttonId > MouseAction::ACTION_WHEEL)
return 0;
return _buttonStates[buttonId];
}
bool MouseDevice::isButtonDown(int buttonId) {
return getButtonState(buttonId) != 0;
}
/// Was the current movement the first movement after mouse down?
bool MouseDevice::wasFirstMovement() {
return _firstMovementType == 1;
}
short MouseDevice::getX() { return _x; }
short MouseDevice::getY() { return _y; }
short MouseDevice::getDX() { return (DELTA_NOTSET != _dx)? _dx : _x - _xOld; }
short MouseDevice::getDY() { return (DELTA_NOTSET != _dy)? _dy : _y - _yOld; }
void MouseDevice::reset2() {
_xOld = _x;
_yOld = _y;
_dx = _dy = DELTA_NOTSET;
}
bool MouseDevice::next() {
if (_index + 1 >= (int)_inputs.size())
return false;
++_index;
return true;
}
void MouseDevice::rewind() {
_index = -1;
}
bool MouseDevice::getEventButtonState() {
return _inputs[_index].data == MouseAction::DATA_DOWN;
}
char MouseDevice::getEventButton() {
return _inputs[_index].action;
}
const MouseAction& MouseDevice::getEvent() { return _inputs[_index]; }
void MouseDevice::feed(char actionButtonId, char buttonData, short x, short y) {
feed(actionButtonId, buttonData, x, y, 0, 0);
}
void MouseDevice::feed(char actionButtonId, char buttonData, short x, short y, short dx, short dy) {
_inputs.push_back(MouseAction(actionButtonId, buttonData, x, y, dx, dy, 0));
if (actionButtonId != MouseAction::ACTION_MOVE) {
_buttonStates[actionButtonId] = buttonData;
if (actionButtonId == MouseAction::ACTION_LEFT)
_firstMovementType = -1;
} else {
if (_dx == DELTA_NOTSET) {
_dx = _dy = 0;
}
_dx += dx;
_dy += dy;
if (_firstMovementType == -1)
_firstMovementType = 1;
else
_firstMovementType = 0;
}
_xOld = _x;
_yOld = _y;
_x = x;
_y = y;
}
//
// Mouse - static class wrapping a MouseDevice
//
void Mouse::reset() { _instance.reset(); }
char Mouse::getButtonState(int buttonId) { return _instance.getButtonState(buttonId); }
bool Mouse::isButtonDown(int buttonId) { return _instance.isButtonDown(buttonId); }
short Mouse::getX() { return _instance.getX(); }
short Mouse::getY() { return _instance.getY(); }
short Mouse::getDX() { return _instance.getDX(); }
short Mouse::getDY() { return _instance.getDY(); }
void Mouse::reset2() { _instance.reset2(); }
bool Mouse::next() { return _instance.next(); }
void Mouse::rewind() { _instance.rewind(); }
bool Mouse::getEventButtonState() { return _instance.getEventButtonState(); }
char Mouse::getEventButton() { return _instance.getEventButton(); }
const MouseAction& Mouse::getEvent() { return _instance.getEvent(); }
void Mouse::feed(char actionButtonId, char buttonData, short x, short y) {
feed(actionButtonId, buttonData, x, y, 0, 0);
}
void Mouse::feed(char actionButtonId, char buttonData, short x, short y, short dx, short dy) {
//LOGI("Mouse::feed: %d, %d, xy: %d, %d\n", actionButtonId, buttonData, x, y);
return _instance.feed(actionButtonId, buttonData, x, y, dx, dy);
}
MouseDevice Mouse::_instance;

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src/platform/input/Mouse.h Executable file
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#ifndef MOUSE_H__
#define MOUSE_H__
#include <vector>
#include "../log.h"
/** A mouse action such as a button press, release or mouse movement */
class MouseAction
{
public:
static const char ACTION_MOVE = 0;
static const char ACTION_LEFT = 1;
static const char ACTION_RIGHT = 2;
static const char ACTION_WHEEL = 3;
static const char DATA_UP = 0;
static const char DATA_DOWN = 1;
MouseAction(char actionButtonId, char buttonData, short x, short y, char pointerId);
MouseAction(char actionButtonId, char buttonData, short x, short y, short dx, short dy, char pointerId);
bool isButton() const;
short x, y;
short dx, dy;
char action;
char data;
char pointerId;
};
/* Iterators */
typedef std::vector<MouseAction> MouseActionVec;
typedef MouseActionVec::iterator MouseActionIt;
typedef MouseActionVec::const_iterator MouseActionCIt;
class MouseDevice
{
public:
static const int MAX_NUM_BUTTONS = 4;
MouseDevice();
char getButtonState(int buttonId);
bool isButtonDown(int buttonId);
/// Was the current movement the first movement after mouse down?
bool wasFirstMovement();
short getX();
short getY();
short getDX();
short getDY();
void reset();
void reset2();
bool next();
void rewind();
bool getEventButtonState();
char getEventButton();
const MouseAction& getEvent();
void feed(char actionButtonId, char buttonData, short x, short y);
void feed(char actionButtonId, char buttonData, short x, short y, short dx, short dy);
private:
int _index;
short _x, _y;
short _dx, _dy;
short _xOld, _yOld;
char _buttonStates[MAX_NUM_BUTTONS];
std::vector<MouseAction> _inputs;
int _firstMovementType;
static const int DELTA_NOTSET = -9999;
};
/** A static mouse class, written to resemble the one in lwjgl somewhat
UPDATE: which is very silly, since it doesn't support multi touch... */
class Mouse
{
public:
static char getButtonState(int buttonId);
static bool isButtonDown(int buttonId);
static short getX();
static short getY();
static short getDX();
static short getDY();
static void reset();
static void reset2();
static bool next();
static void rewind();
static bool getEventButtonState();
static char getEventButton();
static const MouseAction& getEvent();
static void feed(char actionButtonId, char buttonData, short x, short y);
static void feed(char actionButtonId, char buttonData, short x, short y, short dx, short dy);
private:
static MouseDevice _instance;
};
#endif//MOUSE_H__

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#include "Multitouch.h"
int
Multitouch::_index = -1,
Multitouch::_activePointerCount = 0,
Multitouch::_activePointerList[Multitouch::MAX_POINTERS] = {-1},
Multitouch::_activePointerThisUpdateCount = 0,
Multitouch::_activePointerThisUpdateList[Multitouch::MAX_POINTERS] = {-1};
bool
Multitouch::_wasPressed[Multitouch::MAX_POINTERS] = {false},
Multitouch::_wasReleased[Multitouch::MAX_POINTERS] = {false},
Multitouch::_wasPressedThisUpdate[Multitouch::MAX_POINTERS] = {false},
Multitouch::_wasReleasedThisUpdate[Multitouch::MAX_POINTERS] = {false};
TouchPointer
Multitouch::_pointers[Multitouch::MAX_POINTERS];
std::vector<MouseAction>
Multitouch::_inputs;

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src/platform/input/Multitouch.h Executable file
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#ifndef MULTITOUCH_H__
#define MULTITOUCH_H__
#include "Mouse.h"
#include "../log.h"
typedef MouseDevice TouchPointer;
class Multitouch
{
public:
static const int MAX_POINTERS = 12;
static bool isPointerDown(int pointerId) {
return g(pointerId).isButtonDown(1);
}
// Returns the first activeExtended (down OR released) pointer id
static int getFirstActivePointerIdEx() {
for (int i = 0; i < MAX_POINTERS; ++i)
if (_pointers[i].isButtonDown(1)) return i;
for (int i = 0; i < MAX_POINTERS; ++i)
if (_wasReleased[i]) return i;
return -1;
}
// Returns the first activeExtended (down OR released) pointer id
// Compared to getFirstActivePointerIdEx, this method keeps the state the
// tick/render loop, while the former keeps it for a tick.
static int getFirstActivePointerIdExThisUpdate() {
for (int i = 0; i < MAX_POINTERS; ++i)
if (_pointers[i].isButtonDown(1)) return i;
for (int i = 0; i < MAX_POINTERS; ++i)
if (_wasReleasedThisUpdate[i]) return i;
return -1;
}
// Get a list of all active (i.e. marked as touched/down) pointer ids
static int getActivePointerIds(const int** const ids) {
*ids = _activePointerList;
return _activePointerCount;
}
// Get a list of all active (i.e. marked as touched/down) pointer ids
static int getActivePointerIdsThisUpdate(const int** const ids) {
*ids = _activePointerThisUpdateList;
return _activePointerThisUpdateCount;
}
// Called when no more events will be pushed this update
static void commit() {
_activePointerCount = 0;
_activePointerThisUpdateCount = 0;
for (int i = 0; i < MAX_POINTERS; ++i) {
bool isDown = _pointers[i].isButtonDown(1);
if (isDown) {
_activePointerList[_activePointerCount++] = i;
_activePointerThisUpdateList[_activePointerThisUpdateCount++] = i;
} else if (_wasReleased[i]) {
_activePointerThisUpdateList[_activePointerThisUpdateCount++] = i;
}
}
}
static short getX(int pointerId) { return g(pointerId).getX(); }
static short getY(int pointerId) { return g(pointerId).getY(); }
static short getDX(int pointerId) { return g(pointerId).getDX(); }
static short getDY(int pointerId) { return g(pointerId).getDY(); }
static bool wasFirstMovement(int pointerId) { return g(pointerId).wasFirstMovement(); }
static bool isPressed(int pointerId) {
return _wasPressed[_clampPointerId(pointerId)];
}
static bool isReleased(int pointerId) {
return _wasReleased[_clampPointerId(pointerId)];
}
static bool isPressedThisUpdate(int pointerId) {
return _wasPressedThisUpdate[_clampPointerId(pointerId)];
}
static bool isReleasedThisUpdate(int pointerId) {
return _wasReleasedThisUpdate[_clampPointerId(pointerId)];
}
static void reset() {
//LOGI("mtouch is reset\n");
_inputs.clear();
_index = -1;
for (int i = 0; i < MAX_POINTERS; ++i) {
g(i).reset();
_wasPressed[i] = false;
_wasReleased[i] = false;
}
}
static void resetThisUpdate() {
for (int i = 0; i < MAX_POINTERS; ++i) {
_wasPressedThisUpdate[i] = false;
_wasReleasedThisUpdate[i] = false;
}
}
static bool next() {
if (_index + 1 >= (int)_inputs.size())
return false;
++_index;
return true;
}
static void rewind() {
_index = -1;
}
static MouseAction& getEvent() {
return _inputs[_index];
}
static void feed(char actionButtonId, char buttonData, short x, short y, char pointerId) {
pointerId = _clampPointerId(pointerId);
_inputs.push_back(MouseAction(actionButtonId, buttonData, x, y, pointerId));
g(pointerId).feed(actionButtonId, buttonData, x, y);
if (actionButtonId > 0) {
if (buttonData == MouseAction::DATA_DOWN) {
_wasPressed[pointerId] = true;
_wasPressedThisUpdate[pointerId] = true;
//LOGI("isPressed %d %d\n", pointerId, isPressed(pointerId));
}
else if (buttonData == MouseAction::DATA_UP) {
_wasReleased[pointerId] = true;
_wasReleasedThisUpdate[pointerId] = true;
//LOGI("isReleased %d %d\n", pointerId, isReleased(pointerId));
}
}
}
static int getMaxPointers() {
return MAX_POINTERS;
}
private:
static TouchPointer& g(int pointerId) {
return _pointers[_clampPointerId(pointerId)];
}
static int _clampPointerId(int p) {
if (p < 0) return p;
if (p >= MAX_POINTERS) return MAX_POINTERS-1;
return p;
}
// Between calls to reset()
static bool _wasPressed[MAX_POINTERS];
static bool _wasReleased[MAX_POINTERS];
// Between calls to resetThisUpdate()
static bool _wasPressedThisUpdate[MAX_POINTERS];
static bool _wasReleasedThisUpdate[MAX_POINTERS];
static TouchPointer _pointers[MAX_POINTERS];
static std::vector<MouseAction> _inputs;
static int _activePointerList[MAX_POINTERS];
static int _activePointerCount;
static int _activePointerThisUpdateList[MAX_POINTERS];
static int _activePointerThisUpdateCount;
static int _index;
};
#endif /*MULTITOUCH_H__*/