WIP converting to separate states. Don't think I want this.
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@@ -16,37 +16,37 @@ ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist");
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
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SDL_Log("Processing dpad down : state %d", player->state);
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_DOWN);
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SDL_Log("Processing dpad down : state %d", player->logicstate);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_DOWN);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_DOWN);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_DOWN);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ) {
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SDL_Log("Processing dpad up");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_UP);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_UP);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_UP);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_UP);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ) {
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SDL_Log("Processing dpad left");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_LEFT);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_LEFT);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_LEFT);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_LEFT);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
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SDL_Log("Processing dpad right");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_RIGHT);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_RIGHT);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_RIGHT);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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}
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SUCCEED_RETURN(errctx);
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}
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@@ -64,24 +64,24 @@ ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
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SDL_Log("processing down release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_DOWN);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_DOWN);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP) {
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SDL_Log("processing up release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_UP);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_UP);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
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SDL_Log("processing right release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_RIGHT);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) {
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SDL_Log("processing left release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_LEFT);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_LEFT);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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}
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SUCCEED_RETURN(errctx);
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}
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