From f3b7fcdef15e947ec9679e1ad4861197220c6fd2 Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Wed, 13 May 2026 05:43:22 -0400 Subject: [PATCH] Fix assumptions about keyboard/gamepad mappings by waiting for input from the default controller on startup --- src/akgltest.c | 153 +++++++++++++++++++++++++++++++++++-------------- 1 file changed, 111 insertions(+), 42 deletions(-) diff --git a/src/akgltest.c b/src/akgltest.c index 2ad1d82..92db972 100644 --- a/src/akgltest.c +++ b/src/akgltest.c @@ -18,6 +18,10 @@ #include #include +#define AKGLTEST_STATE_WAITFORINPUT 1 << 8 +#define AKGLTEST_STATE_LOADING 1 << 9 +#define AKGLTEST_STATE_RUNNING 1 << 10 + int numsprites = 8; char *spritepaths[] = { "assets/sprites/little_guy_walking_left.json", @@ -69,7 +73,6 @@ akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *e SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { - akgl_Control control; akgl_Actor *actorptr = NULL; *appstate = (void *)&game.state; PREPARE_ERROR(errctx); @@ -84,6 +87,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) CATCH(errctx, akgl_game_init()); CATCH(errctx, akgl_registry_load_properties("assets/properties.json")); CATCH(errctx, akgl_game_init_screen()); + CATCH(errctx, akgl_controller_list_keyboards()); for ( int i = 0; i < numsprites ; i++) { strcpy((char *)&dirnamebuf, spritepaths[i]); @@ -110,31 +114,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) strcpy((char *)&dirnamebuf, "assets/tilemap.tmj"); CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap)); - - CATCH(errctx, akgl_controller_default(0, "player", 0, 0)); - // set custom control maps */ - memset((void *)&control, 0x00, sizeof(akgl_Control)); - - // Breakpoint - control.key = SDLK_ESCAPE; - control.event_on = SDL_EVENT_KEY_DOWN; - control.handler_on = &user_breakpoint; - CATCH(errctx, akgl_controller_pushmap(0, &control)); - - // Toggle the music - control.key = SDLK_M; - control.event_on = SDL_EVENT_KEY_DOWN; - control.handler_on = &music_toggle; - CATCH(errctx, akgl_controller_pushmap(0, &control)); - - // Save the game - control.key = SDLK_S; - control.event_on = SDL_EVENT_KEY_DOWN; - control.handler_on = &savegame; - CATCH(errctx, akgl_controller_pushmap(0, &control)); - CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18)); + + AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT); } CLEANUP { } PROCESS(errctx) { @@ -146,6 +129,43 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) return SDL_APP_CONTINUE; } +akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event) +{ + akgl_Control control; + int kbid = 0; + int jsid = 0; + + PREPARE_ERROR(e); + + if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) { + jsid = event->gbutton.which; + } else if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) { + kbid = event->key.which; + } + + PASS(e, akgl_controller_default(0, "player", kbid, jsid)); + // set custom control maps */ + memset((void *)&control, 0x00, sizeof(akgl_Control)); + + // Breakpoint + control.key = SDLK_ESCAPE; + control.event_on = SDL_EVENT_KEY_DOWN; + control.handler_on = &user_breakpoint; + PASS(e, akgl_controller_pushmap(0, &control)); + + // Toggle the music + control.key = SDLK_M; + control.event_on = SDL_EVENT_KEY_DOWN; + control.handler_on = &music_toggle; + PASS(e, akgl_controller_pushmap(0, &control)); + + // Save the game + control.key = SDLK_S; + control.event_on = SDL_EVENT_KEY_DOWN; + control.handler_on = &savegame; + PASS(e, akgl_controller_pushmap(0, &control)); +} + SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { PREPARE_ERROR(errctx); @@ -154,7 +174,19 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer"); FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer"); - CATCH(errctx, akgl_controller_handle_event(appstate, event)); + if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || + event->type == SDL_EVENT_GAMEPAD_BUTTON_UP || + event->type == SDL_EVENT_KEY_DOWN || + event->type == SDL_EVENT_KEY_UP ) { + if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) { + // get the player's default keyboard or gamepad id from the event + CATCH(errctx, akgltest_controller_get_defaults(appstate, event)); + AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT); + AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING); + } else { + CATCH(errctx, akgl_controller_handle_event(appstate, event)); + } + } if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } @@ -164,10 +196,35 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) return SDL_APP_CONTINUE; /* carry on with the program! */ } -SDL_AppResult SDL_AppIterate(void *appstate) +akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void) +{ + + PREPARE_ERROR(errctx); + + akgl_game_updateFPS(); + + ATTEMPT { + PASS(errctx, akgl_text_rendertextat( + SDL_GetPointerProperty( + AKGL_REGISTRY_FONT, + "C64Pro", + NULL), + "PRESS ANY KEY OR JOYSTICK BUTTON", + (SDL_Color){255, 255, 255, 255}, + 0, + 40, + 120) + ); + } CLEANUP { + SDL_RenderPresent(renderer); + } PROCESS(errctx) { + } HANDLE_DEFAULT(errctx) { + } FINISH(errctx, true); + SUCCEED_RETURN(errctx); +} + +akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void) { - //SDL_FRect dest; - //b2Vec2 position; int i = 0; akgl_Iterator opflags; char fpsText[32]; @@ -180,23 +237,16 @@ SDL_AppResult SDL_AppIterate(void *appstate) AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_UPDATE); AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_RENDER); AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_LAYERMASK); - + for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) { opflags.layerid = i; - ATTEMPT { - CATCH(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i)); - SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags); - } CLEANUP { - } PROCESS(errctx) { - } HANDLE_DEFAULT(errctx) { - LOG_ERROR(errctx); - return SDL_APP_FAILURE; - } FINISH_NORETURN(errctx); + PASS(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i)); + SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags); } ATTEMPT { memset((char *)&fpsText, 0x00, 32); snprintf((char *)&fpsText, 31, "FPS : %d", game.fps); - CATCH(errctx, akgl_text_rendertextat( + PASS(errctx, akgl_text_rendertextat( SDL_GetPointerProperty( AKGL_REGISTRY_FONT, "C64Pro", @@ -211,10 +261,29 @@ SDL_AppResult SDL_AppIterate(void *appstate) SDL_RenderPresent(renderer); } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { - LOG_ERROR(errctx); - return SDL_APP_FAILURE; - } FINISH_NORETURN(errctx); + } FINISH(errctx, true); + SUCCEED_RETURN(errctx); +} +SDL_AppResult SDL_AppIterate(void *appstate) +{ + //SDL_FRect dest; + //b2Vec2 position; + + PREPARE_ERROR(e); + + ATTEMPT { + if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_RUNNING) ) { + CATCH(e, akgltest_iterate_running()); + } else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) { + CATCH(e, akgltest_iterate_waitforinput()); + } + } CLEANUP { + } PROCESS(e) { + } HANDLE_DEFAULT(e) { + LOG_ERROR(e); + return SDL_APP_FAILURE; + } FINISH_NORETURN(e); return SDL_APP_CONTINUE; }