Fix assumptions about keyboard/gamepad mappings by waiting for input from the default controller on startup

This commit is contained in:
2026-05-13 05:43:22 -04:00
parent 974bf08f6b
commit f3b7fcdef1

View File

@@ -18,6 +18,10 @@
#include <akgl/registry.h> #include <akgl/registry.h>
#include <akgl/text.h> #include <akgl/text.h>
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
#define AKGLTEST_STATE_LOADING 1 << 9
#define AKGLTEST_STATE_RUNNING 1 << 10
int numsprites = 8; int numsprites = 8;
char *spritepaths[] = { char *spritepaths[] = {
"assets/sprites/little_guy_walking_left.json", "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[]) SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{ {
akgl_Control control;
akgl_Actor *actorptr = NULL; akgl_Actor *actorptr = NULL;
*appstate = (void *)&game.state; *appstate = (void *)&game.state;
PREPARE_ERROR(errctx); 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_game_init());
CATCH(errctx, akgl_registry_load_properties("assets/properties.json")); CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
CATCH(errctx, akgl_game_init_screen()); CATCH(errctx, akgl_game_init_screen());
CATCH(errctx, akgl_controller_list_keyboards());
for ( int i = 0; i < numsprites ; i++) { for ( int i = 0; i < numsprites ; i++) {
strcpy((char *)&dirnamebuf, spritepaths[i]); strcpy((char *)&dirnamebuf, spritepaths[i]);
@@ -111,31 +115,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
strcpy((char *)&dirnamebuf, "assets/tilemap.tmj"); strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap)); 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)); CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) { } HANDLE_DEFAULT(errctx) {
@@ -146,6 +129,43 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_CONTINUE; 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) SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); 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, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event 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) { if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ 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! */ 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; int i = 0;
akgl_Iterator opflags; akgl_Iterator opflags;
char fpsText[32]; char fpsText[32];
@@ -183,20 +240,13 @@ SDL_AppResult SDL_AppIterate(void *appstate)
for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) { for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
opflags.layerid = i; opflags.layerid = i;
ATTEMPT { PASS(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i));
CATCH(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i)); SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
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);
} }
ATTEMPT { ATTEMPT {
memset((char *)&fpsText, 0x00, 32); memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps); snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
CATCH(errctx, akgl_text_rendertextat( PASS(errctx, akgl_text_rendertextat(
SDL_GetPointerProperty( SDL_GetPointerProperty(
AKGL_REGISTRY_FONT, AKGL_REGISTRY_FONT,
"C64Pro", "C64Pro",
@@ -211,10 +261,29 @@ SDL_AppResult SDL_AppIterate(void *appstate)
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) { } HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx); } FINISH(errctx, true);
return SDL_APP_FAILURE; SUCCEED_RETURN(errctx);
} FINISH_NORETURN(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; return SDL_APP_CONTINUE;
} }