Text Rendering

This commit is contained in:
Isuru Samarathunga
2025-10-20 23:39:54 +05:30
parent d4e93b047c
commit b10aacaee7
40 changed files with 1295 additions and 297 deletions

View File

@ -23,10 +23,18 @@ namespace ia::iae
BOOL InputManager::s_keys[256];
BOOL InputManager::s_prevKeys[256];
InputKey InputManager::s_axisInputs[4];
Vec2 InputManager::s_pointerPosition{};
Map<String, Handle> InputManager::s_actionNames;
Vector<Vector<InputKey>> InputManager::s_actions;
InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{};
BOOL InputManager::s_buttonA{};
BOOL InputManager::s_buttonB{};
BOOL InputManager::s_buttonC{};
BOOL InputManager::s_buttonD{};
INT16 InputManager::s_verticalAxis{};
INT16 InputManager::s_horizontalAxis{};
BOOL InputManager::s_onScreenGamePadEnabled{};
BOOL InputManager::s_keyboardGamePadEnabled{};
VOID InputManager::Initialize()
{
@ -60,12 +68,6 @@ namespace ia::iae
}
}
Vec2 InputManager::GetAxis()
{
return Vec2{IsKeyDown(s_axisInputs[3]) + IsKeyDown(s_axisInputs[2]) * -1,
IsKeyDown(s_axisInputs[1]) + IsKeyDown(s_axisInputs[0]) * -1};
}
VOID InputManager::SwitchModeToText()
{
SDL_StartTextInput(g_windowHandle);
@ -96,202 +98,232 @@ namespace ia::iae
return s_prevKeys[(UINT8) key] && !s_keys[(UINT8) key];
}
BOOL InputManager::IsActionDown(IN Handle action)
VOID InputManager::SetupOnScreenGamePad()
{
const auto &t = s_actions[action];
for (const auto &k : t)
if (IsKeyDown(k))
return true;
return false;
s_onScreenGamePadEnabled = true;
}
BOOL InputManager::WasActionPressed(IN Handle action)
VOID InputManager::SetupKeyboardGamePad(IN CONST KeyboardGamePadMapping &mapping)
{
const auto &t = s_actions[action];
for (const auto &k : t)
if (WasKeyPressed(k))
return true;
return false;
s_keyboardGamePadEnabled = true;
s_keyboardGamePadMapping = mapping;
}
BOOL InputManager::WasActionReleased(IN Handle action)
BOOL InputManager::GetButtonA()
{
const auto &t = s_actions[action];
for (const auto &k : t)
if (WasKeyReleased(k))
return true;
return false;
return s_buttonA;
}
BOOL InputManager::IsActionDown(IN CONST String &action)
BOOL InputManager::GetButtonB()
{
return IsActionDown(s_actionNames[action]);
return s_buttonB;
}
BOOL InputManager::WasActionPressed(IN CONST String &action)
BOOL InputManager::GetButtonC()
{
return WasActionPressed(s_actionNames[action]);
return s_buttonC;
}
BOOL InputManager::WasActionReleased(IN CONST String &action)
BOOL InputManager::GetButtonD()
{
return WasActionReleased(s_actionNames[action]);
return s_buttonD;
}
Handle InputManager::BindAction(IN CONST String &name, IN InputKey key)
INT16 InputManager::GetVerticalAxis()
{
s_actions.pushBack({key});
const auto handle = s_actions.size() - 1;
s_actionNames[name] = handle;
return handle;
return s_verticalAxis;
}
VOID InputManager::BindAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
INT16 InputManager::GetHorizontalAxis()
{
s_axisInputs[0] = upKey;
s_axisInputs[1] = downKey;
s_axisInputs[2] = leftKey;
s_axisInputs[3] = rightKey;
return s_horizontalAxis;
}
VOID InputManager::SetKey(IN InputKey key, IN BOOL state)
IVec2 InputManager::GetDirectionalInput()
{
s_keys[(UINT8) key] = state;
return IVec2{GetHorizontalAxis(), GetVerticalAxis()};
}
VOID InputManager::SetAxis(IN BOOL up, IN BOOL down, IN BOOL left, IN BOOL right)
VOID InputManager::SetButtonA(IN BOOL value)
{
s_keys[(UINT8) s_axisInputs[0]] = up;
s_keys[(UINT8) s_axisInputs[1]] = down;
s_keys[(UINT8) s_axisInputs[2]] = left;
s_keys[(UINT8) s_axisInputs[3]] = right;
s_buttonA = value;
}
VOID InputManager::SetAxisUp(IN BOOL v)
VOID InputManager::SetButtonB(IN BOOL value)
{
s_keys[(UINT8) s_axisInputs[0]] = v;
s_buttonB = value;
}
VOID InputManager::SetAxisDown(IN BOOL v)
VOID InputManager::SetButtonC(IN BOOL value)
{
s_keys[(UINT8) s_axisInputs[1]] = v;
s_buttonC = value;
}
VOID InputManager::SetAxisLeft(IN BOOL v)
VOID InputManager::SetButtonD(IN BOOL value)
{
s_keys[(UINT8) s_axisInputs[2]] = v;
s_buttonD = value;
}
VOID InputManager::SetAxisRight(IN BOOL v)
VOID InputManager::SetVerticalAxis(IN INT16 value)
{
s_keys[(UINT8) s_axisInputs[3]] = v;
s_verticalAxis = value;
}
VOID InputManager::SetHorizontalAxis(IN INT16 value)
{
s_horizontalAxis = value;
}
VOID InputManager::Draw()
{
if (s_onScreenGamePadEnabled)
{
//Engine::SetRenderState_Texture(0);
//Engine::SetRenderState_FlippedH(false);
//Engine::SetRenderState_FlippedV(false);
//Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
//Engine::SetRenderState_TextureOffset({0, 0});
//Engine::SetRenderState_CameraRelative(false);
//Engine::SetRenderState_Transform({300.0f, 500.0f},
// {100.0f, 100.0f},
// 0);
//Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0);
}
}
VOID InputManager::Update()
{
s_buttonA = false;
s_buttonB = false;
s_buttonC = false;
s_buttonD = false;
s_verticalAxis = 0;
s_horizontalAxis = 0;
if (s_onScreenGamePadEnabled)
{
}
if (s_keyboardGamePadEnabled)
{
s_buttonA |= IsKeyDown(s_keyboardGamePadMapping.ButtonA);
s_buttonB |= IsKeyDown(s_keyboardGamePadMapping.ButtonB);
s_buttonC |= IsKeyDown(s_keyboardGamePadMapping.ButtonC);
s_buttonD |= IsKeyDown(s_keyboardGamePadMapping.ButtonD);
s_verticalAxis +=
IsKeyDown(s_keyboardGamePadMapping.AxisDown) + IsKeyDown(s_keyboardGamePadMapping.AxisUp) * -1;
s_horizontalAxis +=
IsKeyDown(s_keyboardGamePadMapping.AxisRight) + IsKeyDown(s_keyboardGamePadMapping.AxisLeft) * -1;
}
}
} // namespace ia::iae
namespace ia::iae
{
Vec2 Engine::GetInputAxis()
{
return InputManager::GetAxis();
}
VOID Engine::SwitchInputModeToText()
VOID Engine::Input_SwitchModeToText()
{
InputManager::SwitchModeToText();
}
VOID Engine::SwitchInputModeToAction()
VOID Engine::Input_SwitchModeToAction()
{
InputManager::SwitchModeToAction();
}
Vec2 Engine::GetInputPointerPosition()
Vec2 Engine::Input_GetPointerPosition()
{
return InputManager::GetPointerPosition();
}
BOOL Engine::IsInputKeyDown(IN InputKey key)
BOOL Engine::Input_IsKeyDown(IN InputKey key)
{
return InputManager::IsKeyDown(key);
}
BOOL Engine::WasInputKeyPressed(IN InputKey key)
BOOL Engine::Input_WasKeyPressed(IN InputKey key)
{
return InputManager::WasKeyPressed(key);
}
BOOL Engine::WasInputKeyReleased(IN InputKey key)
BOOL Engine::Input_WasKeyReleased(IN InputKey key)
{
return InputManager::WasKeyReleased(key);
}
BOOL Engine::IsInputActionDown(IN Handle action)
VOID Engine::Input_SetupOnScreenGamePad()
{
return InputManager::IsActionDown(action);
InputManager::SetupOnScreenGamePad();
}
BOOL Engine::WasInputActionPressed(IN Handle action)
VOID Engine::Input_SetupKeyboardGamePad(IN InputKey axisLeft, IN InputKey axisRight, IN InputKey axisDown,
IN InputKey axisUp, IN InputKey buttonA, IN InputKey buttonB,
IN InputKey buttonC, IN InputKey buttonD)
{
return InputManager::WasActionPressed(action);
InputManager::SetupKeyboardGamePad({axisLeft, axisRight, axisDown, axisUp, buttonA, buttonB, buttonC, buttonD});
}
BOOL Engine::WasInputActionReleased(IN Handle action)
BOOL Engine::Input_GetButtonA()
{
return InputManager::WasActionReleased(action);
return InputManager::GetButtonA();
}
BOOL Engine::IsInputActionDown(IN CONST String &action)
BOOL Engine::Input_GetButtonB()
{
return InputManager::IsActionDown(action);
return InputManager::GetButtonB();
}
BOOL Engine::WasInputActionPressed(IN CONST String &action)
BOOL Engine::Input_GetButtonC()
{
return InputManager::WasActionPressed(action);
return InputManager::GetButtonC();
}
BOOL Engine::WasInputActionReleased(IN CONST String &action)
BOOL Engine::Input_GetButtonD()
{
return InputManager::WasActionReleased(action);
return InputManager::GetButtonD();
}
Handle Engine::BindInputAction(IN CONST String &name, IN InputKey key)
INT16 Engine::Input_GetVerticalAxis()
{
return InputManager::BindAction(name, key);
return InputManager::GetVerticalAxis();
}
VOID Engine::BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
INT16 Engine::Input_GetHorizontalAxis()
{
InputManager::BindAxis(upKey, downKey, leftKey, rightKey);
return InputManager::GetHorizontalAxis();
}
VOID Engine::SetKey(IN InputKey key, IN BOOL state)
IVec2 Engine::Input_GetDirectionalInput()
{
InputManager::SetKey(key, state);
return InputManager::GetDirectionalInput();
}
VOID Engine::SetAxis(IN BOOL up, IN BOOL down, IN BOOL left, IN BOOL right)
VOID Engine::Input_SetButtonA(IN BOOL value)
{
InputManager::SetAxis(up, down, left, right);
InputManager::SetButtonA(value);
}
VOID Engine::SetAxisUp(IN BOOL v)
VOID Engine::Input_SetButtonB(IN BOOL value)
{
InputManager::SetAxisUp(v);
InputManager::SetButtonB(value);
}
VOID Engine::SetAxisDown(IN BOOL v)
VOID Engine::Input_SetButtonC(IN BOOL value)
{
InputManager::SetAxisDown(v);
InputManager::SetButtonC(value);
}
VOID Engine::SetAxisLeft(IN BOOL v)
VOID Engine::Input_SetButtonD(IN BOOL value)
{
InputManager::SetAxisLeft(v);
InputManager::SetButtonD(value);
}
VOID Engine::SetAxisRight(IN BOOL v)
VOID Engine::Input_SetVerticalAxis(IN INT16 value)
{
InputManager::SetAxisRight(v);
InputManager::SetVerticalAxis(value);
}
VOID Engine::Input_SetHorizontalAxis(IN INT16 value)
{
InputManager::SetHorizontalAxis(value);
}
} // namespace ia::iae