Entity system & malloc initialization fixes
This commit is contained in:
parent
07b5a8df79
commit
abb9eb569f
4
.clangd
4
.clangd
@ -1,9 +1,9 @@
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If:
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PathMatch: [.*\.h, .*\.c]
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CompileFlags:
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Add: [-xc, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
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Add: [-xc, -Wall, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
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---
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If:
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PathMatch: [.*\.hpp, .*\.cpp]
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CompileFlags:
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Add: [-xc++, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
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Add: [-xc++, -Wall, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
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4
App.c
4
App.c
@ -1,5 +1,6 @@
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#include "App.h"
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#include "Entity.h"
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#include "Input.h"
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#include "Physics_Component.h"
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#include "Player_Component.h"
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@ -12,12 +13,14 @@ App *app_NewApp() {
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app->input = input_NewSystem(app);
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app->physics = physics_NewSystem(app);
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app->player = player_NewSystem(app);
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app->entity = entity_NewSystem(app);
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return app;
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}
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void app_DeleteApp(App *app) {
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input_DeleteSystem(app->input);
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entity_DeleteSystem(app->entity);
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physics_DeleteSystem(app->physics);
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player_DeleteSystem(app->player);
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@ -29,4 +32,5 @@ void app_Advance(App *app, Duration deltaTime) {
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input_Advance(app->input);
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player_Advance(app->player, deltaTime);
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physics_Advance(app->physics, deltaTime);
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entity_Advance(app->entity, deltaTime);
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}
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1
App.h
1
App.h
@ -11,6 +11,7 @@ typedef struct _App {
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System_Physics *physics;
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System_Player *player;
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System_Input *input;
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System_Entity *entity;
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} App;
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App *app_NewApp();
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7
App_Render.cpp
Normal file
7
App_Render.cpp
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@ -0,0 +1,7 @@
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#include "App.h"
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#include <graphics.h>
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void app_Render() {
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}
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112
Entity.c
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112
Entity.c
Normal file
@ -0,0 +1,112 @@
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#include "Entity.h"
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#include "App.h"
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#include "Physics_Component.h"
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#include "util/assert.h"
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#include "util/tree.h"
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#include "util/vector.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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System_Entity *entity_NewSystem(App *super) {
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System_Entity *sys = malloc(sizeof(System_Entity));
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sys->entities = tree_Create(sizeof(Entity));
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sys->maxID = 0;
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sys->super = super;
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sys->flaggedDelete = vector_Create(sizeof(uintptr_t));
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return sys;
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}
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void entity_DeleteSystem(System_Entity *sys) {
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for (tree_Node *i = tree_FirstNode(sys->entities);
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i != NULL;
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i = tree_Node_Next(i)) {
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Entity *e = (Entity *)(i->data);
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physics_DeleteEntity(sys->super->physics, e->id);
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player_DeleteEntity(sys->super->player, e->id);
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if (e->position)
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free(e->position);
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if (e->hitbox)
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free(e->hitbox);
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if (e->player)
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free(e->player);
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if (e->name)
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free(e->name);
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}
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tree_Destroy(sys->entities);
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vector_Destroy(sys->flaggedDelete);
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}
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Entity *entity_Create(System_Entity *sys, const char *name) {
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uintptr_t id = ++sys->maxID;
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bool added = false;
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Entity *e = (Entity *)(tree_Insert(sys->entities, id, &added));
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ASSERT(added && "entity ID conflict in entity_Create");
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memset(e, 0, sizeof(Entity));
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e->id = id;
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size_t len;
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if (name && (len = strlen(name)) > 0) {
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e->name = malloc(len + 1);
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memcpy(e->name, name, len + 1);
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}
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return e;
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}
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static inline void _entity_Delete(System_Entity *sys, uintptr_t id) {
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tree_Node *node = tree_FindNode(sys->entities, id);
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if (!node) {
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fprintf(stderr, "[entity_Delete][WARN] Missing entity ID [%d]\n", id);
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return;
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}
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Entity *e = (Entity *)(node->data);
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fprintf(stderr, "[entity_Delete] Deleting \"%s\"[%d]\n", e->name, e->id);
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physics_DeleteEntity(sys->super->physics, e->id);
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player_DeleteEntity(sys->super->player, e->id);
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if (e->position)
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free(e->position);
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if (e->hitbox)
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free(e->hitbox);
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if (e->player)
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free(e->player);
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if (e->name)
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free(e->name);
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tree_Delete(sys->entities, node);
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}
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void entity_Delete(System_Entity *sys, uintptr_t id) {
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vector_Push(sys->flaggedDelete, &id);
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}
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void entity_Advance(System_Entity *sys, Duration deltaTime) {
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// Delete flagged entities
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for (int i = 0; i < vector_Size(sys->flaggedDelete); i++) {
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_entity_Delete(sys, *(uintptr_t *)(vector_At(sys->flaggedDelete, i)));
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}
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for (tree_Node *i = tree_FirstNode(sys->entities);
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i != NULL;
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i = tree_Node_Next(i)) {
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Entity *e = (Entity *)(i->data);
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if (e->thinker)
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e->thinker(e, deltaTime);
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}
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}
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31
Entity.h
31
Entity.h
@ -1,7 +1,9 @@
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#pragma once
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#include <stdint.h>
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#include "Types.h"
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#include "util/vector.h"
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#include "util/tree.h"
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#include "Physics_Component.h"
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#include "Player_Component.h"
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@ -11,17 +13,44 @@ extern "C" {
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#endif
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typedef struct _Entity Entity;
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typedef void (*entity_Thinker)(Entity *e, Duration deltaTime); // The Thinker function type assigned to Entities
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// Entity.
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typedef struct _Entity {
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uintptr_t id;
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char *name;
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char *name; // Allocated on the stack & copied
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Component_Position *position;
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Component_Hitbox *hitbox;
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Component_Player *player;
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entity_Thinker thinker; // Called by System_Entity each frame if not NULL.
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void *thinkerData; // Data managed by the Thinker, if exists.
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} Entity;
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typedef struct _App App;
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// Entity manager.
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typedef struct {
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App *super;
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tree_Tree *entities; // Contains Entity objects on the nodes
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uintptr_t maxID;
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vector_Vector *flaggedDelete;
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} System_Entity;
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System_Entity *entity_NewSystem(App *super);
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void entity_DeleteSystem(System_Entity *sys);
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Entity *entity_Create(System_Entity *sys, const char *name);
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void entity_Delete(System_Entity *sys, uintptr_t id);
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void entity_Advance(System_Entity *sys, Duration deltaTime);
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#ifdef __cplusplus
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}
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#endif
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2
Input.c
2
Input.c
@ -19,7 +19,9 @@ void input_SetDefaultKeymap(System_Input *sys) {
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System_Input *input_NewSystem(App *super) {
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System_Input *sys = malloc(sizeof(System_Input));
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memset(sys, 0, sizeof(System_Input));
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sys->super = super;
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input_SetDefaultKeymap(sys);
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return sys;
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}
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6
Input.h
6
Input.h
@ -36,10 +36,10 @@ const char *input_KeyNames[input_Key_Count] = {
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// States a key might in
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typedef enum {
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Pressed,
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JustPressed,
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Released,
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JustReleased
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JustReleased,
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Pressed,
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JustPressed
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} input_KeyState;
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static inline bool input_IsPressed(input_KeyState state) { return state == Pressed || state == JustPressed; }
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@ -30,7 +30,6 @@ System_Physics *physics_NewSystem(App *super) {
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sys->pos = tree_Create(sizeof(uintptr_t));
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sys->hit = tree_Create(sizeof(uintptr_t));
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sys->flaggedDelete = vector_Create(sizeof(uintptr_t));
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return sys;
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}
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@ -38,7 +37,6 @@ System_Physics *physics_NewSystem(App *super) {
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void physics_DeleteSystem(System_Physics *sys) {
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tree_Destroy(sys->pos);
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tree_Destroy(sys->hit);
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vector_Destroy(sys->flaggedDelete);
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}
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@ -52,7 +50,13 @@ void physics_AddEntity(System_Physics *sys, Entity *e) {
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}
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void physics_DeleteEntity(System_Physics *sys, uintptr_t id) {
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vector_Push(sys->flaggedDelete, &id);
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tree_Node *n;
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n = tree_FindNode(sys->pos, id);
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if (n)
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tree_Delete(sys->pos, n);
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n = tree_FindNode(sys->hit, id);
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if (n)
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tree_Delete(sys->hit, n);
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}
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@ -82,20 +86,6 @@ static inline void _physics_AdvanceEntity(System_Physics *sys, Entity *e, Durati
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void physics_Advance(System_Physics *sys, Duration deltaTime) {
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// Delete flagged entities
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while (vector_Size(sys->flaggedDelete)) {
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uintptr_t id;
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vector_Pop(sys->flaggedDelete, &id);
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tree_Node *n;
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n = tree_FindNode(sys->pos, id);
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if (n)
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tree_Delete(sys->pos, n);
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n = tree_FindNode(sys->hit, id);
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if (n)
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tree_Delete(sys->hit, n);
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}
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for (tree_Node *i = tree_FirstNode(sys->pos);
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i != NULL;
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i = tree_Node_Next(i)) {
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@ -54,7 +54,6 @@ typedef struct {
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App *super;
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// Every Position & Hitbox components
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tree_Tree *pos, *hit;
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vector_Vector *flaggedDelete;
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} System_Physics;
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// Returns an empty physics system.
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