Add delayed key repeat
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@ -360,25 +360,51 @@ enum ReadKeyType
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readkeytype_count,
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};
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INTERNAL b32 getKeyStatus(KeyState key, enum ReadKeyType readType)
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#define KEY_DELAY_NONE 0.0f
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INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
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f32 delayInterval, f32 dt)
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{
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if (!key->endedDown) return FALSE;
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switch(readType)
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{
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case readkeytype_oneShot:
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{
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if (key.endedDown &&
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(key.newHalfTransitionCount > key.oldHalfTransitionCount))
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if (key->newHalfTransitionCount > key->oldHalfTransitionCount)
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return TRUE;
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break;
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}
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case readkeytype_repeat:
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case readkeytype_delayedRepeat:
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{
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if (key.endedDown) return TRUE;
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if (key->newHalfTransitionCount > key->oldHalfTransitionCount)
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{
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if (readType == readkeytype_delayedRepeat)
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{
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// TODO(doyle): Let user set arbitrary delay after initial input
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key->delayInterval = 2 * delayInterval;
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}
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else
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{
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key->delayInterval = delayInterval;
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}
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return TRUE;
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}
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else if (key->delayInterval <= 0.0f)
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{
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key->delayInterval = delayInterval;
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return TRUE;
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}
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else
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{
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key->delayInterval -= dt;
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}
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break;
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}
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case readkeytype_delayedRepeat:
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default:
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// TODO(doyle): Add delayed repeat of keys
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DEBUG_LOG("getKeyStatus() error: Invalid ReadKeyType enum");
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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@ -407,7 +433,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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v2 ddPos = V2(0, 0);
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KeyState *keys = state->input.keys;
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for (i32 i = 0; i < keycode_count; i++)
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for (enum KeyCode i = 0; i < keycode_count; i++)
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{
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KeyState *currKey = &keys[i];
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if (currKey->newHalfTransitionCount > currKey->oldHalfTransitionCount)
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@ -415,43 +441,50 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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i32 numTransitions = currKey->newHalfTransitionCount -
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currKey->oldHalfTransitionCount;
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if ((numTransitions & 1) == 1)
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if (!IS_EVEN(numTransitions))
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{
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currKey->endedDown = ~currKey->endedDown;
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}
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// TODO(doyle): Multi press within frame override UI input parsing
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if ((i >= keycode_A && i <= keycode_Z) ||
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(i >= keycode_a && i <= keycode_z))
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}
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// Parse ui input
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// TODO(doyle): Multi press within frame overrides UI input parsing
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if ((i >= keycode_A && i <= keycode_Z) ||
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(i >= keycode_a && i <= keycode_z))
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{
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if (getKeyStatus(currKey, readkeytype_repeat, 0.15f, dt))
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{
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if (getKeyStatus(*currKey, readkeytype_oneShot))
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{
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state->uiState.keyChar = i;
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}
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state->uiState.keyChar = i;
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}
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}
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}
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if (hero->stats->busyDuration <= 0)
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{
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if (getKeyStatus(keys[keycode_right], readkeytype_repeat))
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if (getKeyStatus(&keys[keycode_right], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.x = 1.0f;
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hero->direction = direction_east;
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}
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if (getKeyStatus(keys[keycode_left], readkeytype_repeat))
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if (getKeyStatus(&keys[keycode_left], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.x = -1.0f;
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hero->direction = direction_west;
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}
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if (getKeyStatus(keys[keycode_up], readkeytype_repeat))
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if (getKeyStatus(&keys[keycode_up], readkeytype_repeat, KEY_DELAY_NONE,
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dt))
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{
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ddPos.y = 1.0f;
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}
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if (getKeyStatus(keys[keycode_down], readkeytype_repeat))
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if (getKeyStatus(&keys[keycode_down], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.y = -1.0f;
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}
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@ -465,12 +498,14 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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ddPos = v2_scale(ddPos, 0.70710678118f);
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}
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if (getKeyStatus(keys[keycode_enter], readkeytype_oneShot))
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if (getKeyStatus(&keys[keycode_enter], readkeytype_oneShot,
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KEY_DELAY_NONE, dt))
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{
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state->uiState.keyEntered = keycode_enter;
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}
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if (getKeyStatus(keys[keycode_space], readkeytype_oneShot))
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if (getKeyStatus(&keys[keycode_space], readkeytype_delayedRepeat, 0.25f,
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dt))
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{
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state->uiState.keyEntered = keycode_space;
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DEBUG_LOG("push space");
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@ -504,7 +539,8 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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}
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f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
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if (state->input.keys[keycode_leftShift].endedDown)
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if (getKeyStatus(&state->input.keys[keycode_leftShift], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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// TODO: Context sensitive command separation
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state->uiState.keyMod = keycode_leftShift;
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@ -1132,8 +1168,7 @@ INTERNAL i32 scrollBar(UiState *uiState, AssetManager *assetManager,
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INTERNAL i32 textField(UiState *const uiState, MemoryArena *arena,
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AssetManager *const assetManager,
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Renderer *const renderer, Font *const font,
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KeyInput input, const i32 id, v2 pos,
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char *const string)
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KeyInput input, const i32 id, v2 pos, char *const string)
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{
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i32 strLen = common_strlen(string);
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b32 changed = FALSE;
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@ -23,7 +23,8 @@ typedef double f64;
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#define ARRAY_COUNT(array) (sizeof(array) / sizeof(array[0]))
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#define CAST(type) (type)
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#define ASSERT(expr) if(!(expr)) { *(int *)0 = 0; }
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#define ASSERT(expr) if (!(expr)) { *(int *)0 = 0; }
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#define IS_EVEN(value) (((value) & 1) == 0)
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#define DENGINE_DEBUG
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@ -120,6 +120,7 @@ enum KeyCode
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typedef struct KeyState
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{
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f32 delayInterval;
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u32 oldHalfTransitionCount;
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u32 newHalfTransitionCount;
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b32 endedDown;
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