Remove input dependency on GLFW in game code
Create own platform abstraction for keyboard input for use in game code.
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@ -432,6 +432,7 @@ void debug_drawUi(GameState *state, f32 dt)
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DEBUG_PUSH_VAR("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
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DEBUG_PUSH_VAR("glDrawArray Calls: %d",
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GLOBAL_debug.callCount[debugcallcount_drawArrays], "i32");
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DEBUG_PUSH_VAR("Mouse Pos: %06.2f, %06.2f", state->input.mouse, "v2");
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i32 debug_bAllocated = state->arena.bytesAllocated;
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DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32");
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@ -34,7 +34,6 @@ typedef struct EventQueue
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i32 numEvents;
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} EventQueue;
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INTERNAL Entity *getHeroEntity(World *world)
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{
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Entity *result = &world->entities[entity_getIndex(world, world->heroId)];
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@ -376,24 +375,24 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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// if a button ended down
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LOCAL_PERSIST b32 spaceBarWasDown = FALSE;
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if (state->keys[GLFW_KEY_RIGHT])
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if (state->input.right)
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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 (state->keys[GLFW_KEY_LEFT])
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if (state->input.left)
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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 (state->keys[GLFW_KEY_UP])
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if (state->input.up)
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{
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ddPos.y = 1.0f;
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}
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if (state->keys[GLFW_KEY_DOWN])
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if (state->input.down)
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{
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ddPos.y = -1.0f;
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}
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@ -409,7 +408,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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LOCAL_PERSIST b32 toggleFlag = TRUE;
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// TODO(doyle): Revisit key input with state checking for last ended down
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if (state->keys[GLFW_KEY_SPACE] && spaceBarWasDown == FALSE)
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if (state->input.space && spaceBarWasDown == FALSE)
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{
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Renderer *renderer = &state->renderer;
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f32 yPos = CAST(f32)(rand() % CAST(i32)renderer->size.h);
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@ -420,7 +419,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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pos);
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spaceBarWasDown = TRUE;
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}
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else if (!state->keys[GLFW_KEY_SPACE])
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else if (!state->input.space)
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{
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spaceBarWasDown = FALSE;
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}
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@ -445,7 +444,7 @@ 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->keys[GLFW_KEY_LEFT_SHIFT])
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if (state->input.leftShift)
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heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
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ddPos = v2_scale(ddPos, heroSpeed);
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@ -877,6 +876,7 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
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world->freeEntityIndex -= numDeadEntities;
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}
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UiState uiState = {0};
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void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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if (dt >= 1.0f) dt = 1.0f;
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@ -5,7 +5,14 @@
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#include "Dengine/OpenGL.h"
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#include "Dengine/WorldTraveller.h"
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void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
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INTERNAL inline void processKey(b32 *currState, int key, int action)
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{
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if (action == GLFW_PRESS) *currState = TRUE;
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else if (action == GLFW_RELEASE) *currState = FALSE;
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}
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INTERNAL void keyCallback(GLFWwindow *window, int key, int scancode, int action,
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int mode)
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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@ -14,20 +21,61 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action, int mod
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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if (key >= 0 && key < NUM_KEYS)
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switch (key)
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{
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if (action == GLFW_PRESS)
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game->keys[key] = TRUE;
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else if (action == GLFW_RELEASE)
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game->keys[key] = FALSE;
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case GLFW_KEY_UP:
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processKey(&game->input.up, key, action);
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break;
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case GLFW_KEY_DOWN:
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processKey(&game->input.down, key, action);
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break;
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case GLFW_KEY_LEFT:
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processKey(&game->input.left, key, action);
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break;
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case GLFW_KEY_RIGHT:
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processKey(&game->input.right, key, action);
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break;
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case GLFW_KEY_SPACE:
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processKey(&game->input.space, key, action);
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break;
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case GLFW_KEY_LEFT_SHIFT:
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processKey(&game->input.leftShift, key, action);
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break;
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default:
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break;
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}
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}
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void mouse_callback(GLFWwindow *window, double xPos, double yPos) {}
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INTERNAL void mouseCallback(GLFWwindow *window, double xPos, double yPos)
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) {}
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// NOTE(doyle): x(0), y(0) of mouse starts from the top left of window
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v2 windowSize = game->renderer.size;
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f32 flipYPos = windowSize.h - CAST(f32) yPos;
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game->input.mouse = V2(CAST(f32) xPos, flipYPos);
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}
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int main()
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INTERNAL void mouseButtonCallback(GLFWwindow *window, int button, int action,
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int mods)
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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switch(button)
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{
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case GLFW_MOUSE_BUTTON_LEFT:
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processKey(&game->input.mouseLeft, button, action);
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break;
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default:
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break;
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}
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}
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INTERNAL void scrollCallback(GLFWwindow *window, double xOffset, double yOffset)
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{
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}
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i32 main(void)
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{
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/*
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**************************
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@ -75,11 +123,12 @@ int main()
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glfwGetFramebufferSize(window, &frameBufferWidth, &frameBufferHeight);
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glViewport(0, 0, frameBufferWidth, frameBufferHeight);
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetKeyCallback(window, keyCallback);
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glfwSetCursorPosCallback(window, mouseCallback);
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glfwSetMouseButtonCallback(window, mouseButtonCallback);
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glfwSetScrollCallback(window, scrollCallback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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@ -2,10 +2,41 @@
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#define DENGINE_PLATFORM_H
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#include "Dengine/Common.h"
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#include "Dengine/Math.h"
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/* Forward Declaration */
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typedef struct MemoryArena MemoryArena;
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enum KeyCodes
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{
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keycode_up,
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keycode_down,
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keycode_left,
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keycode_right,
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keycode_space,
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keycode_mouseLeft,
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keycode_count,
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};
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typedef struct KeyInput
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{
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v2 mouse;
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union
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{
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b32 keys[keycode_count - 1];
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struct
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{
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b32 up;
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b32 down;
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b32 left;
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b32 right;
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b32 space;
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b32 leftShift;
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b32 mouseLeft;
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};
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};
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} KeyInput;
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typedef struct PlatformFileRead
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{
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void *buffer;
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@ -7,11 +7,18 @@
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#include "Dengine/Entity.h"
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#include "Dengine/Math.h"
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#include "Dengine/MemoryArena.h"
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#include "Dengine/Platform.h"
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#include "Dengine/Renderer.h"
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#define NUM_KEYS 1024
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#define METERS_TO_PIXEL 240
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typedef struct UiState
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{
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i32 hotItem;
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i32 activeItem;
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} UiState;
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typedef struct World
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{
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Entity *entities;
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@ -34,7 +41,8 @@ typedef struct World
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typedef struct GameState
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{
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enum State state;
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b32 keys[NUM_KEYS];
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KeyInput input;
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v2 mouse;
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Renderer renderer;
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@ -45,6 +53,7 @@ typedef struct GameState
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AssetManager assetManager;
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AudioManager audioManager;
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MemoryArena arena;
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UiState uiState;
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} GameState;
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void worldTraveller_gameInit(GameState *state, v2 windowSize);
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