track key repeats in user binds
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@ -530,7 +530,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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bullet->bullet_src = ent->handle;
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bullet->bullet_src_pos = rel_pos;
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bullet->bullet_src_dir = rel_dir;
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bullet->bullet_impulse = 5;
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bullet->bullet_impulse = 100;
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entity_enable_prop(bullet, ENTITY_PROP_BULLET);
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}
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10
src/user.c
10
src/user.c
@ -20,6 +20,7 @@
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struct bind_state {
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b32 is_held; /* Is this bind held down this frame */
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u32 num_presses; /* How many times was this bind pressed since last frame */
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u32 num_presses_and_repeats; /* Same as `num_presses` but includes key repeats as well */
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u32 num_releases; /* How many times was this bind released since last frame */
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};
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@ -506,7 +507,7 @@ INTERNAL void user_update(void)
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struct sys_event_array events = pop_sys_events(scratch.arena);
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/* Reset bind states "was_pressed" */
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/* Reset bind pressed / released states */
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for (u32 i = 0; i < ARRAY_COUNT(G.bind_states); ++i) {
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G.bind_states[i] = (struct bind_state) {
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.is_held = G.bind_states[i].is_held
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@ -535,7 +536,7 @@ INTERNAL void user_update(void)
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}
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/* Update bind states */
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if ((event->kind == SYS_EVENT_KIND_BUTTON_DOWN || event->kind == SYS_EVENT_KIND_BUTTON_UP) && !event->is_repeat) {
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if ((event->kind == SYS_EVENT_KIND_BUTTON_DOWN || event->kind == SYS_EVENT_KIND_BUTTON_UP)) {
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enum sys_btn button = event->button;
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button = button >= SYS_BTN_COUNT ? SYS_BTN_NONE : button;
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enum user_bind_kind bind = g_binds[button];
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@ -549,8 +550,11 @@ INTERNAL void user_update(void)
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G.bind_states[bind].is_held = pressed && !out_of_bounds;
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if (pressed) {
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if (!out_of_bounds) {
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++G.bind_states[bind].num_presses_and_repeats;
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if (!event->is_repeat) {
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++G.bind_states[bind].num_presses;
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}
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}
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} else {
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++G.bind_states[bind].num_releases;
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}
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@ -595,7 +599,7 @@ INTERNAL void user_update(void)
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/* Test step */
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{
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struct bind_state state = G.bind_states[USER_BIND_KIND_DEBUG_STEP];
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if (state.num_presses) {
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for (u32 i = 0; i < state.num_presses_and_repeats; ++i) {
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queue_game_cmd(&cmd_list, (struct game_cmd) {
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.kind = GAME_CMD_KIND_STEP
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});
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