mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 16:07:57 -06:00
refactor: build decoupled input processing & add event queue system
This commit is contained in:
44
src/app.rs
44
src/app.rs
@@ -2,7 +2,6 @@ use std::time::{Duration, Instant};
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use glam::Vec2;
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use sdl2::event::{Event, WindowEvent};
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use sdl2::keyboard::Keycode;
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use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::video::{Window, WindowContext};
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@@ -13,10 +12,13 @@ use crate::error::{GameError, GameResult};
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use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
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use crate::game::Game;
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use crate::input::commands::GameCommand;
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use crate::input::InputSystem;
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use crate::platform::get_platform;
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pub struct App {
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game: Game,
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input_system: InputSystem,
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canvas: Canvas<Window>,
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event_pump: &'static mut EventPump,
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backbuffer: Texture<'static>,
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@@ -78,8 +80,9 @@ impl App {
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game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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Ok(Self {
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Ok(App {
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game,
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input_system: InputSystem::new(),
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canvas,
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event_pump,
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backbuffer,
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@@ -106,36 +109,31 @@ impl App {
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},
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// It doesn't really make sense to have this available in the browser
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#[cfg(not(target_os = "emscripten"))]
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Event::Quit { .. }
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| Event::KeyDown {
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keycode: Some(Keycode::Escape) | Some(Keycode::Q),
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..
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} => {
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Event::Quit { .. } => {
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event!(tracing::Level::INFO, "Exit requested. Exiting...");
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return false;
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}
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Event::KeyDown {
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keycode: Some(Keycode::P),
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..
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} => {
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self.paused = !self.paused;
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event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
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}
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Event::KeyDown {
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keycode: Some(Keycode::Space),
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..
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} => {
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self.game.toggle_debug_mode();
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}
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Event::KeyDown { keycode: Some(key), .. } => {
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self.game.keyboard_event(key);
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}
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Event::MouseMotion { x, y, .. } => {
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// Convert window coordinates to logical coordinates
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self.cursor_pos = Vec2::new(x as f32, y as f32);
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}
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_ => {}
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}
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let commands = self.input_system.handle_event(&event);
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for command in commands {
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match command {
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GameCommand::Exit => {
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event!(tracing::Level::INFO, "Exit requested. Exiting...");
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return false;
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}
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GameCommand::TogglePause => {
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self.paused = !self.paused;
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event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
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}
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_ => self.game.post_event(command.into()),
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}
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}
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}
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let dt = self.last_tick.elapsed().as_secs_f32();
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