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#include "Player.hpp"
#include "AppConfig.hpp"
#include "ScopeGuard.hpp"
#include "Utils.hpp"
#include <cstdio>
#include <cstdlib>
// Keep the same number as # of fields in `struct {}` in PlayerKeyBinds
constexpr int kPlayerKeyBindCount = 4;
// Here be dragons: this treats consecutive fiels as an array, technically UB
std::span<int> PlayerKeyBinds::GetKeyArray() {
return { &keyLeft, kPlayerKeyBindCount };
}
std::span<bool> PlayerKeyBinds::GetKeyStatusArray() {
return { &pressedLeft, kPlayerKeyBindCount };
}
Player::Player(GameWorld* world, int id)
: GameObject(world)
, mId{ id } {
}
void Player::Awaken() {
LoadFromFile();
}
void Player::Resleep() {
SaveToFile();
}
void Player::Update() {
if (keybinds.pressedLeft) {
}
if (keybinds.pressedRight) {
}
// TODO jump controller
// TODO attack controller
}
void Player::HandleKeyInput(int key, int action) {
bool pressed;
if (action == GLFW_PRESS) {
pressed = true;
} else if (action == GLFW_REPEAT) {
return;
} else /* action == GLFW_RELEASE */ {
pressed = false;
}
for (int i = 0; i < kPlayerKeyBindCount; ++i) {
int kbKey = keybinds.GetKeyArray()[i];
bool& kbStatus = keybinds.GetKeyStatusArray()[i];
if (kbKey == key) {
kbStatus = pressed;
break;
}
}
}
#pragma macro_push("PLAYERKEYBINDS_DO_IO")
#undef PLAYERKEYBINDS_DO_IO
#define PLAYERKEYBINDS_DO_IO(function, fieldPrefix) \
function(file, "left=%d\n", fieldPrefix keybinds.keyLeft); \
function(file, "right=%d\n", fieldPrefix keybinds.keyRight); \
function(file, "jump=%d\n", fieldPrefix keybinds.keyJump); \
function(file, "attack=%d\n", fieldPrefix keybinds.keyAttack);
static FILE* OpenPlayerConfigFile(Player* player, Utils::IoMode mode) {
char path[512];
snprintf(path, sizeof(path), "%s/player%d.txt", AppConfig::dataDir.c_str(), player->GetId());
return Utils::OpenCstdioFile(path, mode);
}
bool Player::LoadFromFile() {
auto file = OpenPlayerConfigFile(this, Utils::Read);
if (!file) return false;
DEFER { fclose(file); };
// TODO input validation
PLAYERKEYBINDS_DO_IO(fscanf, &);
return true;
}
bool Player::SaveToFile() {
auto file = OpenPlayerConfigFile(this, Utils::WriteTruncate);
if (!file) return false;
DEFER { fclose(file); };
PLAYERKEYBINDS_DO_IO(fprintf, );
return true;
}
#pragma macro_pop("PLAYERKEYBINDS_DO_IO")
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