#include "platform/platform.h" #include "raylib.h" #include "raymath.h" #include "net/network.h" #include "core/game.h" #include "world/entity_view.h" #include "world/prediction.h" #include "core/camera.h" #include "math.h" #include "world/blocks.h" #include "models/assets.h" #include "platform/profiler.h" #include "dev/debug_ui.h" #include "utils/raylib_helpers.h" #include "platform/renderer.h" ZPL_DIAGNOSTIC_PUSH_WARNLEVEL(0) #include "raylib-nuklear.h" ZPL_DIAGNOSTIC_POP #define ARCH_IMPL #include "platform/arch.h" #include "gui/tooltip.c" #include "gui/notifications.c" #include "renderer.c" void platform_init() { platform_create_window("minimal-demo"); renderer_init(); } void platform_shutdown() { renderer_shutdown(); CloseWindow(); } void platform_input() { float mouse_z = (GetMouseWheelMove()*0.5f); float mouse_modified = target_zoom < 4 ? mouse_z / (zpl_exp(4 - (target_zoom))) : mouse_z; if (mouse_z != 0.0f) { target_zoom = zpl_clamp(target_zoom + mouse_modified, 0.1f, 11.0f); } // NOTE(zaklaus): keystate handling { float x=0.0f, y=0.0f; uint8_t use, sprint, ctrl; if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f; if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f; if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f; if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f; use = IsKeyPressed(KEY_SPACE); sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT); ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL); // NOTE(zaklaus): NEW! mouse movement Vector2 mouse_pos = GetMousePosition(); mouse_pos.x /= screenWidth; mouse_pos.y /= screenHeight; mouse_pos.x -= 0.5f; mouse_pos.y -= 0.5f; mouse_pos = Vector2Normalize(mouse_pos); if (game_get_kind() == GAMEKIND_SINGLE && IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) { x = mouse_pos.x; y = -mouse_pos.y; } game_keystate_data in_data = { .x = x, .y = y, .mx = mouse_pos.x, .my = mouse_pos.y, .use = use, .sprint = sprint, .ctrl = ctrl, }; platform_input_update_input_frame(in_data); } } void platform_render() { platform_resize_window(); profile(PROF_ENTITY_LERP) { game_world_view_active_entity_map(lerp_entity_positions); game_world_view_active_entity_map(do_entity_fadeinout); } assets_frame(); BeginDrawing(); { profile (PROF_RENDER) { renderer_draw(); } debug_draw(); notification_draw(); game_draw_ui(); } EndDrawing(); if (request_shutdown) { CloseWindow(); } }