#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 "platform/input.h" #include "world/blocks.h" #include "models/assets.h" #include "platform/profiler.h" #include "debug/debug_ui.h" #include "debug/debug_draw.h" #include "utils/raylib_helpers.h" #include "platform/renderer.h" #define ARCH_IMPL #include "platform/arch.h" #include "renderer.c" // NOTE(zaklaus): add-ins #include "gui/build_mode.c" #include "gui/inventory.c" void platform_init() { platform_create_window("eco2d"); renderer_init(); target_zoom = 2.70f; } inline static void display_conn_status() { if (game_is_networked()) { if (network_client_is_connected()) { DrawText("Connection: online", 5, 5, 12, GREEN); } else { DrawText("Connection: offline", 5, 5, 12, RED); } } else { DrawText("Connection: single-player", 5, 5, 12, BLUE); } } 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, drop, ctrl, pick; if (input_is_down(IN_RIGHT)) x += 1.0f; if (input_is_down(IN_LEFT)) x -= 1.0f; if (input_is_down(IN_UP)) y += 1.0f; if (input_is_down(IN_DOWN)) y -= 1.0f; use = input_is_pressed(IN_USE); sprint = input_is_down(IN_SPRINT); ctrl = input_is_down(IN_CTRL); drop = input_is_pressed(IN_DROP) || player_inv.drop_item || storage_inv.drop_item; // 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; } inv_keystate *inv = (inv_is_storage_action) ? &storage_inv : &player_inv; inv_keystate *inv2 = (!inv_is_storage_action) ? &storage_inv : &player_inv; // NOTE(zaklaus): don't perform picking if we manipulate our inventories pick = (inv_is_inside||inv->item_is_held||inv2->item_is_held) ? false : IsMouseButtonDown(MOUSE_LEFT_BUTTON); game_keystate_data in_data = { .x = x, .y = y, .mx = mouse_pos.x, .my = mouse_pos.y, .use = use, .sprint = sprint, .ctrl = ctrl, .pick = pick, .drop = drop, .storage_action = inv_is_storage_action, .selected_item = player_inv.selected_item, .storage_selected_item = storage_inv.selected_item, .swap = inv->swap, .swap_storage = inv_swap_storage, .swap_from = inv->swap_from, .swap_to = inv->swap_to, .craft_item = inv->craft_item, .deletion_mode = build_is_deletion_mode, }; if (build_submit_placements) { in_data.placement_num = build_num_placements; zpl_memcopy(in_data.placements, build_placements, build_num_placements*zpl_size_of(item_placement)); } platform_input_update_input_frame(in_data); } // NOTE(zaklaus): cycle through viewers { if (IsKeyPressed(KEY_Q)) { game_world_view_cycle_active(-1); } else if (IsKeyPressed(KEY_E)) { game_world_view_cycle_active(1); } } // NOTE(zaklaus): toggle debug drawing #ifndef ECO2D_PROD { if (IsKeyPressed(KEY_T)) { debug_draw_enable(!debug_draw_state()); } } #endif } void draw_selected_item() { camera cam = camera_get(); entity_view *oe = game_world_view_active_get_entity(cam.ent_id); if (oe) { // NOTE(zaklaus): sel item entity_view *e = game_world_view_active_get_entity(oe->sel_ent); if (e && e->kind == EKIND_DEVICE) { renderer_draw_single(e->x, e->y, ASSET_BLANK, ColorAlpha(RED, 0.4f)); }else{ // NOTE(zaklaus): hover item entity_view *e = game_world_view_active_get_entity(oe->pick_ent); if (e && e->kind == EKIND_DEVICE) { renderer_draw_single(e->x, e->y, ASSET_BLANK, ColorAlpha(RED, 0.1f)); } } } } 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(); draw_selected_item(); } renderer_debug_draw(); { // NOTE(zaklaus): add-ins buildmode_draw(); inventory_draw(); } display_conn_status(); debug_draw(); } EndDrawing(); if (request_shutdown) { CloseWindow(); } }