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| author | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 22:58:25 +0300 |
|---|---|---|
| committer | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 23:47:07 +0300 |
| commit | cd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch) | |
| tree | 589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/input.hpp | |
| download | forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.tar.gz forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip | |
Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics
artillery RTS.
- Building: node/strut graph on a stiff mass-spring solver (canon Forts model),
triangulation rigidity, axial + 30-degree angle-stress breaking, cascading
collapse, fire (DoT + spread), ground destroys debris.
- Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in-
arc UX; splash / beam damage; bg-brace passthrough.
- Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery,
metal deposits, storage caps, per-shot energy cost.
- Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod.
- Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored.
- Assets: CC0 placeholders only; real game art loaded at runtime from the user's
own install via forts: paths (bring-your-own; nothing copyrighted committed).
See README.md / CLAUDE.md and research/ + requirements/ for detail.
Diffstat (limited to 'src/engine/input.hpp')
| -rw-r--r-- | src/engine/input.hpp | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/src/engine/input.hpp b/src/engine/input.hpp new file mode 100644 index 0000000..764ca96 --- /dev/null +++ b/src/engine/input.hpp @@ -0,0 +1,53 @@ +#pragma once + +#include <SDL3/SDL.h> +#include <glm/glm.hpp> + +// Simple polling-based input state. Call begin_frame() once per frame, +// then query state during update. + +class Input { +public: + // Call once per frame BEFORE reading any input state. + // Processes the SDL event queue and updates internal state. + void begin_frame(); + + // Keyboard + + bool key_down(SDL_Keycode key) const; + bool key_pressed(SDL_Keycode key) const; // true only on the frame it went down + bool key_released(SDL_Keycode key) const; // true only on the frame it went up + + // Mouse + + glm::vec2 mouse_pos() const; // in window coordinates + glm::vec2 mouse_delta() const; // movement since last frame + float scroll_delta() const; // vertical scroll (positive = scroll up) + + bool mouse_down(int button) const; // SDL_BUTTON_LEFT, MIDDLE, RIGHT + bool mouse_pressed(int button) const; + bool mouse_released(int button) const; + + // Window + + bool quit_requested() const { return quit_; } + +private: + // Keyboard + bool key_state_[SDL_SCANCODE_COUNT] = {}; + bool key_prev_[SDL_SCANCODE_COUNT] = {}; + bool key_just_pressed_[SDL_SCANCODE_COUNT] = {}; + bool key_just_released_[SDL_SCANCODE_COUNT] = {}; + + // Mouse + glm::vec2 mouse_pos_ = {0.0f, 0.0f}; + glm::vec2 mouse_prev_ = {0.0f, 0.0f}; + glm::vec2 mouse_delta_ = {0.0f, 0.0f}; + float scroll_ = 0.0f; + bool mouse_state_[8] = {}; + bool mouse_prev_state_[8] = {}; + bool mouse_pressed_[8] = {}; + bool mouse_released_[8] = {}; + + bool quit_ = false; +}; |
