重构键盘输入为 IKeyboardState 接口,消除 App 层对 SDL 的直接依赖
重构键盘输入为 IKeyboardState 接口,消除 App 层对 SDL 的直接依赖 - 新增 IKeyboardState 抽象接口及 SdlKeyboardState/EvdevKeyboardState 实现 - PlayerController 改用 IKeyboardState 替代直接调用 SDL_GetKeyboardState - 移除 Camera2D.h 中对 Core 私有头文件 Camera.h 的引用 - 将 Timer.h 从 Core/Core 移至 Core/Platform,符合架构边界规范 - 键盘输入优先级调整为高于指针输入
This commit is contained in:
parent
fb216de107
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@ -21,6 +21,7 @@ set(CORE_SOURCES
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src/Core/Platform/AlsaAudioInput.cpp
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src/Core/Platform/AlsaAudioOutput.cpp
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src/Core/Platform/EvdevButtonInput.cpp
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src/Core/Platform/EvdevKeyboardState.cpp
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src/Core/Platform/EvdevTouchInput.cpp
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src/Core/Rasterizer/Rasterizer.cpp
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src/Core/Rasterizer/TriangleRasterizer.cpp
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@ -39,6 +40,7 @@ else()
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src/Core/Platform/SdlAudioInput.cpp
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src/Core/Platform/SdlAudioOutput.cpp
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src/Core/Platform/SdlKeyboardButtonInput.cpp
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src/Core/Platform/SdlKeyboardState.cpp
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src/Core/Platform/SdlPointerInput.cpp
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src/Core/Platform/SdlPhotoSensor.cpp
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)
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@ -0,0 +1,64 @@
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# Architecture Boundaries
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This document defines the boundary between **Core** (engine library) and **Apps** (application layer) in the IMX6U-Game project.
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## Public API (App may include)
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App code should only include headers from these Core subdirectories:
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| Subdirectory | Contents |
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|---|---|
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| `Core/RenderData/` | Color, Image, Sprite, Tilemap, BoundingBox, BitmapFont |
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| `Core/Math/` | Vector2, Vector3, Vector4, Matrix4x4, MathUtil |
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| `Core/Platform/` | Display, ButtonInput, IKeyboardState, PointerInput, AudioInput, AudioOutput, IPhotoSensor, TimeSource, Timer, DefaultHardware |
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| `Core/Draw2D/` | DrawContext |
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## Private API (App must not include)
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These subdirectories are Core internals. App code must not include headers from them or reference their types directly.
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| Subdirectory | Contents |
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|---|---|
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| `Core/Core/` | FrameBuffer, DepthBuffer, Renderer |
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| `Core/Scene/` | Camera, Mesh, Model, Transform, Vertex |
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| `Core/Rasterizer/` | Rasterizer, TriangleRasterizer |
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| `Core/Shading/` | BlinnPhongShader, ShaderTypes |
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## Rules
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1. **Dependency direction**: Core must never depend on Apps. Apps depend on Core through the public API only.
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2. **Platform isolation**: No `#include <SDL.h>`, `#include <alsa*>`, or `#include <linux/input.h>` outside `src/Core/Platform/`. App code accesses hardware through Platform interfaces (`IButtonInput`, `IKeyboardState`, `IPointerInput`, etc.).
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3. **Interface usage**: App code should use abstract interfaces from Platform, not concrete implementation classes. Use `DefaultHardware.h` typedefs when you need a concrete type.
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4. **No Core private types in App headers**: App headers must not forward-declare or reference types from private Core subdirectories.
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## Violation Checklist
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Use this during code review:
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- [ ] No `#include <SDL.h>` outside `src/Core/Platform/`
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- [ ] No `#include <alsa*>` outside `src/Core/Platform/`
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- [ ] No `#include <linux/input.h>` outside `src/Core/Platform/`
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- [ ] App code includes only from public subdirectories (RenderData, Math, Platform, Draw2D)
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- [ ] No App header forward-declares or references Core private types (Scene, Rasterizer, Shading, Core/Core)
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- [ ] Core source files contain no references to App namespaces or types
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## Input Interface Architecture
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The Platform layer provides separate interfaces for different input modalities:
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| Interface | Purpose | Backend (Desktop) | Backend (Embedded) |
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|---|---|---|---|
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| `IButtonInput` | Single physical button | `SdlKeyboardButtonInput` | `EvdevButtonInput` |
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| `IKeyboardState` | Multi-key keyboard state | `SdlKeyboardState` | `EvdevKeyboardState` (stub) |
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| `IPointerInput` | Mouse/touch pointer | `SdlPointerInput` | `EvdevTouchInput` |
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| `IPhotoSensor` | Light sensor | `SdlPhotoSensor` | `LinuxPhotoSensor` |
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App code accesses these through `DefaultHardware.h` typedefs (`DefaultButtonInput`, `DefaultKeyboardState`, etc.).
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### Input Priority
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When multiple input sources are active simultaneously, keyboard input takes priority over pointer input for movement direction. This is an intentional design choice for desktop usability.
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### Future Consolidation
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When a 4th input modality is added (e.g., gamepad), consider consolidating `IButtonInput*` + `IKeyboardState*` + `IPointerInput*` into a single `IInputState` interface to prevent parameter accumulation in application classes.
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@ -2,7 +2,6 @@
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#include <cstdint>
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#include "Vector2.h"
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#include "Camera.h"
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#include "Level.h"
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namespace LightGame
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@ -2,6 +2,7 @@
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#include "DrawContext.h"
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#include "BitmapFont.h"
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#include "ButtonInput.h"
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#include "IKeyboardState.h"
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#include "PointerInput.h"
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#include "LevelData.h"
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#include "LevelLoader.h"
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@ -25,11 +26,13 @@ namespace LightGame
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int32_t screen_width,
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int32_t screen_height,
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Platform::IButtonInput* button_input,
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Platform::IKeyboardState* keyboard_input,
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Platform::IPointerInput* pointer_input,
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Platform::IPhotoSensor* photo_sensor)
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: screen_width_(screen_width),
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screen_height_(screen_height),
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button_input_(button_input),
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keyboard_input_(keyboard_input),
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pointer_input_(pointer_input),
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photo_sensor_(photo_sensor),
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level_(),
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@ -146,7 +149,7 @@ namespace LightGame
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GameObject* player = level_.get_object(player_id_);
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if (player)
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{
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player_controller_.update(*player, level_, physics_, button_input_, pointer_input_, dt_ms);
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player_controller_.update(*player, level_, physics_, button_input_, keyboard_input_, pointer_input_, dt_ms);
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camera_.follow(player->position);
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if (player_controller_.is_dead())
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@ -23,6 +23,7 @@ namespace RenderData
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namespace Platform
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{
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class IButtonInput;
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class IKeyboardState;
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class IPointerInput;
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}
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@ -35,8 +36,10 @@ namespace LightGame
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int32_t screen_height_;
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Platform::IButtonInput* button_input_;
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Platform::IKeyboardState* keyboard_input_;
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Platform::IPointerInput* pointer_input_;
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Platform::IPhotoSensor* photo_sensor_;
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// TODO: consolidate input interfaces into IInputState when a 4th modality arrives
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Level level_;
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Camera2D camera_;
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@ -56,6 +59,7 @@ namespace LightGame
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int32_t screen_width,
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int32_t screen_height,
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Platform::IButtonInput* button_input,
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Platform::IKeyboardState* keyboard_input,
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Platform::IPointerInput* pointer_input,
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Platform::IPhotoSensor* photo_sensor);
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@ -1,12 +1,9 @@
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#include "PlayerController.h"
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#include "ButtonInput.h"
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#include "IKeyboardState.h"
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#include "PointerInput.h"
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#include <algorithm>
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#ifndef USE_FRAMEBUFFER
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#include <SDL.h>
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#endif
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namespace LightGame
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{
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PlayerController::PlayerController()
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@ -48,6 +45,7 @@ namespace LightGame
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void PlayerController::update(GameObject& obj, Level& level, Physics2D& physics,
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const Platform::IButtonInput* button,
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const Platform::IKeyboardState* keyboard,
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const Platform::IPointerInput* pointer,
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uint32_t dt_ms)
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{
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@ -61,7 +59,7 @@ namespace LightGame
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return;
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}
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update_input(button, pointer);
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update_input(button, keyboard, pointer);
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update_movement(obj, dt_ms);
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physics.apply_gravity(obj, dt_ms);
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@ -114,6 +112,7 @@ namespace LightGame
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}
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void PlayerController::update_input(const Platform::IButtonInput* button,
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const Platform::IKeyboardState* keyboard,
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const Platform::IPointerInput* pointer)
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{
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move_dir_ = 0;
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@ -147,27 +146,14 @@ namespace LightGame
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}
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}
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if (move_dir_ == 0)
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if (keyboard)
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{
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#ifndef USE_FRAMEBUFFER
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SDL_PumpEvents();
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const Uint8* keys = SDL_GetKeyboardState(nullptr);
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if (keys)
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{
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A])
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{
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move_dir_ = -1;
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}
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if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D])
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{
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move_dir_ = 1;
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}
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if (keys[SDL_SCANCODE_SPACE] || keys[SDL_SCANCODE_UP] || keys[SDL_SCANCODE_W])
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{
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jump_held_ = true;
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}
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}
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#endif
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if (keyboard->is_key_down(Platform::KEY_LEFT) || keyboard->is_key_down(Platform::KEY_A))
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move_dir_ = -1;
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if (keyboard->is_key_down(Platform::KEY_RIGHT) || keyboard->is_key_down(Platform::KEY_D))
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move_dir_ = 1;
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if (keyboard->is_key_down(Platform::KEY_SPACE) || keyboard->is_key_down(Platform::KEY_UP) || keyboard->is_key_down(Platform::KEY_W))
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jump_held_ = true;
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}
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}
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namespace Platform
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{
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class IButtonInput;
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class IKeyboardState;
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class IPointerInput;
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}
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void update(GameObject& obj, Level& level, Physics2D& physics,
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const Platform::IButtonInput* button,
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const Platform::IKeyboardState* keyboard,
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const Platform::IPointerInput* pointer,
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uint32_t dt_ms);
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bool is_dead() const { return state_ == PlayerState::Dead; }
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private:
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void update_input(const Platform::IButtonInput* button, const Platform::IPointerInput* pointer);
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void update_input(const Platform::IButtonInput* button, const Platform::IKeyboardState* keyboard, const Platform::IPointerInput* pointer);
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void update_movement(GameObject& obj, uint32_t dt_ms);
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void update_animation(GameObject& obj, uint32_t dt_ms);
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void check_death(GameObject& obj, Level& level);
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}
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Platform::DefaultButtonInput buttonInput;
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Platform::DefaultKeyboardState keyboardState;
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Platform::DefaultPointerInput pointerInput;
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Platform::DefaultPhotoSensor photoSensor;
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@ -86,6 +87,7 @@ int main(int argc, char* argv[])
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ScreenWidth,
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ScreenHeight,
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&buttonInput,
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&keyboardState,
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&pointerInput,
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&photoSensor);
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#include "AlsaAudioInput.h"
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#include "AlsaAudioOutput.h"
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#include "EvdevButtonInput.h"
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#include "EvdevKeyboardState.h"
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#include "EvdevTouchInput.h"
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#include "LinuxPhotoSensor.h"
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#else
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#include "SdlAudioInput.h"
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#include "SdlAudioOutput.h"
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#include "SdlKeyboardButtonInput.h"
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#include "SdlKeyboardState.h"
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#include "SdlPointerInput.h"
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#include "SdlPhotoSensor.h"
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#endif
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@ -20,12 +22,14 @@ namespace Platform
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typedef AlsaAudioInput DefaultAudioInput;
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typedef AlsaAudioOutput DefaultAudioOutput;
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typedef EvdevButtonInput DefaultButtonInput;
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typedef EvdevKeyboardState DefaultKeyboardState;
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typedef EvdevTouchInput DefaultPointerInput;
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typedef LinuxPhotoSensor DefaultPhotoSensor;
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#else
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typedef SdlAudioInput DefaultAudioInput;
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typedef SdlAudioOutput DefaultAudioOutput;
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typedef SdlKeyboardButtonInput DefaultButtonInput;
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typedef SdlKeyboardState DefaultKeyboardState;
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typedef SdlPointerInput DefaultPointerInput;
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typedef SdlPhotoSensor DefaultPhotoSensor;
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#endif
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#include "EvdevKeyboardState.h"
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namespace Platform
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{
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bool EvdevKeyboardState::is_key_down(int /*scancode*/) const
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{
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// Embedded target uses physical buttons via IButtonInput, not keyboard.
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return false;
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}
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}
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#pragma once
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#include "IKeyboardState.h"
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namespace Platform
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{
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// Embedded target uses physical buttons via IButtonInput, not keyboard.
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class EvdevKeyboardState : public IKeyboardState
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{
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public:
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bool is_key_down(int scancode) const override;
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};
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}
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#pragma once
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namespace Platform
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{
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// Key constants matching SDL scancode values.
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// App-layer code uses these instead of including <SDL.h>.
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constexpr int KEY_A = 4;
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constexpr int KEY_D = 7;
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constexpr int KEY_W = 26;
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constexpr int KEY_SPACE = 44;
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constexpr int KEY_LEFT = 80;
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constexpr int KEY_RIGHT = 79;
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constexpr int KEY_UP = 82;
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constexpr int KEY_DOWN = 81;
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class IKeyboardState
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{
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public:
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virtual ~IKeyboardState() {}
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virtual bool is_key_down(int scancode) const = 0;
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};
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}
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#include "SdlKeyboardState.h"
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#include <SDL.h>
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namespace Platform
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{
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bool SdlKeyboardState::is_key_down(int scancode) const
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{
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// Relies on SdlKeyboardButtonInput::update() having called SDL_PumpEvents() in the same frame.
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const Uint8* state = SDL_GetKeyboardState(nullptr);
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return state != nullptr && state[scancode] != 0;
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}
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}
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#pragma once
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#include "IKeyboardState.h"
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namespace Platform
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{
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class SdlKeyboardState : public IKeyboardState
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{
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public:
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// Must be called after SdlKeyboardButtonInput::update() or equivalent SDL_PumpEvents() call.
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bool is_key_down(int scancode) const override;
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};
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}
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