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Refactor PlayerController. #35

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Feb 25, 2024
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8 changes: 3 additions & 5 deletions DogTales/dog/dogtales.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -18,11 +18,9 @@ void DogTales::tick() {
if (ImGui::BeginTabItem("Player")) {
bave::im_text("Controller States");
ImGui::Separator();
bave::im_text("move_x (Press A/D or Left/Right): {:.2f}",
m_player.get_controller_state("move_x").value());
bave::im_text("move_y (Press W/S or Up/Down): {:.2f}",
m_player.get_controller_state("move_y").value());
bave::im_text("Jump (Press 'E'): {:.2f}", m_player.get_controller_state("jump").value());
bave::im_text("move_x (Press A/D or Left/Right): {:.2f}", m_player.get_controller_state("move_x"));
bave::im_text("move_y (Press W/S or Up/Down): {:.2f}", m_player.get_controller_state("move_y"));
bave::im_text("Jump (Press Space): {:.2f}", m_player.get_controller_state("jump"));
ImGui::EndTabItem();
}
ImGui::EndTabBar();
Expand Down
2 changes: 1 addition & 1 deletion DogTales/dog/dogtales.hpp
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#pragma once
#include <bave/driver.hpp>
#include <dog/player.hpp>
#include <dog/player/player.hpp>

namespace dog {
class DogTales : public bave::Driver {
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41 changes: 0 additions & 41 deletions DogTales/dog/player/PlayerController.cpp

This file was deleted.

18 changes: 0 additions & 18 deletions DogTales/dog/player/PlayerController.hpp

This file was deleted.

17 changes: 10 additions & 7 deletions DogTales/dog/player.cpp → DogTales/dog/player/player.cpp
Original file line number Diff line number Diff line change
@@ -1,19 +1,24 @@
#include <dog/player.hpp>
#include <dog/player/player.hpp>

namespace dog {
Player::Player(bave::App& app, glm::vec2 const world_space) : m_app(app), m_world_space(world_space) {
m_sprite.set_size(size_v);

m_player_controller.bind_throttle("move_x", {.lo = bave::Key::eLeft, .hi = bave::Key::eRight});
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what will happen if both "Left" and "Right" are pressed simultaneously?

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"Left" will contribute -1.0f to the throttle, "Right" will contribute +1.0f, and they'll cancel each other out.

As you can imagine, this is a subjective/design level decision, rather than being "more technically correct" over any other approach.

m_player_controller.bind_throttle("move_x", {.lo = bave::Key::eA, .hi = bave::Key::eD});
m_player_controller.bind_throttle("move_y", {.lo = bave::Key::eDown, .hi = bave::Key::eUp});
m_player_controller.bind_throttle("move_y", {.lo = bave::Key::eS, .hi = bave::Key::eW});
m_player_controller.bind_key("jump", bave::Key::eSpace);
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If we wanted to change these in-game (say, settings menu > key binds), how would we go about that? would we have to "unbind" the throttles and keys?

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Correct, we would need a way to remove existing bindings as this class is developed.

}

void Player::tick(bave::Seconds const dt) {

if (physics_enabled) { m_physics.tick(dt); }
m_player_controller.tick(dt, m_app);

auto direction = glm::vec2{};

direction.x += m_player_controller.get_controller_state("move_x").value();
direction.y += m_player_controller.get_controller_state("move_y").value();
direction.x += m_player_controller.get_state("move_x");
direction.y += m_player_controller.get_state("move_y");

if (direction.x != 0.0f || direction.y != 0.0f) {
direction = glm::normalize(direction);
Expand All @@ -26,9 +31,7 @@ void Player::tick(bave::Seconds const dt) {

void Player::draw(bave::Shader& shader) const { m_sprite.draw(shader); }

std::optional<float> Player::get_controller_state(std::string_view key) const {
return m_player_controller.get_controller_state(key);
}
float Player::get_controller_state(std::string_view key) const { return m_player_controller.get_state(key); }

void Player::handle_wall_collision() {
auto& position = m_physics.position;
Expand Down
8 changes: 4 additions & 4 deletions DogTales/dog/player.hpp → DogTales/dog/player/player.hpp
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
#pragma once
#include <bave/app.hpp>
#include <bave/graphics/sprite.hpp>
#include "components/physics.hpp"
#include "player/PlayerController.hpp"
#include <dog/components/physics.hpp>
#include <dog/player/player_controller.hpp>

namespace dog {
class Player {
Expand All @@ -16,7 +16,7 @@ class Player {
bave::Sprite m_sprite{};

component::Physics m_physics{};
PlayerController m_player_controller{};
PlayerController m_player_controller{&m_app};

void handle_wall_collision();

Expand All @@ -26,7 +26,7 @@ class Player {
void tick(bave::Seconds dt);
void draw(bave::Shader& shader) const;

std::optional<float> get_controller_state(std::string_view key) const;
float get_controller_state(std::string_view key) const;

bool physics_enabled{}; // for debugging
};
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45 changes: 45 additions & 0 deletions DogTales/dog/player/player_controller.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,45 @@
#include <dog/player/player_controller.hpp>
#include <algorithm>
#include <cassert>

namespace dog {

PlayerController::PlayerController(bave::NotNull<bave::App const*> app) : m_app(app) {}

void PlayerController::bind_throttle(std::string_view const id, Throttle const throttle) {
if (throttle.hi == bave::Key::eUnknown) { return; }
auto it = m_mappings.find(id);
if (it == m_mappings.end()) {
auto [i, _] = m_mappings.insert_or_assign(std::string{id}, std::vector<Mapping>{});
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could you explain the syntax here? what is [i, _] ?

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That's a structured binding. You can use it to "destructure" an aggregate type or a std::tuple:

struct Foo {
  int x{};
  char y{};
};

auto f = Foo{42, 'x'};
auto [i, c] = f;
// i == 42, c == 'x'

The underscore is just convention for "I don't care about this member", from the language/compiler's point of view it's just an identifier (name of a variable).

it = i;
}
assert(it != m_mappings.end());
it->second.push_back(throttle);
}

void PlayerController::bind_key(std::string_view id, bave::Key key) {
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so, Throttle is specifically for keys that control a range? if we were making a game with no movement and only jumping, we could theoretically bypass the throttle binding altogether?

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Yeah, couldn't think of a better name. 😅
And yup, if a game only needs single binary input states (0 or 1), there's no real need to associate a pair of keys to a binding.

// if Throttle::lo is Key::eUnknown it will be ignored in get_state(), so we exploit that here.
bind_throttle(id, Throttle{.hi = key});
}

float PlayerController::get_state(std::string_view const id) const {
auto const search = m_mappings.find(id);
if (search == m_mappings.end()) { return 0.0f; }

auto const& mappings = search->second;
auto const get_throttle_state = [&](Throttle const throttle) {
auto const is_pressed = [this](bave::Key const key) { return m_app->get_key_state().is_pressed(key); };
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I am not too familiar with lambda functions so this part is a bit confusing to me, but I guess the overall idea is to ignore key presses that aren't in our mapping, and for keys that are we just set the throttle based on whether or not they're pressed?

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Yeah pretty much. Lambdas are very useful! I'd suggest getting familiar, the basics are actually quite straightforward.

if (throttle.lo != bave::Key::eUnknown && is_pressed(throttle.lo)) { return -1.0f; }
if (is_pressed(throttle.hi)) { return 1.0f; }
return 0.0f;
};

auto ret = 0.0f;
for (auto const& mapping : mappings) {
// later a visitor will be required here, to handle Throttle vs GamepadAxis vs GamepadButton.
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what do you mean by "visitor"? is it a design pattern of some kind?

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Yeah it's a general design pattern, but also the first argument of std::visit for std::variant.

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https://en.cppreference.com/w/cpp/utility/variant/visit

Applies the visitor vis (a Callable that can be called with any combination of types from variants) to the variants vars.

ret += get_throttle_state(mapping);
}
return std::clamp(ret, -1.0f, 1.0f);
}

} // namespace dog
30 changes: 30 additions & 0 deletions DogTales/dog/player/player_controller.hpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
#pragma once
#include <bave/app.hpp>
#include <bave/core/string_hash.hpp>
#include <unordered_map>
#include <vector>

namespace dog {
class PlayerController {

public:
struct Throttle {
bave::Key lo{}; // -1
bave::Key hi{}; // +1
};

explicit PlayerController(bave::NotNull<bave::App const*> app);

void bind_throttle(std::string_view id, Throttle throttle);
void bind_key(std::string_view id, bave::Key key);

float get_state(std::string_view id) const;

private:
bave::NotNull<bave::App const*> m_app;

using Mapping = Throttle; // later to be a variant of Throttle / GamepadAxis / GamepadButton.

std::unordered_map<std::string, std::vector<Mapping>, bave::StringHash, std::equal_to<>> m_mappings{};
};
} // namespace dog