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major_tom/src/engine/input.c
LeSerjant 3b45572d38
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Add game state debug log with binary ring buffer
Implement src/engine/debuglog module that records a comprehensive
snapshot of game state every tick into a 4 MB in-memory ring buffer.

Activated by --debug-log command-line flag. Press F12 during gameplay
to dump the ring buffer to a human-readable debug_log.txt file. The
buffer also auto-flushes every 10 seconds as a safety net.

Each tick snapshot captures: input state (held/pressed/released bitmasks),
full player state (position, velocity, health, dash, aim, timers),
camera position, physics globals, level name, and a variable-length
list of all active entity positions/velocities/health.

New files:
- src/engine/debuglog.h — API and snapshot data structures
- src/engine/debuglog.c — ring buffer, record, and dump logic

Modified files:
- include/config.h — DEBUGLOG_BUFFER_SIZE constant
- src/engine/input.h/c — input_get_snapshot() to pack input bitmasks
- src/engine/core.c — debuglog_record_tick() call after update
- src/main.c — CLI flag, init/shutdown, F12 hotkey, set_level calls

Closes #19
2026-03-16 20:33:03 +00:00

216 lines
7.0 KiB
C

#include "engine/input.h"
#include "engine/debuglog.h"
#include <string.h>
static bool s_current[ACTION_COUNT];
static bool s_previous[ACTION_COUNT];
/*
* Latched states: accumulate press/release events across frames
* so that a press is never lost even if no update tick runs
* during the frame it was detected.
*/
static bool s_latched_pressed[ACTION_COUNT];
static bool s_latched_released[ACTION_COUNT];
static bool s_quit_requested;
/* ── Mouse state ──────────────────────────────────── */
static int s_mouse_x, s_mouse_y;
static bool s_mouse_current[MOUSE_BUTTON_COUNT];
static bool s_mouse_previous[MOUSE_BUTTON_COUNT];
static bool s_mouse_latched_pressed[MOUSE_BUTTON_COUNT];
static bool s_mouse_latched_released[MOUSE_BUTTON_COUNT];
static int s_mouse_scroll;
/* ── Raw keyboard state ───────────────────────────── */
static const Uint8 *s_key_state = NULL;
static Uint8 s_latched_keys[SDL_NUM_SCANCODES];
/* Default key bindings (primary + alternate) */
static SDL_Scancode s_bindings[ACTION_COUNT] = {
[ACTION_LEFT] = SDL_SCANCODE_LEFT,
[ACTION_RIGHT] = SDL_SCANCODE_RIGHT,
[ACTION_UP] = SDL_SCANCODE_UP,
[ACTION_DOWN] = SDL_SCANCODE_DOWN,
[ACTION_JUMP] = SDL_SCANCODE_Z,
[ACTION_SHOOT] = SDL_SCANCODE_X,
[ACTION_DASH] = SDL_SCANCODE_C,
[ACTION_PAUSE] = SDL_SCANCODE_ESCAPE,
};
/* Alternate bindings (0 = no alternate) */
static SDL_Scancode s_alt_bindings[ACTION_COUNT] = {
[ACTION_JUMP] = SDL_SCANCODE_SPACE,
};
void input_init(void) {
memset(s_current, 0, sizeof(s_current));
memset(s_previous, 0, sizeof(s_previous));
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
memset(s_latched_released, 0, sizeof(s_latched_released));
memset(s_mouse_current, 0, sizeof(s_mouse_current));
memset(s_mouse_previous, 0, sizeof(s_mouse_previous));
memset(s_mouse_latched_pressed, 0, sizeof(s_mouse_latched_pressed));
memset(s_mouse_latched_released, 0, sizeof(s_mouse_latched_released));
memset(s_latched_keys, 0, sizeof(s_latched_keys));
s_mouse_x = s_mouse_y = 0;
s_mouse_scroll = 0;
s_quit_requested = false;
}
void input_poll(void) {
/* Save previous state */
memcpy(s_previous, s_current, sizeof(s_current));
memcpy(s_mouse_previous, s_mouse_current, sizeof(s_mouse_current));
s_quit_requested = false;
s_mouse_scroll = 0;
/* Process SDL events */
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
s_quit_requested = true;
break;
case SDL_MOUSEWHEEL:
s_mouse_scroll += event.wheel.y;
break;
case SDL_KEYDOWN:
/* Latch raw key press directly from the event.
* More reliable than state-snapshot comparison,
* especially on Emscripten where SDL_GetKeyboardState
* may not reflect keys pressed within the same frame. */
if (!event.key.repeat &&
event.key.keysym.scancode < SDL_NUM_SCANCODES) {
s_latched_keys[event.key.keysym.scancode] = 1;
}
break;
}
}
/* Read keyboard state */
s_key_state = SDL_GetKeyboardState(NULL);
for (int i = 0; i < ACTION_COUNT; i++) {
s_current[i] = s_key_state[s_bindings[i]];
if (s_alt_bindings[i] && s_key_state[s_alt_bindings[i]]) {
s_current[i] = true;
}
/* Latch edges: once set, stays true until consumed */
if (s_current[i] && !s_previous[i]) {
s_latched_pressed[i] = true;
}
if (!s_current[i] && s_previous[i]) {
s_latched_released[i] = true;
}
}
/* Read mouse state */
Uint32 buttons = SDL_GetMouseState(&s_mouse_x, &s_mouse_y);
/* Convert window coords to logical coords (SDL handles this via
SDL_RenderSetLogicalSize, but GetMouseState returns window coords) */
SDL_Renderer *r = SDL_GetRenderer(SDL_GetMouseFocus());
if (r) {
float lx, ly;
SDL_RenderWindowToLogical(r, s_mouse_x, s_mouse_y, &lx, &ly);
s_mouse_x = (int)lx;
s_mouse_y = (int)ly;
}
s_mouse_current[MOUSE_LEFT] = (buttons & SDL_BUTTON_LMASK) != 0;
s_mouse_current[MOUSE_MIDDLE] = (buttons & SDL_BUTTON_MMASK) != 0;
s_mouse_current[MOUSE_RIGHT] = (buttons & SDL_BUTTON_RMASK) != 0;
for (int i = 0; i < MOUSE_BUTTON_COUNT; i++) {
if (s_mouse_current[i] && !s_mouse_previous[i]) {
s_mouse_latched_pressed[i] = true;
}
if (!s_mouse_current[i] && s_mouse_previous[i]) {
s_mouse_latched_released[i] = true;
}
}
}
void input_consume(void) {
/* Clear latched states after an update tick has read them */
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
memset(s_latched_released, 0, sizeof(s_latched_released));
memset(s_mouse_latched_pressed, 0, sizeof(s_mouse_latched_pressed));
memset(s_mouse_latched_released, 0, sizeof(s_mouse_latched_released));
memset(s_latched_keys, 0, sizeof(s_latched_keys));
}
bool input_pressed(Action a) {
return s_latched_pressed[a];
}
bool input_held(Action a) {
return s_current[a];
}
bool input_released(Action a) {
return s_latched_released[a];
}
bool input_quit_requested(void) {
return s_quit_requested;
}
/* ── Mouse queries ────────────────────────────────── */
void input_mouse_pos(int *x, int *y) {
if (x) *x = s_mouse_x;
if (y) *y = s_mouse_y;
}
bool input_mouse_pressed(MouseButton btn) {
if (btn < 0 || btn >= MOUSE_BUTTON_COUNT) return false;
return s_mouse_latched_pressed[btn];
}
bool input_mouse_held(MouseButton btn) {
if (btn < 0 || btn >= MOUSE_BUTTON_COUNT) return false;
return s_mouse_current[btn];
}
bool input_mouse_released(MouseButton btn) {
if (btn < 0 || btn >= MOUSE_BUTTON_COUNT) return false;
return s_mouse_latched_released[btn];
}
int input_mouse_scroll(void) {
return s_mouse_scroll;
}
/* ── Raw keyboard queries ─────────────────────────── */
bool input_key_pressed(SDL_Scancode key) {
if (key < 0 || key >= SDL_NUM_SCANCODES) return false;
return s_latched_keys[key] != 0;
}
bool input_key_held(SDL_Scancode key) {
if (key < 0 || key >= SDL_NUM_SCANCODES) return false;
return s_key_state && s_key_state[key];
}
/* ── Debug log snapshot ───────────────────────────── */
void input_get_snapshot(InputSnapshot *out) {
out->held = 0;
out->pressed = 0;
out->released = 0;
for (int i = 0; i < ACTION_COUNT && i < 8; i++) {
if (s_current[i]) out->held |= (uint8_t)(1 << i);
if (s_latched_pressed[i]) out->pressed |= (uint8_t)(1 << i);
if (s_latched_released[i]) out->released |= (uint8_t)(1 << i);
}
}
void input_shutdown(void) {
/* Nothing to clean up */
}