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major_tom/src/engine/input.h
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

60 lines
1.8 KiB
C

#ifndef JNR_INPUT_H
#define JNR_INPUT_H
#include <stdbool.h>
#include <SDL2/SDL.h>
typedef enum Action {
ACTION_LEFT,
ACTION_RIGHT,
ACTION_UP,
ACTION_DOWN,
ACTION_JUMP,
ACTION_SHOOT,
ACTION_DASH,
ACTION_PAUSE,
ACTION_COUNT
} Action;
void input_init(void);
void input_poll(void); /* call once per frame before updates */
void input_consume(void); /* call after each fixed update tick */
bool input_pressed(Action a); /* pressed since last consume */
bool input_held(Action a); /* currently held down */
bool input_released(Action a); /* released since last consume */
void input_shutdown(void);
/* Returns true if SDL_QUIT was received */
bool input_quit_requested(void);
/* ── Mouse state ────────────────────────────────── */
typedef enum MouseButton {
MOUSE_LEFT = 0,
MOUSE_MIDDLE = 1,
MOUSE_RIGHT = 2,
MOUSE_BUTTON_COUNT
} MouseButton;
/* Mouse position in logical (game) coordinates */
void input_mouse_pos(int *x, int *y);
/* Mouse button queries (same semantics as keyboard) */
bool input_mouse_pressed(MouseButton btn);
bool input_mouse_held(MouseButton btn);
bool input_mouse_released(MouseButton btn);
/* Scroll wheel delta since last poll (positive = up) */
int input_mouse_scroll(void);
/* Raw keyboard access for text-like input in editor */
bool input_key_pressed(SDL_Scancode key);
bool input_key_held(SDL_Scancode key);
/* Pack current input state into a compact bitmask snapshot.
* Used by the debug log to record per-tick input without
* exposing internal arrays. */
typedef struct InputSnapshot InputSnapshot; /* defined in debuglog.h */
void input_get_snapshot(InputSnapshot *out);
#endif /* JNR_INPUT_H */