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authorBerke Güzel <wenekar1@gmail.com>2026-10-13 15:41:39 +0300
committerBerke Güzel <wenekar1@gmail.com>2026-10-13 15:41:39 +0300
commit537b2d768b31deb0f95c5122e0d562e4406ae9a0 (patch)
treecc3e85cb2990672c11b4e35c6dbcfaac733d09f5 /examples/game.c
parent98f0d51157fa2a2b8ccaae54ed4850a88d223d01 (diff)
Unify core and runner events into struct yasl_event
The core input queue and the yasl_run() runner each had their own event type, and the runner translated one into the other. Both now share struct yasl_event in <yasl/yasl.h>: yasl_surface_poll_event() returns the same events the app event callback receives, so the runner forwards them unchanged. Pointer input becomes POINTER_DOWN/UP/MOTION/SCROLL/LEAVE with a named yasl_pointer_button and a motion delta computed in the input queue. TEXT, PASTE and DROP share one text payload, scale changes fold into WINDOW_RESIZE, and every event carries a monotonic time_ns. yasl_surface_set_mouse_mode() is replaced by yasl_surface_set_pointer_mode(); no backend implements relative mode yet. The export check now only counts YASL_API declarations, so function pointer fields returning enum yasl_app_result are not mistaken for exports. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Diffstat (limited to 'examples/game.c')
-rw-r--r--examples/game.c31
1 files changed, 15 insertions, 16 deletions
diff --git a/examples/game.c b/examples/game.c
index 7ec28e1..065ff99 100644
--- a/examples/game.c
+++ b/examples/game.c
@@ -6,7 +6,7 @@
* - Continuous display-synchronized ticks (YASL_PACING_CONTINUOUS)
* - 3D software rendering (rotating shaded cube + starfield)
* - WASD continuous player movement & key state tracking
- * - Relative mouse mode (YASL_MOUSE_RELATIVE) for smooth first-person camera orbit
+ * - Relative pointer mode (YASL_POINTER_RELATIVE) for smooth first-person camera orbit
* - Spacebar toggles pointer lock (Relative vs Normal cursor)
* - Real-time FPS counter and frame latency display
* - Dynamic window resizing with automatic aspect ratio adjustment
@@ -140,7 +140,7 @@ static bool project_point(struct vec3 p, int w, int h, int *out_x, int *out_y)
return true;
}
-static int on_init(void *ud, struct yasl_display *d)
+static enum yasl_app_result on_init(void *ud, struct yasl_display *d)
{
struct game_state *game = ud;
game->display = d;
@@ -169,14 +169,13 @@ static int on_init(void *ud, struct yasl_display *d)
return YASL_APP_CONTINUE;
}
-static int on_event(void *ud, const struct yasl_event *ev)
+static enum yasl_app_result on_event(void *ud, const struct yasl_event *ev)
{
struct game_state *game = ud;
switch (ev->type) {
case YASL_EVENT_KEY: {
- bool down = (ev->key.action == YASL_KEY_PRESS || ev->key.action == YASL_KEY_REPEAT);
- if (ev->key.action == YASL_KEY_RELEASE) down = false;
+ bool down = ev->key.action != YASL_KEY_RELEASE;
switch (ev->key.key) {
case YASL_KEY_W: game->key_w = down; break;
@@ -187,17 +186,17 @@ static int on_event(void *ud, const struct yasl_event *ev)
case YASL_KEY_E: game->key_e = down; break;
case YASL_KEY_SPACE:
if (ev->key.action == YASL_KEY_PRESS) {
- /* Toggle relative mouse mode */
+ /* Toggle relative pointer mode */
game->relative_mouse = !game->relative_mouse;
- yasl_surface_set_mouse_mode(game->surface,
- game->relative_mouse ? YASL_MOUSE_RELATIVE : YASL_MOUSE_NORMAL);
+ yasl_surface_set_pointer_mode(game->surface,
+ game->relative_mouse ? YASL_POINTER_RELATIVE : YASL_POINTER_NORMAL);
}
break;
case YASL_KEY_ESCAPE:
if (ev->key.action == YASL_KEY_PRESS) {
if (game->relative_mouse) {
game->relative_mouse = false;
- yasl_surface_set_mouse_mode(game->surface, YASL_MOUSE_NORMAL);
+ yasl_surface_set_pointer_mode(game->surface, YASL_POINTER_NORMAL);
} else {
return YASL_APP_QUIT;
}
@@ -209,25 +208,25 @@ static int on_event(void *ud, const struct yasl_event *ev)
break;
}
- case YASL_EVENT_MOUSE_MOTION:
+ case YASL_EVENT_POINTER_MOTION:
if (game->relative_mouse) {
/* Smooth first-person camera orbit */
- game->cam_yaw += (float)ev->mouse_motion.delta.x * 0.005f;
- game->cam_pitch += (float)ev->mouse_motion.delta.y * 0.005f;
+ game->cam_yaw += (float)ev->pointer.delta.x * 0.005f;
+ game->cam_pitch += (float)ev->pointer.delta.y * 0.005f;
if (game->cam_pitch > 1.4f) game->cam_pitch = 1.4f;
if (game->cam_pitch < -1.4f) game->cam_pitch = -1.4f;
}
break;
- case YASL_EVENT_MOUSE_BUTTON:
- if (ev->mouse_button.pressed && !game->relative_mouse) {
+ case YASL_EVENT_POINTER_DOWN:
+ if (!game->relative_mouse) {
/* Click window to capture cursor */
game->relative_mouse = true;
- yasl_surface_set_mouse_mode(game->surface, YASL_MOUSE_RELATIVE);
+ yasl_surface_set_pointer_mode(game->surface, YASL_POINTER_RELATIVE);
}
break;
- case YASL_EVENT_WINDOW_CLOSE_REQUEST:
+ case YASL_EVENT_WINDOW_CLOSE:
return YASL_APP_QUIT;
default: