MiMoEngine ASM: x86-64 MASM汇编+C混合架构游戏引擎

核心热路径(数学/内存/字符串/性能分析)用MASM汇编(SSE/AVX2)
外围系统(窗口/渲染/ECS/音频/UI/脚本)用C语言
含自研编辑器、VisualScript积木编程、中文渲染(glyph_atlas)
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shuiyu1123 committed 2026-07-10 19:20:40 +08:00
commit 2d56cb3bc9
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#include "input.h"
#include <stdlib.h>
#include <string.h>
static float normalize_trigger(BYTE value) {
return value / 255.0f;
}
static float normalize_axis(SHORT value) {
if (value > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
return (value - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) / (32767.0f - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
} else if (value < -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
return (value + XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) / (32767.0f - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
}
return 0.0f;
}
Input* input_create(void) {
Input* input = (Input*)calloc(1, sizeof(Input));
input->deadzone = 0.2f;
return input;
}
void input_destroy(Input* input) {
free(input);
}
void input_update(Input* input) {
memcpy(input->key_prev, input->key_states, sizeof(int) * MAX_KEYS);
memcpy(input->mouse_prev, input->mouse_buttons, sizeof(int) * 3);
input->mouse_dx = 0;
input->mouse_dy = 0;
input->mouse_scroll = 0;
memcpy(&input->gamepad_prev, &input->gamepad_state, sizeof(XINPUT_STATE));
input->gamepad_connected = (XInputGetState(0, &input->gamepad_state) == ERROR_SUCCESS);
}
void input_process_key(Input* input, int key, int down) {
if (key >= 0 && key < MAX_KEYS) {
input->key_states[key] = down;
}
}
void input_process_mouse_move(Input* input, int x, int y) {
input->mouse_dx = x - input->mouse_x;
input->mouse_dy = y - input->mouse_y;
input->mouse_x = x;
input->mouse_y = y;
}
void input_process_mouse_button(Input* input, int button, int down) {
if (button >= 0 && button < 3) {
input->mouse_buttons[button] = down;
}
}
void input_process_mouse_wheel(Input* input, int delta) {
input->mouse_scroll += delta;
}
int input_key_down(Input* input, int key) {
return (key >= 0 && key < MAX_KEYS) ? input->key_states[key] : 0;
}
int input_key_pressed(Input* input, int key) {
return (key >= 0 && key < MAX_KEYS) ? (input->key_states[key] && !input->key_prev[key]) : 0;
}
int input_key_released(Input* input, int key) {
return (key >= 0 && key < MAX_KEYS) ? (!input->key_states[key] && input->key_prev[key]) : 0;
}
int input_mouse_button(Input* input, int button) {
return (button >= 0 && button < 3) ? input->mouse_buttons[button] : 0;
}
int input_mouse_button_pressed(Input* input, int button) {
return (button >= 0 && button < 3) ? (input->mouse_buttons[button] && !input->mouse_prev[button]) : 0;
}
void input_get_mouse_pos(Input* input, int* x, int* y) {
if (x) *x = input->mouse_x;
if (y) *y = input->mouse_y;
}
void input_get_mouse_delta(Input* input, int* dx, int* dy) {
if (dx) *dx = input->mouse_dx;
if (dy) *dy = input->mouse_dy;
}
int input_get_mouse_scroll(Input* input) {
return input->mouse_scroll;
}
int input_gamepad_connected(Input* input) {
return input->gamepad_connected;
}
float input_gamepad_axis_lx(Input* input) {
float v = normalize_axis(input->gamepad_state.Gamepad.sThumbLX);
return fabsf(v) < input->deadzone ? 0.0f : v;
}
float input_gamepad_axis_ly(Input* input) {
float v = normalize_axis(input->gamepad_state.Gamepad.sThumbLY);
return fabsf(v) < input->deadzone ? 0.0f : v;
}
float input_gamepad_axis_rx(Input* input) {
float v = normalize_axis(input->gamepad_state.Gamepad.sThumbRX);
return fabsf(v) < input->deadzone ? 0.0f : v;
}
float input_gamepad_axis_ry(Input* input) {
float v = normalize_axis(input->gamepad_state.Gamepad.sThumbRY);
return fabsf(v) < input->deadzone ? 0.0f : v;
}
float input_gamepad_trigger_l(Input* input) {
return normalize_trigger(input->gamepad_state.Gamepad.bLeftTrigger);
}
float input_gamepad_trigger_r(Input* input) {
return normalize_trigger(input->gamepad_state.Gamepad.bRightTrigger);
}
int input_gamepad_button(Input* input, uint16_t button) {
return (input->gamepad_state.Gamepad.wButtons & button) != 0;
}
int input_gamepad_button_pressed(Input* input, uint16_t button) {
return (input->gamepad_state.Gamepad.wButtons & button) != 0 &&
(input->gamepad_prev.Gamepad.wButtons & button) == 0;
}
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#pragma once
// ============================================================================
// input.h - 输入管理 (键盘/鼠标/手柄)
// ============================================================================
#include <Windows.h>
#include <Xinput.h>
#include <stdint.h>
#pragma comment(lib, "xinput.lib")
// 键盘状态
#define MAX_KEYS 256
// 鼠标按钮
#define MOUSE_LEFT 0
#define MOUSE_RIGHT 1
#define MOUSE_MIDDLE 2
// 手柄按钮
#define GAMEPAD_A XINPUT_GAMEPAD_A
#define GAMEPAD_B XINPUT_GAMEPAD_B
#define GAMEPAD_X XINPUT_GAMEPAD_X
#define GAMEPAD_Y XINPUT_GAMEPAD_Y
#define GAMEPAD_START XINPUT_GAMEPAD_START
#define GAMEPAD_BACK XINPUT_GAMEPAD_BACK
#define GAMEPAD_LB XINPUT_GAMEPAD_LEFT_SHOULDER
#define GAMEPAD_RB XINPUT_GAMEPAD_RIGHT_SHOULDER
#define GAMEPAD_LTHUMB XINPUT_GAMEPAD_LEFT_THUMB
#define GAMEPAD_RTHUMB XINPUT_GAMEPAD_RIGHT_THUMB
#define GAMEPAD_UP XINPUT_GAMEPAD_DPAD_UP
#define GAMEPAD_DOWN XINPUT_GAMEPAD_DPAD_DOWN
#define GAMEPAD_LEFT XINPUT_GAMEPAD_DPAD_LEFT
#define GAMEPAD_RIGHT XINPUT_GAMEPAD_DPAD_RIGHT
typedef struct {
int key_states[MAX_KEYS];
int key_prev[MAX_KEYS];
int mouse_x, mouse_y;
int mouse_dx, mouse_dy;
int mouse_scroll;
int mouse_buttons[3];
int mouse_prev[3];
XINPUT_STATE gamepad_state;
XINPUT_STATE gamepad_prev;
int gamepad_connected;
float deadzone;
} Input;
// 创建/销毁
Input* input_create(void);
void input_destroy(Input* input);
// 更新 (每帧调用)
void input_update(Input* input);
// Win32 消息处理
void input_process_key(Input* input, int key, int down);
void input_process_mouse_move(Input* input, int x, int y);
void input_process_mouse_button(Input* input, int button, int down);
void input_process_mouse_wheel(Input* input, int delta);
// 键盘查询
int input_key_down(Input* input, int key);
int input_key_pressed(Input* input, int key);
int input_key_released(Input* input, int key);
// 鼠标查询
int input_mouse_button(Input* input, int button);
int input_mouse_button_pressed(Input* input, int button);
void input_get_mouse_pos(Input* input, int* x, int* y);
void input_get_mouse_delta(Input* input, int* dx, int* dy);
int input_get_mouse_scroll(Input* input);
// 手柄查询
int input_gamepad_connected(Input* input);
float input_gamepad_axis_lx(Input* input);
float input_gamepad_axis_ly(Input* input);
float input_gamepad_axis_rx(Input* input);
float input_gamepad_axis_ry(Input* input);
float input_gamepad_trigger_l(Input* input);
float input_gamepad_trigger_r(Input* input);
int input_gamepad_button(Input* input, uint16_t button);
int input_gamepad_button_pressed(Input* input, uint16_t button);