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controller.go
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controller.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package input
import (
"github.com/hajimehoshi/ebiten/v2"
)
type ImpulseState struct {
Held bool `json:",omitempty"`
JustHit bool `json:",omitempty"`
}
type InputMap int
func (i InputMap) ContainsAny(o InputMap) bool {
return i&o != 0
}
type impulse struct {
ImpulseState
Name string
keys map[ebiten.Key]InputMap
padControls padControls
}
const (
NoInput InputMap = 0
DOSKeyboard InputMap = 1
NESKeyboard InputMap = 2
FPSKeyboard InputMap = 4
ViKeyboard InputMap = 8
AnyKeyboard InputMap = DOSKeyboard | NESKeyboard | FPSKeyboard | ViKeyboard
Gamepad InputMap = 16
AnyInput InputMap = AnyKeyboard | Gamepad
)
var (
Left = (&impulse{Name: "Left", keys: leftKeys, padControls: leftPad}).register()
Right = (&impulse{Name: "Right", keys: rightKeys, padControls: rightPad}).register()
Up = (&impulse{Name: "Up", keys: upKeys, padControls: upPad}).register()
Down = (&impulse{Name: "Down", keys: downKeys, padControls: downPad}).register()
Jump = (&impulse{Name: "Jump", keys: jumpKeys, padControls: jumpPad}).register()
Action = (&impulse{Name: "Action", keys: actionKeys, padControls: actionPad}).register()
Exit = (&impulse{Name: "Exit", keys: exitKeys, padControls: exitPad}).register()
Fullscreen = (&impulse{Name: "Fullscreen", keys: fullscreenKeys /* no padControls */}).register()
impulses = []*impulse{}
inputMap InputMap
// Wait for first frame to detect initial gamepad situation.
firstUpdate = true
)
func (i *impulse) register() *impulse {
impulses = append(impulses, i)
return i
}
func (i *impulse) update() {
keyboardHeld := i.keyboardPressed()
gamepadHeld := i.gamepadPressed()
held := keyboardHeld | gamepadHeld
if held != 0 && !i.Held {
i.JustHit = true
// Whenever a new key is pressed, update the flag whether we're actually
// _using_ the gamepad. Used for some in-game text messages.
inputMap &= held
if inputMap == 0 {
inputMap = held
}
} else {
i.JustHit = false
}
i.Held = held != 0
}
func Init() error {
gamepadInit()
return nil
}
func Update() {
gamepadScan()
if firstUpdate {
// At first, assume gamepad whenever one is present.
if len(gamepads) > 0 {
inputMap = Gamepad
} else {
inputMap = DOSKeyboard
}
firstUpdate = false
}
for _, i := range impulses {
i.update()
}
easterEggUpdate()
}
func EasterEggJustHit() bool {
return easterEggJustHit
}
func Map() InputMap {
return inputMap
}
// Demo code.
type DemoState struct {
InputMap InputMap
Left ImpulseState
Right ImpulseState
Up ImpulseState
Down ImpulseState
Jump ImpulseState
Action ImpulseState
Exit ImpulseState
}
func LoadFromDemo(state *DemoState) {
if state == nil {
return
}
inputMap = state.InputMap
Left.ImpulseState = state.Left
Right.ImpulseState = state.Right
Up.ImpulseState = state.Up
Down.ImpulseState = state.Down
Jump.ImpulseState = state.Jump
Action.ImpulseState = state.Action
Exit.ImpulseState = state.Exit
}
func SaveToDemo() *DemoState {
return &DemoState{
InputMap: inputMap,
Left: Left.ImpulseState,
Right: Right.ImpulseState,
Up: Up.ImpulseState,
Down: Down.ImpulseState,
Jump: Jump.ImpulseState,
Action: Action.ImpulseState,
Exit: Exit.ImpulseState,
}
}