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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 (
"runtime"
"github.com/hajimehoshi/ebiten/v2"
m "github.com/divVerent/aaaaxy/internal/math"
)
type ImpulseState struct {
Held bool `json:",omitempty"`
JustHit bool `json:",omitempty"`
}
func (i *ImpulseState) Empty() bool {
return !i.Held && !i.JustHit
}
func (i *ImpulseState) OrEmpty() ImpulseState {
if i == nil {
return ImpulseState{}
}
return *i
}
func (i *ImpulseState) UnlessEmpty() *ImpulseState {
if i.Empty() {
return nil
}
return i
}
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
mouseControl bool
touchRect m.Rect
touchImage *ebiten.Image
}
const (
NoInput InputMap = 0
// Allocated input bits.
DOSKeyboardWithEscape InputMap = 1
NESKeyboardWithEscape InputMap = 2
FPSKeyboardWithEscape InputMap = 4
ViKeyboardWithEscape InputMap = 8
Gamepad InputMap = 16
DOSKeyboardWithBackspace InputMap = 32
NESKeyboardWithBackspace InputMap = 64
FPSKeyboardWithBackspace InputMap = 128
ViKeyboardWithBackspace InputMap = 256
Touchscreen InputMap = 512
// Computed helpers values.
AnyKeyboardWithEscape = DOSKeyboardWithEscape | NESKeyboardWithEscape | FPSKeyboardWithEscape | ViKeyboardWithEscape
AnyKeyboardWithBackspace = DOSKeyboardWithBackspace | NESKeyboardWithBackspace | FPSKeyboardWithBackspace | ViKeyboardWithBackspace
DOSKeyboard = DOSKeyboardWithEscape | DOSKeyboardWithBackspace
NESKeyboard = NESKeyboardWithEscape | NESKeyboardWithBackspace
FPSKeyboard = FPSKeyboardWithEscape | FPSKeyboardWithBackspace
ViKeyboard = ViKeyboardWithEscape | ViKeyboardWithBackspace
AnyKeyboard = AnyKeyboardWithEscape | AnyKeyboardWithBackspace
AnyInput = AnyKeyboard | Gamepad | Touchscreen
)
var (
Left = (&impulse{Name: "Left", keys: leftKeys, padControls: leftPad, touchRect: leftTouch}).register()
Right = (&impulse{Name: "Right", keys: rightKeys, padControls: rightPad, touchRect: rightTouch}).register()
Up = (&impulse{Name: "Up", keys: upKeys, padControls: upPad, touchRect: upTouch}).register()
Down = (&impulse{Name: "Down", keys: downKeys, padControls: downPad, touchRect: downTouch}).register()
Jump = (&impulse{Name: "Jump", keys: jumpKeys, padControls: jumpPad, touchRect: jumpTouch}).register()
Action = (&impulse{Name: "Action", keys: actionKeys, padControls: actionPad, touchRect: actionTouch}).register()
Exit = (&impulse{Name: "Exit", keys: exitKeys, padControls: exitPad, mouseControl: true, touchRect: exitTouch}).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
// Current mouse/finger hover pos, if any.
hoverPos *m.Pos
// Last mouse/finger click/release pos, if any.
clickPos *m.Pos
)
func (i *impulse) register() *impulse {
impulses = append(impulses, i)
return i
}
func (i *impulse) update() {
keyboardHeld := i.keyboardPressed()
gamepadHeld := i.gamepadPressed()
touchHeld := i.touchPressed()
mouseHeld := i.mousePressed()
held := keyboardHeld | gamepadHeld | touchHeld | mouseHeld
if held != NoInput && !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 == NoInput {
inputMap = held
}
// Hide mouse pointer if using another input device in the menu.
if mouseHeld == NoInput {
mouseCancel()
}
} else {
i.JustHit = false
}
i.Held = held != NoInput
}
func Init() error {
gamepadInit()
return touchInit()
}
func Update(screenWidth, screenHeight, gameWidth, gameHeight int, crtK1, crtK2 float64) {
gamepadScan()
if firstUpdate {
// At first, assume gamepad whenever one is present.
if len(gamepads) > 0 {
inputMap = Gamepad
} else {
inputMap = AnyKeyboard
}
firstUpdate = false
}
for _, i := range impulses {
i.update()
}
clickPos, hoverPos = nil, nil
mouseUpdate(screenWidth, screenHeight, gameWidth, gameHeight, crtK1, crtK2)
touchUpdate(screenWidth, screenHeight, gameWidth, gameHeight, crtK1, crtK2)
easterEggUpdate()
}
func SetWantClicks(want bool) {
mouseSetWantClicks(want)
touchSetWantPad(!want)
}
func EasterEggJustHit() bool {
return easterEgg.justHit || snesEasterEgg.justHit
}
func KonamiCodeJustHit() bool {
return konamiCode.justHit || snesKonamiCode.justHit || kbdKonamiCode.justHit
}
func Map() InputMap {
return inputMap
}
type ExitButtonID int
const (
Escape ExitButtonID = iota
Backspace
Start
Back
)
func ExitButton() ExitButtonID {
if inputMap.ContainsAny(Gamepad) {
return Start
}
if inputMap.ContainsAny(Touchscreen) {
return Back
}
if runtime.GOOS != "js" {
// On JS, the Esc key is kinda "reserved" for leaving fullsreeen.
// Thus we never recommend it, even if the user used it before.
if inputMap.ContainsAny(AnyKeyboardWithEscape) {
return Escape
}
}
return Backspace
}
func HoverPos() (m.Pos, bool) {
if hoverPos == nil {
return m.Pos{}, false
}
return *hoverPos, true
}
func ClickPos() (m.Pos, bool) {
if clickPos == nil {
return m.Pos{}, false
}
return *clickPos, true
}
func CancelHover() {
mouseCancel()
}
type MouseStatus int
const (
NoMouse MouseStatus = iota
HoveringMouse
ClickingMouse
)
func Mouse() (m.Pos, MouseStatus) {
if clickPos != nil {
return *clickPos, ClickingMouse
}
if hoverPos != nil {
return *hoverPos, HoveringMouse
}
return m.Pos{}, NoMouse
}
// Demo code.
type DemoState struct {
InputMap InputMap `json:",omitempty"`
Left *ImpulseState `json:",omitempty"`
Right *ImpulseState `json:",omitempty"`
Up *ImpulseState `json:",omitempty"`
Down *ImpulseState `json:",omitempty"`
Jump *ImpulseState `json:",omitempty"`
Action *ImpulseState `json:",omitempty"`
Exit *ImpulseState `json:",omitempty"`
HoverPos *m.Pos `json:",omitempty"`
ClickPos *m.Pos `json:",omitempty"`
EasterEggJustHit bool `json:",omitempty"`
KonamiCodeJustHit bool `json:",omitempty"`
}
func LoadFromDemo(state *DemoState) {
if state == nil {
state = &DemoState{}
}
inputMap = state.InputMap
Left.ImpulseState = state.Left.OrEmpty()
Right.ImpulseState = state.Right.OrEmpty()
Up.ImpulseState = state.Up.OrEmpty()
Down.ImpulseState = state.Down.OrEmpty()
Jump.ImpulseState = state.Jump.OrEmpty()
Action.ImpulseState = state.Action.OrEmpty()
Exit.ImpulseState = state.Exit.OrEmpty()
hoverPos = state.HoverPos
clickPos = state.ClickPos
easterEgg.justHit = state.EasterEggJustHit
snesEasterEgg.justHit = state.EasterEggJustHit
konamiCode.justHit = state.KonamiCodeJustHit
snesKonamiCode.justHit = state.KonamiCodeJustHit
kbdKonamiCode.justHit = state.KonamiCodeJustHit
}
func SaveToDemo() *DemoState {
return &DemoState{
InputMap: inputMap,
Left: Left.ImpulseState.UnlessEmpty(),
Right: Right.ImpulseState.UnlessEmpty(),
Up: Up.ImpulseState.UnlessEmpty(),
Down: Down.ImpulseState.UnlessEmpty(),
Jump: Jump.ImpulseState.UnlessEmpty(),
Action: Action.ImpulseState.UnlessEmpty(),
Exit: Exit.ImpulseState.UnlessEmpty(),
HoverPos: hoverPos,
ClickPos: clickPos,
EasterEggJustHit: EasterEggJustHit(),
KonamiCodeJustHit: KonamiCodeJustHit(),
}
}
func Draw(screen *ebiten.Image) {
touchDraw(screen)
}