mirror of
https://github.com/Reuh/ubiquitousse.git
synced 2025-10-27 17:19:31 +00:00
Code reorganization, added uqt.ecs, removed LÖVE duplicates (uqt.audio, uqt.draw, uqt.filesystem)
This commit is contained in:
parent
523c5d36c0
commit
16e533d176
28 changed files with 2544 additions and 2107 deletions
269
input/backend/ctrulua.lua
Normal file
269
input/backend/ctrulua.lua
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@ -0,0 +1,269 @@
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local input = require((...):match("^(.-%.)backend").."input")
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local gfx = require("ctr.gfx")
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local hid = require("ctr.hid")
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local keys = {}
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local touchX, touchY, dTouchX, dTouchY
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local oUpdate = input.update
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input.update = function(dt)
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hid.read()
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keys = hid.keys()
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local nTouchX, nTouchY = hid.touch()
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dTouchX, dTouchY = nTouchX - touchX, nTouchY - touchY
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touchX, touchY = nTouchX, nTouchY
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oUpdate(dt)
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end
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input.buttonDetector = function(...)
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local ret = {}
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for _,id in ipairs({...}) do
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-- Keys
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if id:match("^key%.") then
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local key = id:match("^key%.(.+)$")
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table.insert(ret, function()
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return keys.held[key]
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end)
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else
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error("Unknown button identifier: "..id)
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end
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end
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return table.unpack(ret)
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end
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input.axisDetector = function(...)
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local ret = {}
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for _,id in ipairs({...}) do
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-- Binary axis
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if id:match(".+%,.+") then
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local d1, d2 = input.buttonDetector(id:match("^(.+)%,(.+)$"))
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table.insert(ret, function()
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local b1, b2 = d1(), d2()
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if b1 and b2 then return 0
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elseif b1 then return -1
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elseif b2 then return 1
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else return 0 end
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end)
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-- Touch movement
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elseif id:match("^touch%.move%.") then
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local axis, threshold = id:match("^touch%.move%.(.+)%%(.+)$")
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if not axis then axis = id:match("^touch%.move%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local val, raw, max
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if axis == "x" then
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raw, max = dTouchX, gfx.BOTTOM_WIDTH
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elseif axis == "y" then
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raw, max = dTouchY, gfx.BOTTOM_HEIGHT
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end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- Touch position
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elseif id:match("^touch%.position%.") then
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local axis, threshold = id:match("^touch%.position%.(.+)%%(.+)$")
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if not axis then axis = id:match("^touch%.position%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local val, raw, max
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if axis == "x" then
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max = gfx.BOTTOM_WIDTH / 2 -- /2 because x=0,y=0 is the center of the screen (an axis value is in [-1,1])
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raw = touchX - max
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elseif axis == "y" then
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max = gfx.BOTTOM_HEIGHT / 2
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raw = touchY - max
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end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- Circle pad axis
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elseif id:match("^circle%.") then
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local axis, threshold = id:match("^circle%.(.+)%%(.+)$")
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if not axis then axis = id:match("^circle%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local x, y = hid.circle()
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local val, raw, max = 0, 0, 156
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if axis == "x" then raw = x
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elseif axis == "y" then raw = y end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- C-Stick axis
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elseif id:match("^cstick%.") then
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local axis, threshold = id:match("^cstick%.(.+)%%(.+)$")
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if not axis then axis = id:match("^cstick%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local x, y = hid.cstick()
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local val, raw, max = 0, 0, 146
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if axis == "x" then raw = x
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elseif axis == "y" then raw = y end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- Accelerometer axis
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elseif id:match("^accel%.") then
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local axis, threshold = id:match("^accel%.(.+)%%(.+)$")
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if not axis then axis = id:match("^accel%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local x, y, z = hid.accel()
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local val, raw, max = 0, 0, 32768 -- no idea actually, but it's a s16
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if axis == "x" then raw = x
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elseif axis == "y" then raw = y
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elseif axis == "z" then raw = z end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- Gyroscope axis
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elseif id:match("^gyro%.") then
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local axis, threshold = id:match("^gyro%.(.+)%%(.+)$")
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if not axis then axis = id:match("^gyro%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local roll, pitch, yaw = hid.gyro()
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local val, raw, max = 0, 0, 32768 -- no idea actually, but it's a s16
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if axis == "roll" then raw = roll
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elseif axis == "pitch" then raw = pitch
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elseif axis == "yaw" then raw = yaw end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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else
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error("Unknown axis identifier: "..id)
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end
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end
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return table.unpack(ret)
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end
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input.buttonsInUse = function(threshold)
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local r = {}
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for key, held in pairs(keys.held) do
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if held then table.insert(r, "key."..key) end
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end
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return r
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end
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input.axesInUse = function(threshold)
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local r = {}
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threshold = threshold or 0.5
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if math.abs(touchX) / gfx.BOTTOM_WIDTH > threshold then table.insert(r, "touch.position.x%"..threshold) end
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if math.abs(touchY) / gfx.BOTTOM_HEIGHT > threshold then table.insert(r, "touch.position.y%"..threshold) end
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if math.abs(dTouchX) / gfx.BOTTOM_WIDTH > threshold then table.insert(r, "touch.move.x%"..threshold) end
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if math.abs(dTouchY) / gfx.BOTTOM_HEIGHT > threshold then table.insert(r, "touch.move.y%"..threshold) end
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local circleX, circleY = hid.circle()
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if math.abs(circleX) / 156 > threshold then table.insert(r, "circle.x%"..threshold) end
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if math.abs(circleY) / 156 > threshold then table.insert(r, "circle.y%"..threshold) end
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if ctr.apt.isNew3DS() then
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local cstickX, cstickY = hid.cstick()
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if math.abs(cstickY) / 146 > threshold then table.insert(r, "cstick.y%"..threshold) end
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if math.abs(cstickX) / 146 > threshold then table.insert(r, "cstick.x%"..threshold) end
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end
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local accelX, accelY, accelZ = hid.accel()
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if math.abs(accelX) / 32768 > threshold then table.insert(r, "accel.x%"..threshold) end
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if math.abs(accelY) / 32768 > threshold then table.insert(r, "accel.y%"..threshold) end
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if math.abs(accelZ) / 32768 > threshold then table.insert(r, "accel.z%"..threshold) end
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-- no gyro, because it is always in use
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return r
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end
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input.buttonName = function(...)
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local ret = {}
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for _,id in ipairs({...}) do
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-- Key
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if id:match("^key%.") then
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local key = id:match("^key%.(.+)$")
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table.insert(ret, key:sub(1,1):upper()..key:sub(2).." key")
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else
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table.insert(ret, id)
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end
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end
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return table.unpack(ret)
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end
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input.axisName = function(...)
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local ret = {}
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for _,id in ipairs({...}) do
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-- Binary axis
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if id:match(".+%,.+") then
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local b1, b2 = input.buttonName(id:match("^(.+)%,(.+)$"))
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table.insert(ret, b1.." / "..b2)
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-- Touch movement
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elseif id:match("^touch%.move%.") then
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local axis, threshold = id:match("^touch%.move%.(.+)%%(.+)$")
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if not axis then axis = id:match("^touch%.move%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, ("Touch %s movement (threshold %s%%)"):format(axis, math.abs(threshold*100)))
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-- Touch position
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elseif id:match("^touch%.position%.") then
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local axis, threshold = id:match("^touch%.position%.(.+)%%(.+)$")
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if not axis then axis = id:match("^touch%.position%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, ("Touch %s position (threshold %s%%)"):format(axis, math.abs(threshold*100)))
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-- Circle pad axis
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elseif id:match("^circle%.") then
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local axis, threshold = id:match("^circle%.(.+)%%(.+)$")
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if not axis then axis = id:match("^circle%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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if axis == "x" then
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table.insert(ret, ("Circle pad horizontal axis (deadzone %s%%)"):format(math.abs(threshold*100)))
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elseif axis == "y" then
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table.insert(ret, ("Circle pad vertical axis (deadzone %s%%)"):format(math.abs(threshold*100)))
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else
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table.insert(ret, ("Circle pad %s axis (deadzone %s%%)"):format(axis, math.abs(threshold*100)))
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end
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-- C-Stick axis
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elseif id:match("^cstick%.") then
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local axis, threshold = id:match("^cstick%.(.+)%%(.+)$")
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if not axis then axis = id:match("^cstick%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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if axis == "x" then
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table.insert(ret, ("C-Stick horizontal axis (deadzone %s%%)"):format(math.abs(threshold*100)))
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elseif axis == "y" then
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table.insert(ret, ("C-Stick vertical axis (deadzone %s%%)"):format(math.abs(threshold*100)))
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else
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table.insert(ret, ("C-Stick %s axis (deadzone %s%%)"):format(axis, math.abs(threshold*100)))
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end
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-- Accelerometer axis
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elseif id:match("^accel%.") then
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local axis, threshold = id:match("^accel%.(.+)%%(.+)$")
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if not axis then axis = id:match("^accel%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, ("Accelerometer %s axis (deadzone %s%%)"):format(axis, math.abs(threshold*100)))
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-- Gyroscope axis
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elseif id:match("^gyro%.") then
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local axis, threshold = id:match("^gyro%.(.+)%%(.+)$")
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if not axis then axis = id:match("^gyro%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, ("Gyroscope %s axis (deadzone %s%%)"):format(axis, math.abs(threshold*100)))
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else
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table.insert(ret, id)
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end
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end
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return table.unpack(ret)
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end
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-- Size
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input.screenWidth, input.screenHeight = gfx.TOP_WIDTH, gfx.TOP_HEIGHT
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-- Defaults
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input.default.pointer:bind(
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{ "absolute", "key.left,key.right", "key.up,key.down" },
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{ "absolute", "circle.x", "circle.y" }
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)
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input.default.confirm:bind("key.a")
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input.default.cancel:bind("key.b")
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return input
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319
input/backend/love.lua
Normal file
319
input/backend/love.lua
Normal file
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@ -0,0 +1,319 @@
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local input = require((...):match("^(.-%.)backend").."input")
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-- Config --
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-- Use ScanCodes (layout independant input) instead of KeyConstants (layout dependant) for keyboard input
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local useScancodes = true
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-- If using ScanCodes, sets this to true so the backend returns the layout-dependant KeyConstant
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-- instead of the raw ScanCode when getting the display name. If set to false and using ScanCodes,
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-- the user will see keys that don't match what's actually written on his keyboard, which is confusing.
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local displayKeyConstant = true
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-- Setup
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love.mouse.setVisible(false)
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-- Button detection
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-- FIXME love callbacks do something cleaner
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local buttonsInUse = {}
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local axesInUse = {}
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function love.keypressed(key, scancode, isrepeat)
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if useScancodes then key = scancode end
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buttonsInUse["keyboard."..key] = true
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end
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function love.keyreleased(key, scancode)
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if useScancodes then key = scancode end
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buttonsInUse["keyboard."..key] = nil
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end
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function love.mousepressed(x, y, button, istouch)
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buttonsInUse["mouse."..button] = true
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end
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function love.mousereleased(x, y, button, istouch)
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buttonsInUse["mouse."..button] = nil
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end
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function love.wheelmoved(x, y)
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if y > 0 then
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buttonsInUse["mouse.wheel.up"] = true
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elseif y < 0 then
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buttonsInUse["mouse.wheel.down"] = true
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end
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if x > 0 then
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buttonsInUse["mouse.wheel.right"] = true
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elseif x < 0 then
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buttonsInUse["mouse.wheel.left"] = true
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end
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end
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function love.mousemoved(x, y, dx, dy)
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if dx ~= 0 then axesInUse["mouse.move.x"] = dx/love.graphics.getWidth() end
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if dy ~= 0 then axesInUse["mouse.move.y"] = dy/love.graphics.getHeight() end
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end
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function love.gamepadpressed(joystick, button)
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buttonsInUse["gamepad.button."..joystick:getID().."."..button] = true
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end
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function love.gamepadreleased(joystick, button)
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buttonsInUse["gamepad.button."..joystick:getID().."."..button] = nil
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end
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function love.gamepadaxis(joystick, axis, value)
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if value ~= 0 then
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axesInUse["gamepad.axis."..joystick:getID().."."..axis] = value
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else
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axesInUse["gamepad.axis."..joystick:getID().."."..axis] = nil
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end
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end
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-- Windows size
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input.drawWidth, input.drawHeight = love.graphics.getWidth(), love.graphics.getHeight()
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function love.resize(width, height)
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input.drawWidth = width
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input.drawHeight = height
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end
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-- Update
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local oUpdate = input.update
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input.update = function(dt)
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-- love.wheelmoved doesn't trigger when the wheel stop moving, so we need to clear up our stuff at each update
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buttonsInUse["mouse.wheel.up"] = nil
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buttonsInUse["mouse.wheel.down"] = nil
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buttonsInUse["mouse.wheel.right"] = nil
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buttonsInUse["mouse.wheel.left"] = nil
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-- Same for mouse axis
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axesInUse["mouse.move.x"] = nil
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axesInUse["mouse.move.y"] = nil
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oUpdate(dt)
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end
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input.basicButtonDetector = function(id)
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-- Keyboard
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if id:match("^keyboard%.") then
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local key = id:match("^keyboard%.(.+)$")
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return function()
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return useScancodes and love.keyboard.isScancodeDown(key) or love.keyboard.isDown(key)
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end
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-- Mouse wheel
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elseif id:match("^mouse%.wheel%.") then
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local key = id:match("^mouse%.wheel%.(.+)$")
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return function()
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return buttonsInUse["mouse.wheel."..key]
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end
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-- Mouse
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elseif id:match("^mouse%.") then
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local key = id:match("^mouse%.(.+)$")
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return function()
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return love.mouse.isDown(key)
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end
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-- Gamepad button
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elseif id:match("^gamepad%.button%.") then
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local gid, key = id:match("^gamepad%.button%.(.+)%.(.+)$")
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gid = tonumber(gid)
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return function()
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local gamepad
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for _,j in ipairs(love.joystick.getJoysticks()) do
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if j:getID() == gid then gamepad = j end
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end
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return gamepad and gamepad:isGamepadDown(key)
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end
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-- Gamepad axis
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elseif id:match("^gamepad%.axis%.") then
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local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
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if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
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gid = tonumber(gid)
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threshold = tonumber(threshold) or 0.1
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return function()
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local gamepad
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for _,j in ipairs(love.joystick.getJoysticks()) do
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if j:getID() == gid then gamepad = j end
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end
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if not gamepad then
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return false
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else
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local val = gamepad:getGamepadAxis(axis)
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return (math.abs(val) > math.abs(threshold)) and ((val < 0) == (threshold < 0))
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end
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end
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else
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error("Unknown button identifier: "..id)
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end
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end
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input.basicAxisDetector = function(id)
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-- Mouse movement
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if id:match("^mouse%.move%.") then
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local axis, threshold = id:match("^mouse%.move%.(.+)%%(.+)$")
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if not axis then axis = id:match("^mouse%.move%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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return function()
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local val, raw, max = axesInUse["mouse.move."..axis] or 0, 0, 1
|
||||
if axis == "x" then
|
||||
raw, max = val * love.graphics.getWidth(), love.graphics.getWidth()
|
||||
elseif axis == "y" then
|
||||
raw, max = val * love.graphics.getHeight(), love.graphics.getHeight()
|
||||
end
|
||||
return math.abs(val) > math.abs(threshold) and val or 0, raw, max
|
||||
end
|
||||
-- Mouse position
|
||||
elseif id:match("^mouse%.position%.") then
|
||||
local axis, threshold = id:match("^mouse%.position%.(.+)%%(.+)$")
|
||||
if not axis then axis = id:match("^mouse%.position%.(.+)$") end -- no threshold (=0)
|
||||
threshold = tonumber(threshold) or 0
|
||||
return function()
|
||||
local val, raw, max = 0, 0, 1
|
||||
if axis == "x" then
|
||||
max = love.graphics.getWidth() / 2 -- /2 because x=0,y=0 is the center of the screen (an axis value is in [-1,1])
|
||||
raw = love.mouse.getX() - max
|
||||
elseif axis == "y" then
|
||||
max = love.graphics.getHeight() / 2
|
||||
raw = love.mouse.getY() - max
|
||||
end
|
||||
val = raw / max
|
||||
return math.abs(val) > math.abs(threshold) and val or 0, raw, max
|
||||
end
|
||||
-- Gamepad axis
|
||||
elseif id:match("^gamepad%.axis%.") then
|
||||
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
|
||||
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
|
||||
gid = tonumber(gid)
|
||||
threshold = tonumber(threshold) or 0.1
|
||||
return function()
|
||||
local gamepad
|
||||
for _,j in ipairs(love.joystick.getJoysticks()) do
|
||||
if j:getID() == gid then gamepad = j end
|
||||
end
|
||||
if not gamepad then
|
||||
return 0
|
||||
else
|
||||
local val = gamepad:getGamepadAxis(axis)
|
||||
return math.abs(val) > math.abs(threshold) and val or 0
|
||||
end
|
||||
end
|
||||
else
|
||||
error("Unknown axis identifier: "..id)
|
||||
end
|
||||
end
|
||||
|
||||
input.buttonsInUse = function(threshold)
|
||||
local r = {}
|
||||
threshold = threshold or 0.5
|
||||
for b in pairs(buttonsInUse) do
|
||||
table.insert(r, b)
|
||||
end
|
||||
for b,v in pairs(axesInUse) do
|
||||
if math.abs(v) > threshold then
|
||||
table.insert(r, b.."%"..(v < 0 and -threshold or threshold))
|
||||
end
|
||||
end
|
||||
return r
|
||||
end
|
||||
|
||||
input.axesInUse = function(threshold)
|
||||
local r = {}
|
||||
threshold = threshold or 0.5
|
||||
for b,v in pairs(axesInUse) do
|
||||
if math.abs(v) > threshold then
|
||||
table.insert(r, b.."%"..threshold)
|
||||
end
|
||||
end
|
||||
return r
|
||||
end
|
||||
|
||||
input.buttonName = function(...)
|
||||
local ret = {}
|
||||
for _,id in ipairs({...}) do
|
||||
-- Keyboard
|
||||
if id:match("^keyboard%.") then
|
||||
local key = id:match("^keyboard%.(.+)$")
|
||||
if useScancodes and displayKeyConstant then key = love.keyboard.getKeyFromScancode(key) end
|
||||
table.insert(ret, key:sub(1,1):upper()..key:sub(2).." key")
|
||||
-- Mouse wheel
|
||||
elseif id:match("^mouse%.wheel%.") then
|
||||
local key = id:match("^mouse%.wheel%.(.+)$")
|
||||
table.insert(ret, "Mouse wheel "..key)
|
||||
-- Mouse
|
||||
elseif id:match("^mouse%.") then
|
||||
local key = id:match("^mouse%.(.+)$")
|
||||
table.insert(ret, "Mouse "..key)
|
||||
-- Gamepad button
|
||||
elseif id:match("^gamepad%.button%.") then
|
||||
local gid, key = id:match("^gamepad%.button%.(.+)%.(.+)$")
|
||||
table.insert(ret, "Gamepad "..gid.." button "..key)
|
||||
-- Gamepad axis
|
||||
elseif id:match("^gamepad%.axis%.") then
|
||||
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
|
||||
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
|
||||
threshold = tonumber(threshold) or 0.1
|
||||
if axis == "rightx" then
|
||||
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
|
||||
elseif axis == "righty" then
|
||||
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
|
||||
elseif axis == "leftx" then
|
||||
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
|
||||
elseif axis == "lefty" then
|
||||
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
|
||||
else
|
||||
table.insert(ret, ("Gamepad %s axis %s (deadzone %s%%)"):format(gid, axis, math.abs(threshold*100)))
|
||||
end
|
||||
else
|
||||
table.insert(ret, id)
|
||||
end
|
||||
end
|
||||
return unpack(ret)
|
||||
end
|
||||
|
||||
input.axisName = function(...)
|
||||
local ret = {}
|
||||
for _,id in ipairs({...}) do
|
||||
-- Binary axis
|
||||
if id:match(".+%,.+") then
|
||||
local b1, b2 = input.buttonName(id:match("^(.+)%,(.+)$"))
|
||||
table.insert(ret, b1.." / "..b2)
|
||||
-- Mouse movement
|
||||
elseif id:match("^mouse%.move%.") then
|
||||
local axis, threshold = id:match("^mouse%.move%.(.+)%%(.+)$")
|
||||
if not axis then axis = id:match("^mouse%.move%.(.+)$") end -- no threshold (=0)
|
||||
threshold = tonumber(threshold) or 0
|
||||
table.insert(ret, ("Mouse %s movement (threshold %s%%)"):format(axis, math.abs(threshold*100)))
|
||||
-- Mouse position
|
||||
elseif id:match("^mouse%.position%.") then
|
||||
local axis, threshold = id:match("^mouse%.position%.(.+)%%(.+)$")
|
||||
if not axis then axis = id:match("^mouse%.position%.(.+)$") end -- no threshold (=0)
|
||||
threshold = tonumber(threshold) or 0
|
||||
table.insert(ret, ("Mouse %s position (threshold %s%%)"):format(axis, math.abs(threshold*100)))
|
||||
-- Gamepad axis
|
||||
elseif id:match("^gamepad%.axis%.") then
|
||||
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
|
||||
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
|
||||
threshold = tonumber(threshold) or 0.1
|
||||
if axis == "rightx" then
|
||||
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
|
||||
elseif axis == "righty" then
|
||||
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
|
||||
elseif axis == "leftx" then
|
||||
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
|
||||
elseif axis == "lefty" then
|
||||
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
|
||||
else
|
||||
table.insert(ret, ("Gamepad %s axis %s (deadzone %s%%)"):format(gid, axis, math.abs(threshold*100)))
|
||||
end
|
||||
else
|
||||
table.insert(ret, id)
|
||||
end
|
||||
end
|
||||
return unpack(ret)
|
||||
end
|
||||
|
||||
-- Default inputs.
|
||||
input.default.pointer:bind(
|
||||
{ "absolute", { "keyboard.left", "keyboard.right" }, { "keyboard.up", "keyboard.down" } },
|
||||
{ "absolute", { "keyboard.a", "keyboard.d" }, { "keyboard.w", "keyboard.s" } },
|
||||
{ "absolute", "gamepad.axis.1.leftx", "gamepad.axis.1.lefty" },
|
||||
{ "absolute", { "gamepad.button.1.dpleft", "gamepad.button.1.dpright" }, { "gamepad.button.1.dpup", "gamepad.button.1.dpdown" } }
|
||||
)
|
||||
input.default.confirm:bind(
|
||||
"keyboard.return", "keyboard.space", "keyboard.lshift", "keyboard.e",
|
||||
"gamepad.button.1.a"
|
||||
)
|
||||
input.default.cancel:bind(
|
||||
"keyboard.escape", "keyboard.backspace",
|
||||
"gamepad.button.1.b"
|
||||
)
|
||||
|
||||
return input
|
||||
14
input/init.lua
Normal file
14
input/init.lua
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
local input
|
||||
|
||||
local p = ...
|
||||
if love then
|
||||
input = require(p..".backend.love")
|
||||
elseif package.loaded["ctr"] then
|
||||
input = require(p..".backend.ctrulua")
|
||||
elseif package.loaded["libretro"] then
|
||||
error("NYI")
|
||||
else
|
||||
error("no backend for ubiquitousse.input")
|
||||
end
|
||||
|
||||
return input
|
||||
711
input/input.lua
Normal file
711
input/input.lua
Normal file
|
|
@ -0,0 +1,711 @@
|
|||
--- ubiquitousse.input
|
||||
-- Depends on a backend.
|
||||
|
||||
-- TODO: some key selection helper? Will be backend-implemented, to account for all the possible input methods.
|
||||
-- TODO: some way to list all possible input / outputs, or make the *inUse make some separation between inputs indiscutitably in use and those who are incertain.
|
||||
-- TODO: outputs! (rumble, lights, I don't know)
|
||||
-- TODO: other, optional, default/generic inputs, and a way to know if they are binded.
|
||||
-- TODO: multiplayer input helpers? something like getting the same input for different players, or default inputs for different players
|
||||
|
||||
local input
|
||||
local sqrt = math.sqrt
|
||||
local unpack = table.unpack or unpack
|
||||
local dt = 0
|
||||
|
||||
--- Used to store inputs which were updated this frame
|
||||
-- { Input: true, ... }
|
||||
-- This table is for internal use and shouldn't be used from an external script.
|
||||
local updated = {}
|
||||
|
||||
--- ButtonInput methods
|
||||
-- @impl ubiquitousse
|
||||
local button_mt = {
|
||||
--- Returns a new ButtonInput with the same properties.
|
||||
-- @treturn ButtonInput the cloned object
|
||||
clone = function(self)
|
||||
return input.button(unpack(self.detectors))
|
||||
end,
|
||||
|
||||
--- Bind new ButtonDetector(s) to this input.
|
||||
-- @tparam ButtonDetectors ... buttons detectors or buttons identifiers to add
|
||||
-- @treturn ButtonInput this ButtonInput object
|
||||
bind = function(self, ...)
|
||||
for _, d in ipairs({...}) do
|
||||
table.insert(self.detectors, input.buttonDetector(d))
|
||||
end
|
||||
return self
|
||||
end,
|
||||
--- Unbind ButtonDetector(s).
|
||||
-- @tparam ButtonDetectors ... buttons detectors or buttons identifiers to remove
|
||||
-- @treturn ButtonInput this ButtonInput object
|
||||
unbind = function(self, ...)
|
||||
for _, d in ipairs({...}) do
|
||||
for i, detector in ipairs(self.detectors) do
|
||||
if detector == d then
|
||||
table.remove(self.detectors, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end,
|
||||
--- Unbind all ButtonDetector(s).
|
||||
-- @treturn ButtonInput this ButtonInput object
|
||||
clear = function(self)
|
||||
self.detectors = {}
|
||||
return self
|
||||
end,
|
||||
|
||||
--- Grabs the input.
|
||||
-- This function returns a new input object which mirrors the current object, except it will grab every new input.
|
||||
-- This means any new button press/down/release will only be visible to the new object; the button will always appear unpressed for the initial object.
|
||||
-- This is useful for contextual input, for example if you want to display a menu without pausing the game: the menu
|
||||
-- can grab relevant inputs while it is open, so they don't trigger any action in the rest of the game.
|
||||
-- An input can be grabbed several times; the one which grabbed it last will be the active one.
|
||||
-- @treturn ButtonInput the new input object which is grabbing the input
|
||||
grab = function(self)
|
||||
local grabbed = setmetatable({}, { __index = self, __newindex = self })
|
||||
table.insert(self.grabStack, grabbed)
|
||||
self.grabbing = grabbed
|
||||
return grabbed
|
||||
end,
|
||||
--- Release the input that was grabbed by this object.
|
||||
-- Input will be given back to the previous object.
|
||||
-- @treturn ButtonInput this ButtonInput object
|
||||
release = function(self)
|
||||
local grabStack = self.grabStack
|
||||
for i, v in ipairs(grabStack) do
|
||||
if v == self then
|
||||
table.remove(grabStack, i)
|
||||
self.grabbing = grabStack[#grabStack]
|
||||
return self
|
||||
end
|
||||
end
|
||||
error("This object is currently not grabbing this input")
|
||||
end,
|
||||
|
||||
--- Returns true if the input was just pressed.
|
||||
-- @treturn boolean true if the input was pressed, false otherwise
|
||||
pressed = function(self)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
return self.state == "pressed"
|
||||
else
|
||||
return false
|
||||
end
|
||||
end,
|
||||
--- Returns true if the input was just released.
|
||||
-- @treturn boolean true if the input was released, false otherwise
|
||||
released = function(self)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
return self.state == "released"
|
||||
else
|
||||
return false
|
||||
end
|
||||
end,
|
||||
--- Returns true if the input is down.
|
||||
-- @treturn boolean true if the input is currently down, false otherwise
|
||||
down = function(self)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
local state = self.state
|
||||
return state == "down" or state == "pressed"
|
||||
else
|
||||
return false
|
||||
end
|
||||
end,
|
||||
--- Returns true if the input is up.
|
||||
-- @treturn boolean true if the input is currently up, false otherwise
|
||||
up = function(self)
|
||||
return not self:down()
|
||||
end,
|
||||
|
||||
--- Update button state.
|
||||
-- Automatically called, don't call unless you know what you're doing.
|
||||
-- @impl ubiquitousse
|
||||
update = function(self)
|
||||
if not updated[self] then
|
||||
local down = false
|
||||
for _, d in ipairs(self.detectors) do
|
||||
if d() then
|
||||
down = true
|
||||
break
|
||||
end
|
||||
end
|
||||
local state = self.state
|
||||
if down then
|
||||
if state == "none" or state == "released" then
|
||||
self.state = "pressed"
|
||||
else
|
||||
self.state = "down"
|
||||
end
|
||||
else
|
||||
if state == "down" or state == "pressed" then
|
||||
self.state = "released"
|
||||
else
|
||||
self.state = "none"
|
||||
end
|
||||
end
|
||||
updated[self] = true
|
||||
end
|
||||
end
|
||||
}
|
||||
button_mt.__index = button_mt
|
||||
|
||||
--- AxisInput methods
|
||||
-- @impl ubiquitousse
|
||||
local axis_mt = {
|
||||
--- Returns a new AxisInput with the same properties.
|
||||
-- @treturn AxisInput the cloned object
|
||||
clone = function(self)
|
||||
return input.axis(unpack(self.detectors))
|
||||
:threshold(self.threshold)
|
||||
end,
|
||||
|
||||
--- Bind new AxisDetector(s) to this input.
|
||||
-- @tparam AxisDetectors ... axis detectors or axis identifiers to add
|
||||
-- @treturn AxisInput this AxisInput object
|
||||
bind = function(self, ...)
|
||||
for _,d in ipairs({...}) do
|
||||
table.insert(self.detectors, input.axisDetector(d))
|
||||
end
|
||||
return self
|
||||
end,
|
||||
--- Unbind AxisDetector(s).
|
||||
-- @tparam AxisDetectors ... axis detectors or axis identifiers to remove
|
||||
-- @treturn AxisInput this AxisInput object
|
||||
unbind = button_mt.unbind,
|
||||
--- Unbind all AxisDetector(s).
|
||||
-- @treturn AxisInput this AxisInput object
|
||||
clear = button_mt.clear,
|
||||
|
||||
--- Grabs the input.
|
||||
-- This function returns a new input object which mirrors the current object, except it will grab every new input.
|
||||
-- This means any value change will only be visible to the new object; the axis will always appear to be at 0 for the initial object.
|
||||
-- An input can be grabbed several times; the one which grabbed it last will be the active one.
|
||||
-- @treturn AxisInput the new input object which is grabbing the input
|
||||
grab = function(self)
|
||||
local grabbed
|
||||
grabbed = setmetatable({
|
||||
positive = input.button(function() return grabbed:value() > 0 end),
|
||||
negative = input.button(function() return grabbed:value() < 0 end)
|
||||
}, { __index = self, __newindex = self })
|
||||
table.insert(self.grabStack, grabbed)
|
||||
self.grabbing = grabbed
|
||||
return grabbed
|
||||
end,
|
||||
--- Release the input that was grabbed by this object.
|
||||
-- Input will be given back to the previous object.
|
||||
-- @treturn AxisInput this AxisInput object
|
||||
release = button_mt.release,
|
||||
|
||||
--- Sets the default detection threshold (deadzone).
|
||||
-- @tparam number new the new detection threshold
|
||||
-- @treturn AxisInput this AxisInput object
|
||||
threshold = function(self, new)
|
||||
self.threshold = tonumber(new)
|
||||
return self
|
||||
end,
|
||||
|
||||
--- Returns the value of the input (between -1 and 1).
|
||||
-- @tparam[opt=default threshold] number threshold value to use
|
||||
-- @treturn number the input value
|
||||
value = function(self, curThreshold)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
local val = self.val
|
||||
return math.abs(val) > math.abs(curThreshold or self.threshold) and val or 0
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end,
|
||||
--- Returns the change in value of the input since last update (between -2 and 2).
|
||||
-- @treturn number the value delta
|
||||
delta = function(self)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
return self.dval
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end,
|
||||
--- Returns the raw value of the input (between -max and +max).
|
||||
-- @tparam[opt=default threshold*max] number raw threshold value to use
|
||||
-- @treturn number the input raw value
|
||||
raw = function(self, rawThreshold)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
local raw = self.raw
|
||||
return math.abs(raw) > math.abs(rawThreshold or self.threshold*self.max) and raw or 0
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end,
|
||||
--- Return the raw max of the input.
|
||||
-- @treturn number the input raw max
|
||||
max = function(self)
|
||||
self:update()
|
||||
return self.max
|
||||
end,
|
||||
|
||||
--- The associated button pressed when the axis reaches a positive value.
|
||||
positive = nil,
|
||||
--- The associated button pressed when the axis reaches a negative value.
|
||||
negative = nil,
|
||||
|
||||
--- Update axis state.
|
||||
-- Automatically called, don't call unless you know what you're doing.
|
||||
-- @impl ubiquitousse
|
||||
update = function(self)
|
||||
if not updated[self] then
|
||||
local val, raw, max = 0, 0, 1
|
||||
for _, d in ipairs(self.detectors) do
|
||||
local v, r, m = d() -- v[-1,1], r[-m,+m]
|
||||
if math.abs(v) > math.abs(val) then
|
||||
val, raw, max = v, r or v, m or 1
|
||||
end
|
||||
end
|
||||
self.dval = val - self.val
|
||||
self.val, self.raw, self.max = val, raw, max
|
||||
updated[self] = true
|
||||
end
|
||||
end
|
||||
}
|
||||
axis_mt.__index = axis_mt
|
||||
|
||||
--- PointerInput methods
|
||||
-- @impl ubiquitousse
|
||||
local pointer_mt = {
|
||||
--- Returns a new PointerInput with the same properties.
|
||||
-- @treturn PointerInput the cloned object
|
||||
clone = function(self)
|
||||
return input.pointer(unpack(self.detectors))
|
||||
:dimensions(self.width, self.height)
|
||||
:offset(self.offsetX, self.offsetY)
|
||||
:speed(self.xSpeed, self.ySpeed)
|
||||
end,
|
||||
|
||||
--- Bind new axis couples to this input.
|
||||
-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to add and in which mode
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
bind = function(self, ...)
|
||||
for _, p in ipairs({...}) do
|
||||
if type(p) == "table" then
|
||||
local h, v = p[2], p[3]
|
||||
if getmetatable(h) ~= axis_mt then
|
||||
h = input.axis(h)
|
||||
end
|
||||
if getmetatable(v) ~= axis_mt then
|
||||
v = input.axis(v)
|
||||
end
|
||||
table.insert(self.detectors, { p[1], h, v })
|
||||
else
|
||||
error("Pointer detector must be a table")
|
||||
end
|
||||
end
|
||||
return self
|
||||
end,
|
||||
--- Unbind axis couple(s).
|
||||
-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to remove
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
unbind = button_mt.unbind,
|
||||
--- Unbind all axis couple(s).
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
clear = button_mt.clear,
|
||||
|
||||
--- Grabs the input.
|
||||
-- This function returns a new input object which mirrors the current object, except it will grab every new input.
|
||||
-- This means any value change will only be visible to the new object; the pointer will always appear to be at offsetX,offsetY for the initial object.
|
||||
-- An input can be grabbed several times; the one which grabbed it last will be the active one.
|
||||
-- @treturn PointerInput the new input object which is grabbing the input
|
||||
grab = function(self)
|
||||
local grabbed
|
||||
grabbed = {
|
||||
horizontal = input.axis(function()
|
||||
local h = grabbed:x()
|
||||
local width = grabbed.width
|
||||
return h/width, h, width
|
||||
end),
|
||||
vertical = input.axis(function()
|
||||
local v = grabbed:y()
|
||||
local height = grabbed.height
|
||||
return v/height, v, height
|
||||
end)
|
||||
}
|
||||
grabbed.right, grabbed.left = grabbed.horizontal.positive, grabbed.horizontal.negative
|
||||
grabbed.up, grabbed.down = grabbed.vertical.negative, grabbed.vertical.positive
|
||||
setmetatable(grabbed, { __index = self, __newindex = self })
|
||||
table.insert(self.grabStack, grabbed)
|
||||
self.grabbing = grabbed
|
||||
return grabbed
|
||||
end,
|
||||
--- Release the input that was grabbed by this object.
|
||||
-- Input will be given back to the previous object.
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
release = button_mt.release,
|
||||
|
||||
--- Set the moving area half-dimensions.
|
||||
-- Call without argument to use half the window dimensions.
|
||||
-- It's the half dimensions because axes values goes from -1 to 1, so theses dimensions only
|
||||
-- covers values from x=0,y=0 to x=1,y=1. The full moving area will be 4*newWidth*newHeight.
|
||||
-- @tparam number newWidth new width
|
||||
-- @tparam number newHeight new height
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
dimensions = function(self, newWidth, newHeight)
|
||||
self.width, self.height = newWidth, newHeight
|
||||
return self
|
||||
end,
|
||||
--- Set the moving area coordinates offset.
|
||||
-- The offset is a value automatically added to the x and y values when using the x() and y() methods.
|
||||
-- Call without argument to automatically offset so 0,0 <= x(),y() <= width,height, i.e. offset to width,height.
|
||||
-- @tparam number newOffX new X offset
|
||||
-- @tparam number newOffY new Y offset
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
offset = function(self, newOffX, newOffY)
|
||||
self.offsetX, self.offsetY = newOffX, newOffY
|
||||
return self
|
||||
end,
|
||||
--- Set maximal speed (pixels-per-milisecond)
|
||||
-- Only used in relative mode.
|
||||
-- Calls without argument to use the raw data and don't apply a speed modifier.
|
||||
-- @tparam number newXSpeed new X speed
|
||||
-- @tparam number newYSpeed new Y speed
|
||||
-- @treturn PointerInput this PointerInput object
|
||||
speed = function(self, newXSpeed, newYSpeed)
|
||||
self.xSpeed, self.ySpeed = newXSpeed, newYSpeed or newXSpeed
|
||||
return self
|
||||
end,
|
||||
|
||||
--- Returns the current X value of the pointer.
|
||||
-- @treturn number X value
|
||||
x = function(self)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
return self.valX + (self.offsetX or self.width or input.drawWidth/2)
|
||||
else
|
||||
return self.offsetX or self.width or input.drawWidth/2
|
||||
end
|
||||
end,
|
||||
--- Returns the current Y value of the pointer.
|
||||
-- @treturn number Y value
|
||||
y = function(self)
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
return self.valY + (self.offsetY or self.height or input.drawHeight/2)
|
||||
else
|
||||
return self.offsetY or self.height or input.drawHeight/2
|
||||
end
|
||||
end,
|
||||
|
||||
--- Returns the X and Y value of the pointer, clamped.
|
||||
-- They are clamped to stay in the ellipse touching all 4 sides of the dimension rectangle, i.e. the
|
||||
-- (x,y) vector's magnitude reached its maximum either in (0,height) or (width,0).
|
||||
-- Typically, this is used with square dimensions for player movements: when moving diagonally, the magnitude
|
||||
-- will be the same as when moving horiontally or vertically, thus avoiding faster diagonal movement, A.K.A. "straferunning".
|
||||
-- If you're not conviced by my overly complicated explanation: just use this to retrieve x and y for movement and everything
|
||||
-- will be fine.
|
||||
-- @treturn number X value
|
||||
-- @treturn number Y value
|
||||
clamped = function(self)
|
||||
local width, height = self.width, self.height
|
||||
if self.grabbing == self then
|
||||
self:update()
|
||||
local x, y = self.valX, self.valY
|
||||
local cx, cy = x, y
|
||||
local normalizedMagnitude = (x*x)/(width*width) + (y*y)/(height*height) -- go back to a unit circle
|
||||
if normalizedMagnitude > 1 then
|
||||
local magnitude = sqrt(x*x + y*y)
|
||||
cx, cy = cx / magnitude * width, cy / magnitude * height
|
||||
end
|
||||
return cx + (self.offsetX or width or input.drawWidth/2), cy + (self.offsetY or height or input.drawHeight/2)
|
||||
else
|
||||
return self.offsetX or width or input.drawWidth/2, self.offsetY or height or input.drawHeight/2
|
||||
end
|
||||
end,
|
||||
|
||||
--- The associated horizontal axis.
|
||||
horizontal = nil,
|
||||
--- The associated vertical axis.
|
||||
vertical = nil,
|
||||
|
||||
--- The associated button pressed when the pointer goes to the right.
|
||||
right = nil,
|
||||
--- The associated button pressed when the pointer goes to the left.
|
||||
left = nil,
|
||||
--- The associated button pressed when the pointer points up.
|
||||
up = nil,
|
||||
--- The associated button pressed when the pointer points down.
|
||||
down = nil,
|
||||
|
||||
--- Update pointer state.
|
||||
-- Automatically called, don't call unless you know what you're doing.
|
||||
-- @impl ubiquitousse
|
||||
update = function(self)
|
||||
if not updated[self] then
|
||||
local x, y = self.valX, self.valY
|
||||
local xSpeed, ySpeed = self.xSpeed, self.ySpeed
|
||||
local width, height = self.width or input.drawWidth/2, self.height or input.drawHeight/2
|
||||
local newX, newY = x, y
|
||||
local maxMovX, maxMovY = 0, 0 -- the maxium axis movement in a direction (used to determine which axes have the priority) (absolute value)
|
||||
for _, pointer in ipairs(self.detectors) do
|
||||
local mode, xAxis, yAxis = unpack(pointer)
|
||||
if mode == "relative" then
|
||||
local movX, movY = math.abs(xAxis:value()), math.abs(yAxis:value())
|
||||
if movX > maxMovX then
|
||||
newX = x + (xSpeed and (xAxis:value() * xSpeed * dt) or xAxis:raw())
|
||||
maxMovX = movX
|
||||
end
|
||||
if movY > maxMovY then
|
||||
newY = y + (ySpeed and (yAxis:value() * ySpeed * dt) or yAxis:raw())
|
||||
maxMovY = movY
|
||||
end
|
||||
elseif mode == "absolute" then
|
||||
local movX, movY = math.abs(xAxis:delta()), math.abs(yAxis:delta())
|
||||
if movX > maxMovX then
|
||||
newX = xAxis:value() * width
|
||||
maxMovX = movX
|
||||
end
|
||||
if movY > maxMovY then
|
||||
newY = yAxis:value() * height
|
||||
maxMovY = movY
|
||||
end
|
||||
end
|
||||
end
|
||||
self.valX, self.valY = math.min(math.abs(newX), width) * (newX < 0 and -1 or 1), math.min(math.abs(newY), height) * (newY < 0 and -1 or 1)
|
||||
updated[self] = true
|
||||
end
|
||||
end
|
||||
}
|
||||
pointer_mt.__index = pointer_mt
|
||||
|
||||
--- Input stuff
|
||||
-- Inspired by Tactile by Andrew Minnich (https://github.com/tesselode/tactile), under the MIT license.
|
||||
-- Ubiquitousse considers two basic input methods, called buttons (binary input) and axes (analog input).
|
||||
input = {
|
||||
---------------------------------
|
||||
--- Detectors (input sources) ---
|
||||
---------------------------------
|
||||
|
||||
-- Buttons detectors --
|
||||
-- A button detector is a function which returns true (pressed) or false (unpressed).
|
||||
-- All buttons are identified using an identifier string, which depends on the backend. The presence of eg., a mouse or keyboard is not assumed.
|
||||
-- Some identifier strings conventions: (not used internally by Ubiquitousse, but it's nice to have some consistency between backends)
|
||||
-- They should be in the format "source1.source2.[...].button", for example "keyboard.up" or "gamepad.button.1.a" for the A-button of the first gamepad.
|
||||
-- If the button is actually an axis (ie, the button is pressed if the axis value passes a certain threshold), the threshold should be in the end of the
|
||||
-- identifier, preceded by a % : for example "gamepad.axis.1.leftx%-0.5" should return true when the left-stick of the first gamepad is moved to the right
|
||||
-- by more of 50%. The negative threshold value means that the button will be pressed only when the axis has a negative value (in the example, it won't be
|
||||
-- pressed when the axis is moved to the right).
|
||||
|
||||
--- Makes a new button detector from a identifier string.
|
||||
-- The function may error if the identifier is incorrect.
|
||||
-- @tparam string button identifier, depends on the platform Ubiquitousse is running on
|
||||
-- @treturn the new button detector
|
||||
-- @impl backend
|
||||
basicButtonDetector = function(str) end,
|
||||
|
||||
--- Make a new button detector from a detector function of string.
|
||||
-- @tparam string, function button identifier
|
||||
-- @impl ubiquitousse
|
||||
buttonDetector = function(obj)
|
||||
if type(obj) == "function" then
|
||||
return obj
|
||||
elseif type(obj) == "string" then
|
||||
return input.basicButtonDetector(obj)
|
||||
end
|
||||
error(("Not a valid button detector: %s"):format(obj))
|
||||
end,
|
||||
|
||||
-- Axis detectors --
|
||||
-- Similar to buttons detectors, but returns a number between -1 and 1.
|
||||
-- Threshold value can be used similarly with %.
|
||||
-- Axis detectors can also be defined by two buttons: if the 1rst button is pressed, value will be -1, if the 2nd is pressed it will be 1
|
||||
-- and if none or the both are pressed, the value will be 0. This kind of axis identifier is a table {"button1", "button2"}.
|
||||
-- Axis detectors may also optionally return after the number between -1 and 1 the raw value and max value. The raw value is between -max and +max.
|
||||
|
||||
--- Makes a new axis detector from a identifier string.
|
||||
-- The function may error if the identifier is incorrect.
|
||||
-- @tparam string axis identifier, depends on the platform Ubiquitousse is running on
|
||||
-- @treturn the new axis detector
|
||||
-- @impl backend
|
||||
basicAxisDetector = function(str) end,
|
||||
|
||||
--- Make a new axis detector from a detector function, string, or a couple of buttons.
|
||||
-- @tparam string, function or table axis identifier
|
||||
-- @impl ubiquitousse
|
||||
axisDetector = function(obj)
|
||||
if type(obj) == "function" then
|
||||
return obj
|
||||
elseif type(obj) == "string" then
|
||||
return input.basicAxisDetector(obj)
|
||||
elseif type(obj) == "table" then
|
||||
local b1, b2 = input.buttonDetector(obj[1]), input.buttonDetector(obj[2])
|
||||
return function()
|
||||
local d1, d2 = b1(), b2()
|
||||
if d1 and d2 then return 0
|
||||
elseif d1 then return -1
|
||||
elseif d2 then return 1
|
||||
else return 0 end
|
||||
end
|
||||
end
|
||||
error(("Not a valid axis detector: %s"):format(obj))
|
||||
end,
|
||||
|
||||
------------------------------------------
|
||||
--- Inputs (the thing you want to use) ---
|
||||
------------------------------------------
|
||||
|
||||
-- Buttons inputs --
|
||||
-- Button input is a container for buttons detector. A button will be pressed when one of its detectors returns true.
|
||||
-- Inputs also knows if the button was just pressed or released.
|
||||
-- @tparam ButtonDetectors ... all the buttons detectors or buttons identifiers
|
||||
-- @tretrun ButtonInput the object
|
||||
-- @impl ubiquitousse
|
||||
button = function(...)
|
||||
local r = setmetatable({
|
||||
grabStack = {}, -- grabbers stack, last element is the object currently grabbing this input
|
||||
grabbing = nil, -- object currently grabbing this input
|
||||
detectors = {}, -- detectors list
|
||||
state = "none" -- current state (none, pressed, down, released)
|
||||
}, button_mt)
|
||||
table.insert(r.grabStack, r)
|
||||
r.grabbing = r
|
||||
r:bind(...)
|
||||
return r
|
||||
end,
|
||||
|
||||
-- Axis inputs --
|
||||
-- Axis input is a container for axes detector. An axis input will return the value of the axis detector the most far away from their center (0).
|
||||
-- Axis input provide a threshold setting ; every axis which has a distance to the center below the threshold (none by default) will be ignored.
|
||||
-- @tparam AxisDetectors ... all the axis detectors or axis identifiers
|
||||
-- @tretrun AxisInput the object
|
||||
-- @impl ubiquitousse
|
||||
axis = function(...)
|
||||
local r = setmetatable({
|
||||
grabStack = {}, -- grabbers stack, last element is the object currently grabbing this input
|
||||
grabbing = nil, -- object currently grabbing this input
|
||||
detectors = {}, -- detectors list
|
||||
val = 0, -- current value between -1 and 1
|
||||
dval = 0, -- change between -2 and 2
|
||||
raw = 0, -- raw value between -max and +max
|
||||
max = 1, -- maximum for raw values
|
||||
threshold = 0 -- ie., the deadzone
|
||||
}, axis_mt)
|
||||
table.insert(r.grabStack, r)
|
||||
r.grabbing = r
|
||||
r:bind(...)
|
||||
r.positive = input.button(function() return r:value() > 0 end)
|
||||
r.negative = input.button(function() return r:value() < 0 end)
|
||||
return r
|
||||
end,
|
||||
|
||||
-- Pointer inputs --
|
||||
-- Pointer inputs are container for two axes input, in order to represent a two-dimensionnal pointing device, e.g. a mouse or a stick.
|
||||
-- Each pointer detector is a table with 3 fields: mode(string), XAxis(axis), YAxis(axis). mode can either be "relative" or "absolute".
|
||||
-- In relative mode, the pointer will return the movement since last update (for example to move a mouse pointer with a stick).
|
||||
-- In absolute mode, the pointer will return the pointer position directly deduced of the current axes position.
|
||||
-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to add and in which mode
|
||||
-- @tretrun PointerInput the object
|
||||
-- @impl ubiquitousse
|
||||
pointer = function(...)
|
||||
local r = setmetatable({
|
||||
grabStack = {}, -- grabbers stack, first element is the object currently grabbing this input
|
||||
grabbing = nil, -- object currently grabbing this input
|
||||
detectors = {}, -- pointers list (composite detectors)
|
||||
valX = 0, valY = 0, -- pointer position
|
||||
width = 1, height = 1, -- half-dimensions of the movement area
|
||||
offsetX = 0, offsetY = 0, -- offsets
|
||||
xSpeed = 1, ySpeed = 1, -- speed (pixels/milisecond); for relative mode
|
||||
}, pointer_mt)
|
||||
table.insert(r.grabStack, r)
|
||||
r.grabbing = r
|
||||
r:bind(...)
|
||||
r.horizontal = input.axis(function()
|
||||
local h = r:x()
|
||||
local width = r.width
|
||||
return h/width, h, width
|
||||
end)
|
||||
r.vertical = input.axis(function()
|
||||
local v = r:y()
|
||||
local height = r.height
|
||||
return v/height, v, height
|
||||
end)
|
||||
r.right, r.left = r.horizontal.positive, r.horizontal.negative
|
||||
r.up, r.down = r.vertical.negative, r.vertical.positive
|
||||
return r
|
||||
end,
|
||||
|
||||
------------------------------
|
||||
--- Input detection helpers --
|
||||
------------------------------
|
||||
-- TODO: make this better
|
||||
|
||||
--- Returns a list of the buttons currently in use, identified by their string button identifier.
|
||||
-- This may also returns "axis threshold" buttons if an axis passes the threshold.
|
||||
-- @treturn table<string> buttons identifiers list
|
||||
-- @treturn[opt=0.5] number threshold the threshold to detect axes as button
|
||||
-- @impl backend
|
||||
buttonsInUse = function(threshold) end,
|
||||
|
||||
--- Returns a list of the axes currently in use, identified by their string axis identifier
|
||||
-- @treturn table<string> axes identifiers list
|
||||
-- @treturn[opt=0.5] number threshold the threshold to detect axes
|
||||
-- @impl backend
|
||||
axesInUse = function(threshold) end,
|
||||
|
||||
--- Returns a nice name for the button identifier.
|
||||
-- Can be locale-depedant and stuff, it's only for display.
|
||||
-- May returns the raw identifier if you're lazy.
|
||||
-- @tparam string... button identifier string(s)
|
||||
-- @treturn string... the displayable names
|
||||
-- @impl backend
|
||||
buttonName = function(...) end,
|
||||
|
||||
--- Returns a nice name for the axis identifier.
|
||||
-- Can be locale-depedant and stuff, it's only for display.
|
||||
-- May returns the raw identifier if you're lazy.
|
||||
-- @tparam string... axis identifier string(s)
|
||||
-- @treturn string... the displayable names
|
||||
-- @impl backend
|
||||
axisName = function(...) end,
|
||||
|
||||
-------------------
|
||||
--- Other stuff ---
|
||||
-------------------
|
||||
|
||||
--- Some default inputs.
|
||||
-- The backend should bind detectors to thoses inputs (don't recreate them).
|
||||
-- These are used to provide some common input default detectors to allow to start a game quickly on
|
||||
-- any platform without having to configure the keys.
|
||||
-- If some key function in your game match one of theses defaults, using it instead of creating a new
|
||||
-- input would be a good idea.
|
||||
-- @impl mixed
|
||||
default = {
|
||||
pointer = nil, -- Pointer: used to move and select. Example binds: arrow keys, WASD, stick.
|
||||
confirm = nil, -- Button: used to confirm something. Example binds: Enter, A button.
|
||||
cancel = nil -- Button: used to cancel something. Example binds: Escape, B button.
|
||||
},
|
||||
|
||||
--- Draw area dimensions.
|
||||
-- Used for pointers.
|
||||
-- @impl backend
|
||||
drawWidth = 1,
|
||||
drawHeight = 1,
|
||||
|
||||
--- Update all the Inputs.
|
||||
-- Should be called at every game update; called by ubiquitousse.update.
|
||||
-- The backend can hook into this function to to its input-related updates.
|
||||
-- @tparam numder dt the delta-time
|
||||
-- @impl ubiquitousse
|
||||
update = function(newDt)
|
||||
dt = newDt
|
||||
updated = {}
|
||||
end
|
||||
}
|
||||
|
||||
-- Create default inputs
|
||||
input.default.pointer = input.pointer()
|
||||
input.default.confirm = input.button()
|
||||
input.default.cancel = input.button()
|
||||
|
||||
return input
|
||||
Loading…
Add table
Add a link
Reference in a new issue