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input: improve value source

This commit is contained in:
Étienne Fildadut 2022-09-20 13:55:51 +09:00
parent 8b994608a2
commit 336f4f01a5
14 changed files with 129 additions and 55 deletions

View file

@ -113,7 +113,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
</div> <!-- id="about" -->
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</body>

View file

@ -337,7 +337,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

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@ -1729,7 +1729,7 @@ its sibling systems (i.e. completely stop the propagation of the event).</li>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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</body>

View file

@ -278,11 +278,11 @@ end
</tr>
<tr>
<td class="name" nowrap><a href="#mouse.x">mouse.x</a></td>
<td class="summary">Mouse input: X position of the mouse cursor.</td>
<td class="summary">Mouse input: X position of the mouse cursor in the game window.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#mouse.y">mouse.y</a></td>
<td class="summary">Mouse input: Y position of the mouse cursor.</td>
<td class="summary">Mouse input: Y position of the mouse cursor in the game window.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#mouse.dx">mouse.dx</a></td>
@ -316,6 +316,10 @@ end
<td class="name" nowrap><a href="#child.X">child.X</a></td>
<td class="summary">Children inputs: current value of a child input of the current input.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#value">value</a></td>
<td class="summary">Current input: current value of the current input.</td>
</tr>
</table>
<br/>
@ -418,7 +422,14 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
</span> <span class="string">"key.right - key.left, key.down - key.up"</span>,
dimension = <span class="number">2</span>
}
special = {
mouse = {
<span class="comment">-- Example input that returns the position of the mouse cursor, that can be controlled both using an actual mouse or
</span> <span class="comment">-- through a joystick.
</span> dimension = <span class="number">2</span>,
<span class="string">"mouse.x, mouse.y"</span>,
{ <span class="string">"value[1] + axis.leftx * speed * dt, value[2] + axis.lefty * speed * dt"</span>, speed = <span class="number">300</span> } <span class="comment">-- contains dt, so updated only once per frame. Thus speed here is the speed in pixel/second, as expected.
</span> }
mouse = {
<span class="comment">-- A special case: if the <a href="../modules/input.html#dt">dt</a> source is present in an expression, it will make every other input source passive by default in the expression.
</span> <span class="comment">-- This is the case since <a href="../modules/input.html#dt">dt</a> will trigger an update every frame, and is therefore mostly relevant for input that is used once per frame only
</span> <span class="comment">-- (while other input sources might cause the input to update several times per frame).
@ -798,7 +809,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
This table does not contain any userdata and should be easily serializable (e.g. to save custom input binding config).
This doesn&rsquo;t include input state, grab state, the event registry and the selected joystick since they may change often during runtime.</p>
<p> Can be changed anytime, but you may need to call <a href="../modules/input.html#Input:reload">reload</a> to apply changes.</p>
<p> Can be changed anytime, but you will need to call <a href="../modules/input.html#Input:reload">reload</a> to apply changes.</p>
<p> See <a href="#Input_expressions">expressions</a> for an explanation on how to write input expressions.
@ -1294,7 +1305,8 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
<h2 class="section-header has-description"><a name="Input_sources"></a>Input sources </h2>
<div class="section-description">
Input sources are the initial source of input data. They are identified by a Lua identifier name.
Input sources are the initial source of input data; each input source can return a single number value.
They are identified by a Lua identifier name.
See <a href="#Input_expressions">expressions</a> on how to use them in expressions.</p>
<p> Input sources are provided for common input methods (keyboard, mouse, gamepad) by default; see below for a list of built-in input sources.</p>
@ -1385,7 +1397,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
<strong>mouse.x</strong>
</dt>
<dd>
Mouse input: X position of the mouse cursor.
Mouse input: X position of the mouse cursor in the game window.
</ul>
</ul>
@ -1403,7 +1415,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
<strong>mouse.y</strong>
</dt>
<dd>
Mouse input: Y position of the mouse cursor.
Mouse input: Y position of the mouse cursor in the game window.
</ul>
</ul>
@ -1567,7 +1579,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
</dt>
<dd>
Children inputs: current value of a child input of the current input.
For child input of dimension 1.
For child inputs of dimension 1.
Replace X with the name of the child input.</p>
<p> If the child input is of dimension at least 2, instead use <code>child.X[N]</code>, which gives the
@ -1584,6 +1596,38 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
</dd>
<dt>
<a name = "value"></a>
<strong>value</strong>
</dt>
<dd>
Current input: current value of the current input.
For inputs of dimension 1.</p>
<p> If the input is of dimension at least 2, instead use <code>value[N]</code>, which gives the
current value of the Nth dimension of the current input.
Replace N with the index of the dimension you want.</p>
<p> Note that is input is passive by default.
Think twice before marking it active as this may create a feedback loop (the input being updated will trigger it to be updated again, and so on).
</ul>
</ul>
</ul>
</ul>
<ul>
<li><span class="parameter">value</span>
</li>
</ul>
</dd>
</dl>
@ -1592,7 +1636,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -2066,7 +2066,7 @@ end
Level background. </p>
<p> If there is a background image, <code>background.image</code> contains a table <code>{image=image, x=number, y=number, sx=number, sy=number}</code>
where <a href="../modules/ldtk.html#Tileset.image">image</a> is the LÖVE image (or image filepath if LÖVE not available) <a href="../modules/ldtk.html#Entity.x">x</a> and <a href="../modules/ldtk.html#IntTile.y">y</a> are the top-left position,
where <a href="../modules/ldtk.html#Tileset.image">image</a> is the LÖVE image (or image filepath if LÖVE not available) <a href="../modules/ldtk.html#Tile.x">x</a> and <a href="../modules/ldtk.html#Layer.y">y</a> are the top-left position,
and <a href="../modules/ldtk.html#Entity.sx">sx</a> and <a href="../modules/ldtk.html#Entity.sy">sy</a> the horizontal and vertical scale factors.
</ul>
@ -2142,7 +2142,7 @@ end
<li>Enum are converted into a Lua string giving the currently selected enum value.</li>
<li>Filepath are converted into a Lua string giving the file path.</li>
<li>Arrays are converted into a Lua table with the elements in it as a list.</li>
<li>Points are converted into a Lua table with the fields <a href="../modules/ldtk.html#Entity.x">x</a> and <a href="../modules/ldtk.html#IntTile.y">y</a>, in pixels: <code>{ x=number, y=number }</code>.</li>
<li>Points are converted into a Lua table with the fields <a href="../modules/ldtk.html#Tile.x">x</a> and <a href="../modules/ldtk.html#Layer.y">y</a>, in pixels: <code>{ x=number, y=number }</code>.</li>
<li>Colors are converted into a Lua table with the red, green and blue components in [0-1] as a list: <code>{r,g,b}</code>.</li>
<li>Tiles are converted into a Lua table { tileset = associated tileset object, quad = associated quad } where <a href="../modules/ldtk.html#Tile.quad">quad</a> is a LÖVE Quad if LÖVE is available, otherwise a table <code>{ x, y, width, height }</code>.</li>
<li>EntityRef are converted into a Lua table { level = level, layerIid = layer IID, entityIid = entity IID, entity = see explanation }. If the entity being refernced belongs to another level and this level is not loaded, <code>entity</code> will be nil; otherwise (same level or the other level is also loaded), it will contain the entity.</li>
@ -2170,7 +2170,7 @@ end
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

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@ -703,7 +703,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
</div> <!-- id="about" -->
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</body>

View file

@ -788,7 +788,7 @@ signal.event:bind(&quot;keypressed&quot;, function(key, scancode) print(&quot;pr
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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@ -1154,7 +1154,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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</body>

View file

@ -394,7 +394,7 @@ the repository to save you a few seconds.</p>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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@ -785,7 +785,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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</body>

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@ -65,7 +65,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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@ -87,7 +87,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
</div> <!-- id="about" -->
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</body>

View file

@ -33,7 +33,7 @@ local function joystickAxisFilter(input, new, joystick)
if input._joystick and joystick:getID() ~= input._joystick:getID() then
return nil -- ignore if not from the selected joystick
end
local deadzone = input:_deadzone()
local deadzone = input._deadzone
if math.abs(new) < deadzone then
return 0 -- apply deadzone on axis value
else

View file

@ -60,12 +60,15 @@ local signal = require((...):gsub("input%.input$", "signal"))
local event = require((...):gsub("input$", "event"))
local abs, sqrt, floor, ceil, min, max = math.abs, math.sqrt, math.floor, math.ceil, math.min, math.max
local unpack = table.unpack or unpack
-- TODO: friendly name for sources
-- TODO: way to handle text input
-- don't want to change how everything is number based here (it's clean), but would be ok to eg give an additionnal metdatat (text string) along with the "text key pressed" input
-- TODO: might be interesting to allow for some outputs, like rumble for a player's joystick?
-- Table to contain temporary calculations (mainly to compute input deltas without needing to allocate a new table).
-- Note that this table is never cleared; don't fill it with large data and don't assume its length.
local tmp = {}
@ -164,7 +167,14 @@ end
-- "key.right - key.left, key.down - key.up",
-- dimension = 2
-- }
-- special = {
-- mouse = {
-- -- Example input that returns the position of the mouse cursor, that can be controlled both using an actual mouse or
-- -- through a joystick.
-- dimension = 2,
-- "mouse.x, mouse.y",
-- { "value[1] + axis.leftx * speed * dt, value[2] + axis.lefty * speed * dt", speed = 300 } -- contains dt, so updated only once per frame. Thus speed here is the speed in pixel/second, as expected.
-- }
-- mouse = {
-- -- A special case: if the `dt` source is present in an expression, it will make every other input source passive by default in the expression.
-- -- This is the case since `dt` will trigger an update every frame, and is therefore mostly relevant for input that is used once per frame only
-- -- (while other input sources might cause the input to update several times per frame).
@ -283,7 +293,7 @@ input_mt = {
-- This table does not contain any userdata and should be easily serializable (e.g. to save custom input binding config).
-- This doesn't include input state, grab state, the event registry and the selected joystick since they may change often during runtime.
--
-- Can be changed anytime, but you may need to call `reload` to apply changes.
-- Can be changed anytime, but you will need to call `reload` to apply changes.
--
-- See [expressions](#Input_expressions) for an explanation on how to write input expressions.
-- @usage
@ -353,6 +363,8 @@ input_mt = {
_boundSourceEvents = {}, -- Map of sources events that are binded (and thus will send events to _afterFilterEvent).
_joystick = nil, -- Currently selected joystick for this player. Also shared with children inputs.
_dimension = 1, -- Dimension of the input.
_deadzone = 0.05, -- Deadzone of the input.
_threshold = 0.05, -- Threshold of the input.
--- Update the input and its children.
-- Should be called every frame, typically _after_ you've done all your input handling
@ -377,8 +389,11 @@ input_mt = {
--- Reload the input `config`, and do the same for its children.
-- This will reenable the input if it was disabled using `disable`.
reload = function(self)
-- resize dimensions
-- get main options
self._dimension = self.config.dimension or 1
self._deadzone = self.config.deadzone or 0.05
self._threshold = self.config.threshold or 0.05
-- resize dimensions
if #self._value > self._dimension then
for i=self._dimension+1, #self._value do
self._value[i] = nil
@ -434,7 +449,6 @@ input_mt = {
for k, v in pairs(args) do env[k] = v end
setmetatable(env, {
__index = function(t, key)
if key == "value" then return self:value() end
return self._sourceCache[key] or expressionEnv[key]
end
})
@ -472,7 +486,7 @@ input_mt = {
return setmetatable({ _ = i or #sources }, srcmt)
end
}
local scanEnv = setmetatable({ value = 0 }, { __index = srcmt.__index }) -- value is not a source
local scanEnv = setmetatable({}, { __index = srcmt.__index }) -- value is not a source
for k, v in pairs(args) do scanEnv[k] = v end -- add args
for k in pairs(expressionEnv) do scanEnv[k] = zero end -- add functions
for _, mod in ipairs(sourceModifiers) do -- add modifiers functions
@ -521,21 +535,33 @@ input_mt = {
local cname, index = sname:match("^child%.(.*)%[(%d+)%]$")
if not cname then cname = sname:match("^child%.(.*)$") end
local child = self.children[cname]
assert(child, ("input expression refer to %s but this input has no child named %s"):format(sname, cname))
assert(child, ("input expression refer to %q but this input has no child named %s"):format(sname, cname))
if child._dimension > 1 then
assert(index, ("input expression refer to %s but this child only has more than one dimension"):format(sname))
self._event:bind(self.children[cname].event, "moved", function(...) -- child event -> self._afterFilterEvent link
local new = select(tonumber(index), ...)
s.parentCache[s.lastKey] = new
self._afterFilterEvent:emit(sname, new)
end)
assert(index, ("input expression refer to %q without specifing a dimension but this child has more than one dimension"):format(sname))
else
assert(not index, ("input expression refer to %s but this child only has a single dimension"):format(sname))
self._event:bind(self.children[cname].event, "moved", function(new) -- child event -> self._afterFilterEvent link
assert(not index, ("input expression refer to %q but this child only has a single dimension"):format(sname))
end
local i = index and tonumber(index) or 1
self._event:bind(self.children[cname].event, "moved", function(...) -- child event -> self._afterFilterEvent link
local new = select(i, ...)
s.parentCache[s.lastKey] = new
self._afterFilterEvent:emit(sname, new)
end)
elseif sname:match("^value") then
local index = sname:match("^value%[(%d+)%]$")
if not index then assert(sname == "value", ("%q is not a valid source; value should be either \"value\" or \"value[number]\""):format(sname)) end
s.passive = true
if self._dimension > 1 then
assert(index, ("input expression refer to %q without specifing a dimension but this input has more than one dimension"):format(sname))
else
assert(not index, ("input expression refer to %q but this input only has a single dimension"):format(sname))
end
local i = index and tonumber(index) or 1
self._event:bind(self.event, "moved", function(...) -- self event -> self._afterFilterEvent link
local new = select(i, ...)
s.parentCache[s.lastKey] = new
self._afterFilterEvent:emit(sname, new)
end)
else
self._event:bind(event, sname, function(new, filter, ...) -- event source -> self._afterFilterEvent link
if filter then
@ -584,7 +610,7 @@ input_mt = {
new = filterfn(self, new, ...)
if new == nil then return end
end
if abs(new) >= self:_threshold() then
if abs(new) >= self._threshold then
event:unbind("_active", onevent)
fn(source)
end
@ -701,7 +727,7 @@ input_mt = {
if self.grabbed then
self.grabbed:_update(new) -- pass onto grabber
else
local threshold = self:_threshold()
local threshold = self._threshold
-- update values
new = new or self._value
local old = self._value
@ -736,20 +762,13 @@ input_mt = {
end
end
end
end,
-- Returns the deadzone of the input.
_deadzone = function(self)
return self.config.deadzone or 0.05
end,
-- Returns the threshold of the input.
_threshold = function(self)
return self.config.threshold or 0.05
end,
end
}
input_mt.__index = input_mt
--- Input sources.
-- Input sources are the initial source of input data. They are identified by a Lua identifier name.
-- Input sources are the initial source of input data; each input source can return a single number value.
-- They are identified by a Lua identifier name.
-- See [expressions](#Input_expressions) on how to use them in expressions.
--
-- Input sources are provided for common input methods (keyboard, mouse, gamepad) by default; see below for a list of built-in input sources.
@ -776,10 +795,10 @@ input_mt.__index = input_mt
-- N is either 1 for the primary mouse button, 2 for secondary or 3 for middle button.
-- @field mouse.N
--- Mouse input: X position of the mouse cursor.
--- Mouse input: X position of the mouse cursor in the game window.
-- @field mouse.x
--- Mouse input: Y position of the mouse cursor.
--- Mouse input: Y position of the mouse cursor in the game window.
-- @field mouse.y
--- Mouse input: latest X movement of the mouse cursor.
@ -817,7 +836,7 @@ input_mt.__index = input_mt
-- @field dt
--- Children inputs: current value of a child input of the current input.
-- For child input of dimension 1.
-- For child inputs of dimension 1.
-- Replace X with the name of the child input.
--
-- If the child input is of dimension at least 2, instead use `child.X[N]`, which gives the
@ -825,4 +844,15 @@ input_mt.__index = input_mt
-- Replace X with the name of the child input, and N with the index of the dimension you want.
-- @field child.X
--- Current input: current value of the current input.
-- For inputs of dimension 1.
--
-- If the input is of dimension at least 2, instead use `value[N]`, which gives the
-- current value of the Nth dimension of the current input.
-- Replace N with the index of the dimension you want.
--
-- Note that is input is passive by default.
-- Think twice before marking it active as this may create a feedback loop (the input being updated will trigger it to be updated again, and so on).
-- @field value
return make_input