mirror of
https://github.com/Reuh/ubiquitousse.git
synced 2025-10-27 17:19:31 +00:00
Remove backend system and ctruLua support
Since I only use the LÖVE backend anyway, this simplifies the code. Tidied some code.
This commit is contained in:
parent
9f4c03a136
commit
4b75f21e52
17 changed files with 663 additions and 1067 deletions
615
input/input.lua
615
input/input.lua
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@ -10,495 +10,24 @@ if not loaded then signal = nil end
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-- TODO: other, optional, default/generic inputs, and a way to know if they are binded.
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-- TODO: multiplayer input helpers? something like getting the same input for different players, or default inputs for different players
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local input
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local sqrt = math.sqrt
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local unpack = table.unpack or unpack
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local dt = 0
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-- FIXME https://love2d.org/forums/viewtopic.php?p=241434#p241434
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--- Used to store inputs which were updated this frame
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-- { Input: true, ... }
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-- This table is for internal use and shouldn't be used from an external script.
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local updated = {}
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--- ButtonInput methods
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-- @impl ubiquitousse
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local button_mt = {
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--- Returns a new ButtonInput with the same properties.
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-- @treturn ButtonInput the cloned object
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clone = function(self)
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return input.button(unpack(self.detectors))
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end,
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--- Bind new ButtonDetector(s) to this input.
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-- @tparam ButtonDetectors ... buttons detectors or buttons identifiers to add
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-- @treturn ButtonInput this ButtonInput object
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bind = function(self, ...)
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for _, d in ipairs({...}) do
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table.insert(self.detectors, input.buttonDetector(d))
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end
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return self
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end,
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--- Unbind ButtonDetector(s).
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-- @tparam ButtonDetectors ... buttons detectors or buttons identifiers to remove
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-- @treturn ButtonInput this ButtonInput object
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unbind = function(self, ...)
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for _, d in ipairs({...}) do
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for i=#self.detectors, 1, -1 do
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if self.detectors[i] == d then
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table.remove(self.detectors, i)
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break
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end
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end
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end
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return self
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end,
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--- Unbind all ButtonDetector(s).
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-- @treturn ButtonInput this ButtonInput object
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clear = function(self)
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self.detectors = {}
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return self
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end,
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--- Hijacks the input.
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-- This function returns a new input object which mirrors the current object, except it will hijack every new input.
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-- 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.
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-- This is useful for contextual input, for example if you want to display a menu without pausing the game: the menu
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-- can hijack relevant inputs while it is open, so they don't trigger any action in the rest of the game.
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-- An input can be hijacked several times; the one which hijacked it last will be the active one.
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-- @treturn ButtonInput the new input object which is hijacking the input
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hijack = function(self)
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local hijacked = setmetatable({}, { __index = self, __newindex = self })
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table.insert(self.hijackStack, hijacked)
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self.hijacking = hijacked
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return hijacked
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end,
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--- Release the input that was hijacked by this object.
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-- Input will be given back to the previous object.
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-- @treturn ButtonInput this ButtonInput object
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free = function(self)
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local hijackStack = self.hijackStack
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for i, v in ipairs(hijackStack) do
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if v == self then
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table.remove(hijackStack, i)
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self.hijacking = hijackStack[#hijackStack]
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return self
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end
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end
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error("This object is currently not hijacking this input")
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end,
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--- Returns true if the input was just pressed.
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-- @treturn boolean true if the input was pressed, false otherwise
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pressed = function(self)
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if self.hijacking == self then
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self:update()
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return self.state == "pressed"
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else
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return false
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end
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end,
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--- Returns true if the input was just released.
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-- @treturn boolean true if the input was released, false otherwise
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released = function(self)
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if self.hijacking == self then
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self:update()
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return self.state == "released"
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else
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return false
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end
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end,
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--- Returns true if the input is down.
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-- @treturn boolean true if the input is currently down, false otherwise
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down = function(self)
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if self.hijacking == self then
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self:update()
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local state = self.state
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return state == "down" or state == "pressed"
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else
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return false
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end
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end,
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--- Returns true if the input is up.
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-- @treturn boolean true if the input is currently up, false otherwise
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up = function(self)
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return not self:down()
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end,
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--- Update button state.
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-- Automatically called, don't call unless you know what you're doing.
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-- @impl ubiquitousse
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update = function(self)
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if not updated[self] then
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local down = false
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for _, d in ipairs(self.detectors) do
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if d() then
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down = true
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break
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end
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end
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local state = self.state
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if down then
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if state == "none" or state == "released" then
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self.state = "pressed"
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else
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self.state = "down"
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end
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else
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if state == "down" or state == "pressed" then
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self.state = "released"
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else
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self.state = "none"
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end
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end
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updated[self] = true
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end
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end
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}
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button_mt.__index = button_mt
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--- AxisInput methods
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-- @impl ubiquitousse
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local axis_mt = {
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--- Returns a new AxisInput with the same properties.
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-- @treturn AxisInput the cloned object
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clone = function(self)
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return input.axis(unpack(self.detectors))
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:threshold(self.threshold)
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:triggeringThreshold(self.triggeringThreshold)
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end,
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--- Bind new AxisDetector(s) to this input.
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-- @tparam AxisDetectors ... axis detectors or axis identifiers to add
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-- @treturn AxisInput this AxisInput object
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bind = function(self, ...)
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for _,d in ipairs({...}) do
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table.insert(self.detectors, input.axisDetector(d))
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end
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return self
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end,
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--- Unbind AxisDetector(s).
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-- @tparam AxisDetectors ... axis detectors or axis identifiers to remove
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-- @treturn AxisInput this AxisInput object
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unbind = button_mt.unbind,
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--- Unbind all AxisDetector(s).
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-- @treturn AxisInput this AxisInput object
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clear = button_mt.clear,
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--- Hijacks the input.
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-- This function returns a new input object which mirrors the current object, except it will hijack every new input.
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-- 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.
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-- An input can be hijacked several times; the one which hijacked it last will be the active one.
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-- @treturn AxisInput the new input object which is hijacking the input
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hijack = function(self)
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local hijacked
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hijacked = setmetatable({
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positive = input.button(function() return hijacked:value() > self.triggeringThreshold end),
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negative = input.button(function() return hijacked:value() < -self.triggeringThreshold end)
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}, { __index = self, __newindex = self })
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table.insert(self.hijackStack, hijacked)
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self.hijacking = hijacked
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return hijacked
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end,
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--- Release the input that was hijacked by this object.
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-- Input will be given back to the previous object.
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-- @treturn AxisInput this AxisInput object
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free = button_mt.free,
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--- Sets the default detection threshold (deadzone).
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-- 0 by default.
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-- @tparam number new the new detection threshold
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-- @treturn AxisInput this AxisInput object
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threshold = function(self, new)
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self.threshold = tonumber(new)
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return self
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end,
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--- Returns the value of the input (between -1 and 1).
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-- @tparam[opt=default threshold] number threshold value to use
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-- @treturn number the input value
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value = function(self, curThreshold)
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if self.hijacking == self then
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self:update()
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local val = self.val
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return math.abs(val) > math.abs(curThreshold or self.threshold) and val or 0
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else
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return 0
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end
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end,
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--- Returns the change in value of the input since last update (between -2 and 2).
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-- @treturn number the value delta
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delta = function(self)
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if self.hijacking == self then
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self:update()
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return self.dval
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else
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return 0
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end
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end,
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--- Returns the raw value of the input (between -max and +max).
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-- @tparam[opt=default threshold*max] number raw threshold value to use
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-- @treturn number the input raw value
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raw = function(self, rawThreshold)
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if self.hijacking == self then
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self:update()
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local raw = self.raw
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return math.abs(raw) > math.abs(rawThreshold or self.threshold*self.max) and raw or 0
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else
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return 0
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end
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end,
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--- Return the raw max of the input.
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-- @treturn number the input raw max
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max = function(self)
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self:update()
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return self.max
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end,
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--- Sets the default triggering threshold, i.e. how the minimal axis value for which the associated buttons will be considered down.
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-- 0.5 by default.
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-- @tparam number new the new triggering threshold
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-- @treturn AxisInput this AxisInput object
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triggeringThreshold = function(self, new)
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self.triggeringThreshold = tonumber(new)
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return self
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end,
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--- The associated button pressed when the axis reaches a positive value.
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positive = nil,
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--- The associated button pressed when the axis reaches a negative value.
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negative = nil,
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--- Update axis state.
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-- Automatically called, don't call unless you know what you're doing.
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-- @impl ubiquitousse
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update = function(self)
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if not updated[self] then
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local val, raw, max = 0, 0, 1
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for _, d in ipairs(self.detectors) do
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local v, r, m = d() -- v[-1,1], r[-m,+m]
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if math.abs(v) > math.abs(val) then
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val, raw, max = v, r or v, m or 1
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end
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end
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self.dval = val - self.val
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self.val, self.raw, self.max = val, raw, max
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updated[self] = true
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end
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end,
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--- LÖVE note: other callbacks that are defined in backend/love.lua and need to be called in the associated LÖVE callbacks.
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}
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axis_mt.__index = axis_mt
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--- PointerInput methods
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-- @impl ubiquitousse
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local pointer_mt = {
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--- Returns a new PointerInput with the same properties.
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-- @treturn PointerInput the cloned object
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clone = function(self)
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return input.pointer(unpack(self.detectors))
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:dimensions(self.width, self.height)
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:offset(self.offsetX, self.offsetY)
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:speed(self.xSpeed, self.ySpeed)
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end,
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--- Bind new axis couples to this input.
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-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to add and in which mode
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-- @treturn PointerInput this PointerInput object
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bind = function(self, ...)
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for _, p in ipairs({...}) do
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if type(p) == "table" then
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local h, v = p[2], p[3]
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if getmetatable(h) ~= axis_mt then
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h = input.axis(h)
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end
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if getmetatable(v) ~= axis_mt then
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v = input.axis(v)
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end
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table.insert(self.detectors, { p[1], h, v })
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else
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error("Pointer detector must be a table")
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end
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end
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return self
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end,
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--- Unbind axis couple(s).
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-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to remove
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-- @treturn PointerInput this PointerInput object
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unbind = button_mt.unbind,
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--- Unbind all axis couple(s).
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-- @treturn PointerInput this PointerInput object
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clear = button_mt.clear,
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--- Hijacks the input.
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-- This function returns a new input object which mirrors the current object, except it will hijack every new input.
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-- 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.
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-- An input can be hijacked several times; the one which hijacked it last will be the active one.
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-- @treturn PointerInput the new input object which is hijacking the input
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hijack = function(self)
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local hijacked
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hijacked = {
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horizontal = input.axis(function()
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local h = hijacked:x()
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local width = hijacked.width
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return h/width, h, width
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end),
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vertical = input.axis(function()
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local v = hijacked:y()
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local height = hijacked.height
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return v/height, v, height
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end)
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}
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hijacked.right, hijacked.left = hijacked.horizontal.positive, hijacked.horizontal.negative
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hijacked.up, hijacked.down = hijacked.vertical.negative, hijacked.vertical.positive
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setmetatable(hijacked, { __index = self, __newindex = self })
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table.insert(self.hijackStack, hijacked)
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self.hijacking = hijacked
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return hijacked
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end,
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--- Free the input that was hijacked by this object.
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-- Input will be given back to the previous object.
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-- @treturn PointerInput this PointerInput object
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free = button_mt.free,
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--- Set the moving area half-dimensions.
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-- Call without argument to use half the window dimensions.
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-- It's the half dimensions because axes values goes from -1 to 1, so theses dimensions only
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-- covers values from x=0,y=0 to x=1,y=1. The full moving area will be 4*newWidth*newHeight.
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-- @tparam number newWidth new width
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-- @tparam number newHeight new height
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-- @treturn PointerInput this PointerInput object
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dimensions = function(self, newWidth, newHeight)
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self.width, self.height = newWidth, newHeight
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return self
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end,
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--- Set the moving area coordinates offset.
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-- The offset is a value automatically added to the x and y values when using the x() and y() methods.
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-- Call without argument to automatically offset so 0,0 <= x(),y() <= width,height, i.e. offset to width,height.
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-- @tparam number newOffX new X offset
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-- @tparam number newOffY new Y offset
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-- @treturn PointerInput this PointerInput object
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offset = function(self, newOffX, newOffY)
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self.offsetX, self.offsetY = newOffX, newOffY
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return self
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end,
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--- Set maximal speed (pixels-per-milisecond)
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-- Only used in relative mode.
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-- Calls without argument to use the raw data and don't apply a speed modifier.
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-- @tparam number newXSpeed new X speed
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-- @tparam number newYSpeed new Y speed
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-- @treturn PointerInput this PointerInput object
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speed = function(self, newXSpeed, newYSpeed)
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self.xSpeed, self.ySpeed = newXSpeed, newYSpeed or newXSpeed
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return self
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end,
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--- Returns the current X value of the pointer.
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-- @treturn number X value
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x = function(self)
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if self.hijacking == self then
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self:update()
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return self.valX + (self.offsetX or self.width or input.getDrawWidth()/2)
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else
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return self.offsetX or self.width or input.getDrawWidth()/2
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end
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end,
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--- Returns the current Y value of the pointer.
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-- @treturn number Y value
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y = function(self)
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if self.hijacking == self then
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self:update()
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return self.valY + (self.offsetY or self.height or input.getDrawHeight()/2)
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else
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return self.offsetY or self.height or input.getDrawHeight()/2
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end
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end,
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--- Returns the X and Y value of the pointer, clamped.
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-- They are clamped to stay in the ellipse touching all 4 sides of the dimension rectangle, i.e. the
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-- (x,y) vector's magnitude reached its maximum either in (0,height) or (width,0).
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-- Typically, this is used with square dimensions for player movements: when moving diagonally, the magnitude
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-- will be the same as when moving horiontally or vertically, thus avoiding faster diagonal movement, A.K.A. "straferunning".
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-- If you're not conviced by my overly complicated explanation: just use this to retrieve x and y for movement and everything
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-- will be fine.
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-- @treturn number X value
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-- @treturn number Y value
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clamped = function(self)
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local width, height = self.width, self.height
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if self.hijacking == self then
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self:update()
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local x, y = self.valX, self.valY
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local cx, cy = x, y
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local normalizedMagnitude = (x*x)/(width*width) + (y*y)/(height*height) -- go back to a unit circle
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if normalizedMagnitude > 1 then
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local magnitude = sqrt(x*x + y*y)
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cx, cy = cx / magnitude * width, cy / magnitude * height
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end
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return cx + (self.offsetX or width or input.getDrawWidth()/2), cy + (self.offsetY or height or input.getDrawHeight()/2)
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else
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return self.offsetX or width or input.getDrawWidth()/2, self.offsetY or height or input.getDrawHeight()/2
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end
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end,
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--- The associated horizontal axis.
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horizontal = nil,
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--- The associated vertical axis.
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vertical = nil,
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--- The associated button pressed when the pointer goes to the right.
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right = nil,
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--- The associated button pressed when the pointer goes to the left.
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left = nil,
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--- The associated button pressed when the pointer points up.
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up = nil,
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--- The associated button pressed when the pointer points down.
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down = nil,
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--- Update pointer state.
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-- Automatically called, don't call unless you know what you're doing.
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-- @impl ubiquitousse
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update = function(self)
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if not updated[self] then
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local x, y = self.valX, self.valY
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local xSpeed, ySpeed = self.xSpeed, self.ySpeed
|
||||
local width, height = self.width or input.getDrawWidth()/2, self.height or input.getDrawHeight()/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
|
||||
local button_mt
|
||||
local axis_mt
|
||||
local 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).
|
||||
local input
|
||||
input = {
|
||||
--- 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.
|
||||
updated = {},
|
||||
|
||||
dt = 0,
|
||||
|
||||
---------------------------------
|
||||
--- Detectors (input sources) ---
|
||||
---------------------------------
|
||||
|
|
@ -518,12 +47,11 @@ input = {
|
|||
-- 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
|
||||
-- @impl love
|
||||
basicButtonDetector = function(str) end,
|
||||
|
||||
--- Make a new button detector from a detector function, string, or list of buttons.
|
||||
-- @tparam string, function button identifier
|
||||
-- @impl ubiquitousse
|
||||
buttonDetector = function(obj)
|
||||
if type(obj) == "function" then
|
||||
return obj
|
||||
|
|
@ -557,12 +85,11 @@ input = {
|
|||
-- 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
|
||||
-- @impl love
|
||||
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
|
||||
|
|
@ -581,91 +108,6 @@ input = {
|
|||
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({
|
||||
hijackStack = {}, -- hijackers stack, last element is the object currently hijacking this input
|
||||
hijacking = nil, -- object currently hijacking this input
|
||||
detectors = {}, -- detectors list
|
||||
state = "none" -- current state (none, pressed, down, released)
|
||||
}, button_mt)
|
||||
table.insert(r.hijackStack, r)
|
||||
r.hijacking = 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({
|
||||
hijackStack = {}, -- hijackers stack, last element is the object currently hijacking this input
|
||||
hijacking = nil, -- object currently hijacking 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
|
||||
triggeringThreshold = 0.5 -- digital button threshold
|
||||
}, axis_mt)
|
||||
table.insert(r.hijackStack, r)
|
||||
r.hijacking = r
|
||||
r:bind(...)
|
||||
r.positive = input.button(function() return r:value() > r.triggeringThreshold end)
|
||||
r.negative = input.button(function() return r:value() < -r.triggeringThreshold 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({
|
||||
hijackStack = {}, -- hijackers stack, first element is the object currently hijacking this input
|
||||
hijacking = nil, -- object currently hijacking 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.hijackStack, r)
|
||||
r.hijacking = 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 --
|
||||
------------------------------
|
||||
|
|
@ -675,13 +117,13 @@ input = {
|
|||
-- This may also returns "axis threshold" buttons if an axis passes the threshold.
|
||||
-- @tparam[opt=0.5] number threshold the threshold to detect axes as button
|
||||
-- @treturn string,... buttons identifiers list
|
||||
-- @impl backend
|
||||
-- @impl love
|
||||
buttonUsed = function(threshold) end,
|
||||
|
||||
--- Returns a list of the axes currently in use, identified by their string axis identifier
|
||||
-- @tparam[opt=0.5] number threshold the threshold to detect axes
|
||||
-- @treturn string,... axes identifiers list
|
||||
-- @impl backend
|
||||
-- @impl love
|
||||
axisUsed = function(threshold) end,
|
||||
|
||||
--- Returns a nice name for the button identifier.
|
||||
|
|
@ -689,7 +131,7 @@ input = {
|
|||
-- May returns the raw identifier if you're lazy.
|
||||
-- @tparam string... button identifier string(s)
|
||||
-- @treturn string... the displayable names
|
||||
-- @impl backend
|
||||
-- @impl love
|
||||
buttonName = function(...) end,
|
||||
|
||||
--- Returns a nice name for the axis identifier.
|
||||
|
|
@ -697,7 +139,7 @@ input = {
|
|||
-- May returns the raw identifier if you're lazy.
|
||||
-- @tparam string... axis identifier string(s)
|
||||
-- @treturn string... the displayable names
|
||||
-- @impl backend
|
||||
-- @impl love
|
||||
axisName = function(...) end,
|
||||
|
||||
-------------------
|
||||
|
|
@ -710,7 +152,7 @@ input = {
|
|||
-- 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
|
||||
-- @impl love
|
||||
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.
|
||||
|
|
@ -719,7 +161,7 @@ input = {
|
|||
|
||||
--- Get draw area dimensions.
|
||||
-- Used for pointers.
|
||||
-- @impl backend
|
||||
-- @impl love
|
||||
getDrawWidth = function() return 1 end,
|
||||
getDrawHeight = function() return 1 end,
|
||||
|
||||
|
|
@ -727,10 +169,9 @@ input = {
|
|||
-- Should be called at every game update. If ubiquitousse.signal is available, will be bound to the "update" signal in signal.event.
|
||||
-- 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 = {}
|
||||
input.dt = newDt
|
||||
input.updated = {}
|
||||
end
|
||||
|
||||
--- If you use LÖVE, note that in order to provide every feature (especially key detection), several callbacks functions will
|
||||
|
|
@ -739,6 +180,16 @@ input = {
|
|||
-- callbacks, minux the "love.").
|
||||
}
|
||||
|
||||
package.loaded[...] = input
|
||||
button_mt = require((...):gsub("input$", "button"))
|
||||
axis_mt = require((...):gsub("input$", "axis"))
|
||||
pointer_mt = require((...):gsub("input$", "pointer"))
|
||||
|
||||
-- Constructors
|
||||
input.button = button_mt._new
|
||||
input.axis = axis_mt._new
|
||||
input.pointer = pointer_mt._new
|
||||
|
||||
-- Create default inputs
|
||||
input.default.pointer = input.pointer()
|
||||
input.default.confirm = input.button()
|
||||
|
|
@ -749,4 +200,6 @@ if signal then
|
|||
signal.event:bind("update", input.update)
|
||||
end
|
||||
|
||||
require((...):gsub("input$", "love"))
|
||||
|
||||
return input
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue