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ubiquitousse/input/pointer.lua
Étienne Reuh Fildadut 4b75f21e52 Remove backend system and ctruLua support
Since I only use the LÖVE backend anyway, this simplifies the code.
Tidied some code.
2021-07-18 19:30:43 +02:00

246 lines
9.7 KiB
Lua

local input = require((...):gsub("pointer$", "input"))
local button_mt = require((...):gsub("pointer$", "button"))
local axis_mt = require((...):gsub("pointer$", "axis"))
local sqrt = math.sqrt
--- PointerInput methods
local pointer_mt
pointer_mt = {
-- 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
_new = 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,
--- 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,
--- Hijacks the input.
-- This function returns a new input object which mirrors the current object, except it will hijack 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 hijacked several times; the one which hijacked it last will be the active one.
-- @treturn PointerInput the new input object which is hijacking the input
hijack = function(self)
local hijacked
hijacked = {
horizontal = input.axis(function()
local h = hijacked:x()
local width = hijacked.width
return h/width, h, width
end),
vertical = input.axis(function()
local v = hijacked:y()
local height = hijacked.height
return v/height, v, height
end)
}
hijacked.right, hijacked.left = hijacked.horizontal.positive, hijacked.horizontal.negative
hijacked.up, hijacked.down = hijacked.vertical.negative, hijacked.vertical.positive
setmetatable(hijacked, { __index = self, __newindex = self })
table.insert(self.hijackStack, hijacked)
self.hijacking = hijacked
return hijacked
end,
--- Free the input that was hijacked by this object.
-- Input will be given back to the previous object.
-- @treturn PointerInput this PointerInput object
free = button_mt.free,
--- 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.hijacking == self then
self:update()
return self.valX + (self.offsetX or self.width or input.getDrawWidth()/2)
else
return self.offsetX or self.width or input.getDrawWidth()/2
end
end,
--- Returns the current Y value of the pointer.
-- @treturn number Y value
y = function(self)
if self.hijacking == self then
self:update()
return self.valY + (self.offsetY or self.height or input.getDrawHeight()/2)
else
return self.offsetY or self.height or input.getDrawHeight()/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.hijacking == 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.getDrawWidth()/2), cy + (self.offsetY or height or input.getDrawHeight()/2)
else
return self.offsetX or width or input.getDrawWidth()/2, self.offsetY or height or input.getDrawHeight()/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.
update = function(self)
if not input.updated[self] then
local x, y = self.valX, self.valY
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 * input.dt) or xAxis:raw())
maxMovX = movX
end
if movY > maxMovY then
newY = y + (ySpeed and (yAxis:value() * ySpeed * input.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)
input.updated[self] = true
end
end
}
pointer_mt.__index = pointer_mt
return pointer_mt