mirror of
https://github.com/Reuh/ubiquitousse.git
synced 2025-10-27 17:19:31 +00:00
497 lines
16 KiB
Lua
497 lines
16 KiB
Lua
--- Löve backend 0.0.1 for Abstract.
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-- Provides all the Abstract API on a Löve environment.
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-- Made for Löve 0.10.1 and abstract 0.0.1.
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-- See `abstract` for Abstract API.
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-- Config
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local useScancodes = true -- Use ScanCodes (layout independant input) instead of KeyConstants (layout dependant) for keyboard input
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local displayKeyConstant = true -- 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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-- General
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local version = "0.0.1"
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-- Require stuff
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local abstract = require((...):match("^(.-abstract)%."))
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-- Version compatibility warning
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do
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local function checkCompat(stuffName, expectedVersion, actualVersion)
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if actualVersion ~= expectedVersion then
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local txt = ("Abstract Löve backend version "..version.." was made for %s %s but %s is used!\nThings may not work as expected.")
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:format(stuffName, expectedVersion, actualVersion)
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print(txt)
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love.window.showMessageBox("Warning", txt, "warning")
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end
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end
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checkCompat("Löve", "0.10.1", ("%s.%s.%s"):format(love.getVersion()))
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checkCompat("abstract", "0.0.1", abstract.version)
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end
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-- Redefine all functions in tbl which also are in toAdd, so when used they call the old function (in tbl) and then the new (in toAdd).
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local function add(tbl, toAdd)
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for k,v in pairs(toAdd) do
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local old = tbl[k]
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tbl[k] = function(...)
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old(...)
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return v(...)
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end
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end
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end
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-- abstract
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abstract.backend = "love"
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-- abstract.event
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if abstract.event then
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local updateDefault = abstract.event.update
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abstract.event.update = function() end
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function love.update(dt)
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-- Value update
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abstract.draw.fps = love.timer.getFPS()
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-- Stuff defined in abstract.lua
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updateDefault(dt*1000)
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-- Callback
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abstract.event.update(dt)
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end
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local drawDefault = abstract.event.draw
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abstract.event.draw = function() end
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function love.draw()
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love.graphics.push()
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-- Resize type
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local winW, winH = love.graphics.getWidth(), love.graphics.getHeight()
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local gameW, gameH = abstract.draw.params.width, abstract.draw.params.height
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if abstract.draw.params.resizeType == "auto" then
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love.graphics.scale(winW/gameW, winH/gameH)
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elseif abstract.draw.params.resizeType == "center" then
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love.graphics.translate(math.floor(winW/2-gameW/2), math.floor(winH/2-gameH/2))
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end
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-- Stuff defined in abstract.lua
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drawDefault()
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-- Callback
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abstract.event.draw()
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love.graphics.pop()
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end
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end
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-- abstract.draw
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if abstract.draw then
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local defaultFont = love.graphics.getFont()
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add(abstract.draw, {
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init = function(params)
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local p = abstract.draw.params
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love.window.setTitle(p.title)
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love.window.setMode(p.width, p.height, {
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resizable = p.resizable
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})
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end,
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color = function(r, g, b, a)
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love.graphics.setColor(r, g, b, a)
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end,
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text = function(x, y, text)
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love.graphics.setFont(defaultFont)
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love.graphics.print(text, x, y)
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end,
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line = function(x1, y1, x2, y2)
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love.graphics.line(x1, y1, x2, y2)
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end,
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rectangle = function(x, y, width, height)
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love.graphics.rectangle("fill", x, y, width, height)
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end,
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scissor = function(x, y, width, height)
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love.graphics.setScissor(x, y, width, height)
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end,
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-- TODO: doc
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image = function(filename)
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local img = love.graphics.newImage(filename)
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return {
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width = img:getWidth(),
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height = img:getHeight(),
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draw = function(self, x, y, r, sx, sy, ox, oy)
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love.graphics.draw(img, x, y, r, sx, sy, ox, oy)
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end
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}
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end,
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font = function(filename, size)
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local fnt = love.graphics.newFont(filename, size)
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return {
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width = function(self, text)
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return fnt:getWidth(text)
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end,
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draw = function(self, text, x, y, r, sx, sy, ox, oy)
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love.graphics.setFont(fnt)
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love.graphics.print(text, x, y, r, sx, sy, ox, oy)
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end
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}
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end,
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})
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function love.resize(width, height)
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if abstract.draw.params.resizeType == "none" then
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abstract.draw.width = width
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abstract.draw.height = height
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end
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end
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end
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-- abstract.audio
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if abstract.audio then
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add(abstract.audio, {
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-- TODO: doc
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load = function(filepath)
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local audio = love.audio.newSource(filepath)
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return {
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play = function(self)
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audio:play()
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end
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}
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end
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})
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end
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-- abstract.time
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if abstract.time then
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add(abstract.time, {
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get = function()
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return love.timer.getTime()
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end
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})
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end
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-- abstract.input
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if abstract.input then
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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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-- love.wheelmoved doesn't trigger when the wheel stop moving, so we need to clear up our stuff after love.update (so in love.draw)
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add(love, {
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draw = function()
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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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end
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})
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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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love.mouse.setVisible(false)
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add(abstract.input, {
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buttonDetector = function(...)
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local ret = {}
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for _,id in ipairs({...}) do
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-- Keyboard
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if id:match("^keyboard%.") then
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local key = id:match("^keyboard%.(.+)$")
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table.insert(ret, function()
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return useScancodes and love.keyboard.isScancodeDown(key) or love.keyboard.isDown(key)
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end)
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-- Mouse wheel
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elseif id:match("^mouse%.wheel%.") then
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local key = id:match("^mouse%.wheel%.(.+)$")
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table.insert(ret, 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%.(.+)$")
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table.insert(ret, function()
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return love.mouse.isDown(key)
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end)
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-- Gamepad button
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elseif id:match("^gamepad%.button%.") then
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local gid, key = id:match("^gamepad%.button%.(.+)%.(.+)$")
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gid = tonumber(gid)
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table.insert(ret, 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
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table.insert(ret, 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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return unpack(ret)
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end,
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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 = abstract.input.buttonDetector(id:match("^(.+)%,(.+)$"))
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table.insert(ret, function()
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local b1, b2 = d1(), d2()
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if b1 and b2 then return 0
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elseif b1 then return -1
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elseif b2 then return 1
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else return 0 end
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end)
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-- Mouse movement
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elseif id:match("^mouse%.move%.") then
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local axis, threshold = id:match("^mouse%.move%.(.+)%%(.+)$")
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if not axis then axis = id:match("^mouse%.move%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local val, raw, max = axesInUse["mouse.move."..axis] or 0, 0, 1
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if axis == "x" then
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raw, max = val * love.graphics.getWidth(), love.graphics.getWidth()
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elseif axis == "y" then
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raw, max = val * love.graphics.getHeight(), love.graphics.getHeight()
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end
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- Mouse position
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elseif id:match("^mouse%.position%.") then
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local axis, threshold = id:match("^mouse%.position%.(.+)%%(.+)$")
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if not axis then axis = id:match("^mouse%.position%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, function()
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local val, raw, max = 0, 0, 1
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if axis == "x" then
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max = love.graphics.getWidth() / 2 -- /2 because x=0,y=0 is the center of the screen (an axis value is in [-1,1])
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raw = love.mouse.getX() - max
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elseif axis == "y" then
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max = love.graphics.getHeight() / 2
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raw = love.mouse.getY() - max
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end
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val = raw / max
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return math.abs(val) > math.abs(threshold) and val or 0, raw, max
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end)
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-- Gamepad axis
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elseif id:match("^gamepad%.axis%.") then
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local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
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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
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table.insert(ret, 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 0
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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 or 0
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end
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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 unpack(ret)
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end,
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buttonsInUse = function(threshold)
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local r = {}
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local threshold = threshold or 0.5
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for b in pairs(buttonsInUse) do
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table.insert(r, b)
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end
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for b,v in pairs(axesInUse) do
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if math.abs(v) > threshold then
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table.insert(r, b.."%"..(v < 0 and -threshold or threshold))
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end
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end
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return r
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end,
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axesInUse = function(threshold)
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local r = {}
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local threshold = threshold or 0.5
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for b,v in pairs(axesInUse) do
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if math.abs(v) > threshold then
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table.insert(r, b.."%"..threshold)
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end
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end
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return r
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end,
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buttonName = function(...)
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local ret = {}
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for _,id in ipairs({...}) do
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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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if useScancodes and displayKeyConstant then key = love.keyboard.getKeyFromScancode(key) end
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table.insert(ret, key:sub(1,1):upper()..key:sub(2).." key")
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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%.(.+)$")
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table.insert(ret, "Mouse wheel "..key)
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-- Mouse
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elseif id:match("^mouse%.") then
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local key = id:match("^mouse%.(.+)$")
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table.insert(ret, "Mouse "..key)
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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%.(.+)%.(.+)$")
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table.insert(ret, "Gamepad "..gid.." button "..key)
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-- Gamepad axis
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elseif id:match("^gamepad%.axis%.") then
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local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
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if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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if axis == "rightx" then
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table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
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elseif axis == "righty" then
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table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
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elseif axis == "leftx" then
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table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
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elseif axis == "lefty" then
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table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
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else
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table.insert(ret, ("Gamepad %s axis %s (deadzone %s%%)"):format(gid, axis, math.abs(threshold*100)))
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end
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else
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table.insert(r, id)
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end
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end
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return unpack(ret)
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end,
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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 = abstract.input.buttonName(id:match("^(.+)%,(.+)$"))
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table.insert(ret, b1.." / "..b2)
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-- Mouse move
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elseif 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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table.insert(ret, ("Mouse %s movement (threshold %s%%)"):format(axis, math.abs(threshold*100)))
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-- Mouse move
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elseif id:match("^mouse%.position%.") then
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local axis, threshold = id:match("^mouse%.position%.(.+)%%(.+)$")
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if not axis then axis = id:match("^mouse%.position%.(.+)$") end -- no threshold (=0)
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threshold = tonumber(threshold) or 0
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table.insert(ret, ("Mouse %s position (threshold %s%%)"):format(axis, math.abs(threshold*100)))
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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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threshold = tonumber(threshold) or 0
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if axis == "rightx" then
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table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
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elseif axis == "righty" then
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table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
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elseif axis == "leftx" then
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table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
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elseif axis == "lefty" then
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table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
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else
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table.insert(ret, ("Gamepad %s axis %s (deadzone %s%%)"):format(gid, axis, math.abs(threshold*100)))
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end
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else
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table.insert(r, id)
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end
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end
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return unpack(ret)
|
|
end
|
|
})
|
|
|
|
-- Defaults
|
|
abstract.input.default.pointer:bind(
|
|
{ "absolute", "keyboard.left,keyboard.right", "keyboard.up,keyboard.down" },
|
|
{ "absolute", "gamepad.axis.1.leftx", "gamepad.axis.1.lefty" }
|
|
)
|
|
abstract.input.default.up:bind(
|
|
"keyboard.up", "keyboard.w",
|
|
"gamepad.button.1.dpup", "gamepad.axis.1.lefty%-0.5"
|
|
)
|
|
abstract.input.default.down:bind(
|
|
"keyboard.down", "keyboard.s",
|
|
"gamepad.button.1.dpdown", "gamepad.axis.1.lefty%0.5"
|
|
)
|
|
abstract.input.default.right:bind(
|
|
"keyboard.right", "keyboard.d",
|
|
"gamepad.button.1.dpright", "gamepad.axis.1.leftx%0.5"
|
|
)
|
|
abstract.input.default.left:bind(
|
|
"keyboard.left", "keyboard.a",
|
|
"gamepad.button.1.dpleft", "gamepad.axis.1.leftx%-0.5"
|
|
)
|
|
abstract.input.default.confirm:bind(
|
|
"keyboard.enter", "keyboard.space", "keyboard.lshift", "keyboard.e",
|
|
"gamepad.button.1.a"
|
|
)
|
|
abstract.input.default.cancel:bind(
|
|
"keyboard.escape", "keyboard.backspace",
|
|
"gamepad.button.1.b"
|
|
)
|
|
end
|