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ubiquitousse/input/input.lua

751 lines
28 KiB
Lua

--- ubiquitousse.input
-- Depends on a backend.
-- Optional dependencies: ubiquitousse.signal (to bind to update signal in signal.event)
local loaded, signal = pcall(require, (...):match("^(.-)input").."signal")
if not loaded then signal = nil end
-- TODO: some key selection helper? Will be backend-implemented, to account for all the possible input methods.
-- TODO: some way to list all possible input / outputs, or make the *inUse make some separation between inputs indiscutitably in use and those who are incertain.
-- TODO: outputs! (rumble, lights, I don't know)
-- TODO: other, optional, default/generic inputs, and a way to know if they are binded.
-- TODO: multiplayer input helpers? something like getting the same input for different players, or default inputs for different players
local input
local sqrt = math.sqrt
local unpack = table.unpack or unpack
local dt = 0
--- Used to store inputs which were updated this frame
-- { Input: true, ... }
-- This table is for internal use and shouldn't be used from an external script.
local updated = {}
--- ButtonInput methods
-- @impl ubiquitousse
local button_mt = {
--- Returns a new ButtonInput with the same properties.
-- @treturn ButtonInput the cloned object
clone = function(self)
return input.button(unpack(self.detectors))
end,
--- Bind new ButtonDetector(s) to this input.
-- @tparam ButtonDetectors ... buttons detectors or buttons identifiers to add
-- @treturn ButtonInput this ButtonInput object
bind = function(self, ...)
for _, d in ipairs({...}) do
table.insert(self.detectors, input.buttonDetector(d))
end
return self
end,
--- Unbind ButtonDetector(s).
-- @tparam ButtonDetectors ... buttons detectors or buttons identifiers to remove
-- @treturn ButtonInput this ButtonInput object
unbind = function(self, ...)
for _, d in ipairs({...}) do
for i=#self.detectors, 1, -1 do
if self.detectors[i] == d then
table.remove(self.detectors, i)
break
end
end
end
return self
end,
--- Unbind all ButtonDetector(s).
-- @treturn ButtonInput this ButtonInput object
clear = function(self)
self.detectors = {}
return self
end,
--- 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 new button press/down/release will only be visible to the new object; the button will always appear unpressed for the initial object.
-- This is useful for contextual input, for example if you want to display a menu without pausing the game: the menu
-- can hijack relevant inputs while it is open, so they don't trigger any action in the rest of the game.
-- An input can be hijacked several times; the one which hijacked it last will be the active one.
-- @treturn ButtonInput the new input object which is hijacking the input
hijack = function(self)
local hijacked = setmetatable({}, { __index = self, __newindex = self })
table.insert(self.hijackStack, hijacked)
self.hijacking = hijacked
return hijacked
end,
--- Release the input that was hijacked by this object.
-- Input will be given back to the previous object.
-- @treturn ButtonInput this ButtonInput object
free = function(self)
local hijackStack = self.hijackStack
for i, v in ipairs(hijackStack) do
if v == self then
table.remove(hijackStack, i)
self.hijacking = hijackStack[#hijackStack]
return self
end
end
error("This object is currently not hijacking this input")
end,
--- Returns true if the input was just pressed.
-- @treturn boolean true if the input was pressed, false otherwise
pressed = function(self)
if self.hijacking == self then
self:update()
return self.state == "pressed"
else
return false
end
end,
--- Returns true if the input was just released.
-- @treturn boolean true if the input was released, false otherwise
released = function(self)
if self.hijacking == self then
self:update()
return self.state == "released"
else
return false
end
end,
--- Returns true if the input is down.
-- @treturn boolean true if the input is currently down, false otherwise
down = function(self)
if self.hijacking == self then
self:update()
local state = self.state
return state == "down" or state == "pressed"
else
return false
end
end,
--- Returns true if the input is up.
-- @treturn boolean true if the input is currently up, false otherwise
up = function(self)
return not self:down()
end,
--- Update button state.
-- Automatically called, don't call unless you know what you're doing.
-- @impl ubiquitousse
update = function(self)
if not updated[self] then
local down = false
for _, d in ipairs(self.detectors) do
if d() then
down = true
break
end
end
local state = self.state
if down then
if state == "none" or state == "released" then
self.state = "pressed"
else
self.state = "down"
end
else
if state == "down" or state == "pressed" then
self.state = "released"
else
self.state = "none"
end
end
updated[self] = true
end
end
}
button_mt.__index = button_mt
--- AxisInput methods
-- @impl ubiquitousse
local axis_mt = {
--- Returns a new AxisInput with the same properties.
-- @treturn AxisInput the cloned object
clone = function(self)
return input.axis(unpack(self.detectors))
:threshold(self.threshold)
end,
--- Bind new AxisDetector(s) to this input.
-- @tparam AxisDetectors ... axis detectors or axis identifiers to add
-- @treturn AxisInput this AxisInput object
bind = function(self, ...)
for _,d in ipairs({...}) do
table.insert(self.detectors, input.axisDetector(d))
end
return self
end,
--- Unbind AxisDetector(s).
-- @tparam AxisDetectors ... axis detectors or axis identifiers to remove
-- @treturn AxisInput this AxisInput object
unbind = button_mt.unbind,
--- Unbind all AxisDetector(s).
-- @treturn AxisInput this AxisInput object
clear = button_mt.clear,
--- 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 axis will always appear to be at 0 for the initial object.
-- An input can be hijacked several times; the one which hijacked it last will be the active one.
-- @treturn AxisInput the new input object which is hijacking the input
hijack = function(self)
local hijacked
hijacked = setmetatable({
positive = input.button(function() return hijacked:value() > self.triggeringThreshold end),
negative = input.button(function() return hijacked:value() < -self.triggeringThreshold end)
}, { __index = self, __newindex = self })
table.insert(self.hijackStack, hijacked)
self.hijacking = hijacked
return hijacked
end,
--- Release the input that was hijacked by this object.
-- Input will be given back to the previous object.
-- @treturn AxisInput this AxisInput object
free = button_mt.free,
--- Sets the default detection threshold (deadzone).
-- 0 by default.
-- @tparam number new the new detection threshold
-- @treturn AxisInput this AxisInput object
threshold = function(self, new)
self.threshold = tonumber(new)
return self
end,
--- Returns the value of the input (between -1 and 1).
-- @tparam[opt=default threshold] number threshold value to use
-- @treturn number the input value
value = function(self, curThreshold)
if self.hijacking == self then
self:update()
local val = self.val
return math.abs(val) > math.abs(curThreshold or self.threshold) and val or 0
else
return 0
end
end,
--- Returns the change in value of the input since last update (between -2 and 2).
-- @treturn number the value delta
delta = function(self)
if self.hijacking == self then
self:update()
return self.dval
else
return 0
end
end,
--- Returns the raw value of the input (between -max and +max).
-- @tparam[opt=default threshold*max] number raw threshold value to use
-- @treturn number the input raw value
raw = function(self, rawThreshold)
if self.hijacking == self then
self:update()
local raw = self.raw
return math.abs(raw) > math.abs(rawThreshold or self.threshold*self.max) and raw or 0
else
return 0
end
end,
--- Return the raw max of the input.
-- @treturn number the input raw max
max = function(self)
self:update()
return self.max
end,
--- Sets the default triggering threshold, i.e. how the minimal axis value for which the associated buttons will be considered down.
-- 0.5 by default.
-- @tparam number new the new triggering threshold
-- @treturn AxisInput this AxisInput object
triggeringThreshold = function(self, new)
self.triggeringThreshold = tonumber(new)
return self
end,
--- The associated button pressed when the axis reaches a positive value.
positive = nil,
--- The associated button pressed when the axis reaches a negative value.
negative = nil,
--- Update axis state.
-- Automatically called, don't call unless you know what you're doing.
-- @impl ubiquitousse
update = function(self)
if not updated[self] then
local val, raw, max = 0, 0, 1
for _, d in ipairs(self.detectors) do
local v, r, m = d() -- v[-1,1], r[-m,+m]
if math.abs(v) > math.abs(val) then
val, raw, max = v, r or v, m or 1
end
end
self.dval = val - self.val
self.val, self.raw, self.max = val, raw, max
updated[self] = true
end
end,
--- LÖVE note: other callbacks that are defined in backend/love.lua and need to be called in the associated LÖVE callbacks.
}
axis_mt.__index = axis_mt
--- PointerInput methods
-- @impl ubiquitousse
local pointer_mt = {
--- Returns a new PointerInput with the same properties.
-- @treturn PointerInput the cloned object
clone = function(self)
return input.pointer(unpack(self.detectors))
:dimensions(self.width, self.height)
:offset(self.offsetX, self.offsetY)
:speed(self.xSpeed, self.ySpeed)
end,
--- Bind new axis couples to this input.
-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to add and in which mode
-- @treturn PointerInput this PointerInput object
bind = function(self, ...)
for _, p in ipairs({...}) do
if type(p) == "table" then
local h, v = p[2], p[3]
if getmetatable(h) ~= axis_mt then
h = input.axis(h)
end
if getmetatable(v) ~= axis_mt then
v = input.axis(v)
end
table.insert(self.detectors, { p[1], h, v })
else
error("Pointer detector must be a table")
end
end
return self
end,
--- Unbind axis couple(s).
-- @tparam table{mode,XAxis,YAxis} ... couples of axis detectors, axis identifiers or axis input to remove
-- @treturn PointerInput this PointerInput object
unbind = button_mt.unbind,
--- Unbind all axis couple(s).
-- @treturn PointerInput this PointerInput object
clear = button_mt.clear,
--- 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.
-- @impl ubiquitousse
update = function(self)
if not updated[self] then
local x, y = self.valX, self.valY
local xSpeed, ySpeed = self.xSpeed, self.ySpeed
local width, height = self.width or input.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
--- Input stuff
-- Inspired by Tactile by Andrew Minnich (https://github.com/tesselode/tactile), under the MIT license.
-- Ubiquitousse considers two basic input methods, called buttons (binary input) and axes (analog input).
input = {
---------------------------------
--- Detectors (input sources) ---
---------------------------------
-- Buttons detectors --
-- A button detector is a function which returns true (pressed) or false (unpressed).
-- All buttons are identified using an identifier string, which depends on the backend. The presence of eg., a mouse or keyboard is not assumed.
-- Some identifier strings conventions: (not used internally by Ubiquitousse, but it's nice to have some consistency between backends)
-- They should be in the format "source1.source2.[...].button", for example "keyboard.up" or "gamepad.button.1.a" for the A-button of the first gamepad.
-- If the button is actually an axis (ie, the button is pressed if the axis value passes a certain threshold), the threshold should be in the end of the
-- identifier, preceded by a % : for example "gamepad.axis.1.leftx%-0.5" should return true when the left-stick of the first gamepad is moved to the right
-- by more of 50%. The negative threshold value means that the button will be pressed only when the axis has a negative value (in the example, it won't be
-- pressed when the axis is moved to the right).
-- Buttons can also be defined by a list of buttons (string or functions), in which case the button will be considered down if all the buttons are down.
--- Makes a new button detector from a identifier string.
-- The function may error if the identifier is incorrect.
-- @tparam string button identifier, depends on the platform Ubiquitousse is running on
-- @treturn the new button detector
-- @impl backend
basicButtonDetector = function(str) end,
--- Make a new button detector from a detector function, string, or list of buttons.
-- @tparam string, function button identifier
-- @impl ubiquitousse
buttonDetector = function(obj)
if type(obj) == "function" then
return obj
elseif type(obj) == "string" then
return input.basicButtonDetector(obj)
elseif type(obj) == "table" then
local l = {}
for _, b in ipairs(obj) do
table.insert(l, input.buttonDetector(b))
end
return function()
for _, b in ipairs(l) do
if not b() then
return false
end
end
return true
end
end
error(("Not a valid button detector: %s"):format(obj))
end,
-- Axis detectors --
-- Similar to buttons detectors, but returns a number between -1 and 1.
-- Threshold value can be used similarly with %.
-- Axis detectors can also be defined by two buttons: if the 1rst button is pressed, value will be -1, if the 2nd is pressed it will be 1
-- and if none or the both are pressed, the value will be 0. This kind of axis identifier is a table {"button1", "button2"}.
-- Axis detectors may also optionally return after the number between -1 and 1 the raw value and max value. The raw value is between -max and +max.
--- Makes a new axis detector from a identifier string.
-- The function may error if the identifier is incorrect.
-- @tparam string axis identifier, depends on the platform Ubiquitousse is running on
-- @treturn the new axis detector
-- @impl backend
basicAxisDetector = function(str) end,
--- Make a new axis detector from a detector function, string, or a couple of buttons.
-- @tparam string, function or table axis identifier
-- @impl ubiquitousse
axisDetector = function(obj)
if type(obj) == "function" then
return obj
elseif type(obj) == "string" then
return input.basicAxisDetector(obj)
elseif type(obj) == "table" then
local b1, b2 = input.buttonDetector(obj[1]), input.buttonDetector(obj[2])
return function()
local d1, d2 = b1(), b2()
if d1 and d2 then return 0
elseif d1 then return -1
elseif d2 then return 1
else return 0 end
end
end
error(("Not a valid axis detector: %s"):format(obj))
end,
------------------------------------------
--- Inputs (the thing you want to use) ---
------------------------------------------
-- Buttons inputs --
-- Button input is a container for buttons detector. A button will be pressed when one of its detectors returns true.
-- Inputs also knows if the button was just pressed or released.
-- @tparam ButtonDetectors ... all the buttons detectors or buttons identifiers
-- @tretrun ButtonInput the object
-- @impl ubiquitousse
button = function(...)
local r = setmetatable({
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 --
------------------------------
-- TODO: make this better
--- Returns a list of the buttons currently in use, identified by their string button identifier.
-- This may also returns "axis threshold" buttons if an axis passes the threshold.
-- @tparam[opt=0.5] number threshold the threshold to detect axes as button
-- @treturn string,... buttons identifiers list
-- @impl backend
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
axisUsed = function(threshold) end,
--- Returns a nice name for the button identifier.
-- Can be locale-depedant and stuff, it's only for display.
-- May returns the raw identifier if you're lazy.
-- @tparam string... button identifier string(s)
-- @treturn string... the displayable names
-- @impl backend
buttonName = function(...) end,
--- Returns a nice name for the axis identifier.
-- Can be locale-depedant and stuff, it's only for display.
-- May returns the raw identifier if you're lazy.
-- @tparam string... axis identifier string(s)
-- @treturn string... the displayable names
-- @impl backend
axisName = function(...) end,
-------------------
--- Other stuff ---
-------------------
--- Some default inputs.
-- The backend should bind detectors to thoses inputs (don't recreate them).
-- These are used to provide some common input default detectors to allow to start a game quickly on
-- any platform without having to configure the keys.
-- If some key function in your game match one of theses defaults, using it instead of creating a new
-- input would be a good idea.
-- @impl mixed
default = {
pointer = nil, -- Pointer: used to move and select. Example binds: arrow keys, WASD, stick.
confirm = nil, -- Button: used to confirm something. Example binds: Enter, A button.
cancel = nil -- Button: used to cancel something. Example binds: Escape, B button.
},
--- Get draw area dimensions.
-- Used for pointers.
-- @impl backend
getDrawWidth = function() return 1 end,
getDrawHeight = function() return 1 end,
--- Update all the Inputs.
-- 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 = {}
end
--- If you use LÖVE, note that in order to provide every feature (especially key detection), several callbacks functions will
-- need to be called on LÖVE events. See backend/love.lua.
-- If ubiquitousse.signal is available, these callbacks will be bound to signals in signal.event (with the same name as the LÖVE
-- callbacks, minux the "love.").
}
-- Create default inputs
input.default.pointer = input.pointer()
input.default.confirm = input.button()
input.default.cancel = input.button()
-- Bind signals
if signal then
signal.event:bind("update", input.update)
end
return input