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ubiquitousse/input/backend/love.lua
2019-12-27 18:54:30 +01:00

331 lines
12 KiB
Lua

local input = require((...):match("^(.-%.)backend").."input")
local loaded, signal = pcall(require, (...):match("^(.-)input").."signal")
if not loaded then signal = nil end
-- Config --
-- Use ScanCodes (layout independant input) instead of KeyConstants (layout dependant) for keyboard input
local useScancodes = true
-- If using ScanCodes, sets this to true so the backend returns the layout-dependant KeyConstant
-- instead of the raw ScanCode when getting the display name. If set to false and using ScanCodes,
-- the user will see keys that don't match what's actually written on his keyboard, which is confusing.
local displayKeyConstant = true
-- Setup
love.mouse.setVisible(false)
-- Button detection
local buttonsInUse = {}
local axesInUse = {}
function input.keypressed(key, scancode, isrepeat)
if useScancodes then key = scancode end
buttonsInUse["keyboard."..key] = true
end
function input.keyreleased(key, scancode)
if useScancodes then key = scancode end
buttonsInUse["keyboard."..key] = nil
end
function input.mousepressed(x, y, button, istouch)
buttonsInUse["mouse."..button] = true
end
function input.mousereleased(x, y, button, istouch)
buttonsInUse["mouse."..button] = nil
end
function input.wheelmoved(x, y)
if y > 0 then
buttonsInUse["mouse.wheel.up"] = true
elseif y < 0 then
buttonsInUse["mouse.wheel.down"] = true
end
if x > 0 then
buttonsInUse["mouse.wheel.right"] = true
elseif x < 0 then
buttonsInUse["mouse.wheel.left"] = true
end
end
function input.mousemoved(x, y, dx, dy)
if dx ~= 0 then axesInUse["mouse.move.x"] = dx/love.graphics.getWidth() end
if dy ~= 0 then axesInUse["mouse.move.y"] = dy/love.graphics.getHeight() end
end
function input.gamepadpressed(joystick, button)
buttonsInUse["gamepad.button."..joystick:getID().."."..button] = true
end
function input.gamepadreleased(joystick, button)
buttonsInUse["gamepad.button."..joystick:getID().."."..button] = nil
end
function input.gamepadaxis(joystick, axis, value)
if value ~= 0 then
axesInUse["gamepad.axis."..joystick:getID().."."..axis] = value
else
axesInUse["gamepad.axis."..joystick:getID().."."..axis] = nil
end
end
-- Windows size
input.getDrawWidth, input.getDrawHeight = love.graphics.getWidth, love.graphics.getHeight
-- Update
local oUpdate = input.update
input.update = function(dt)
-- love.wheelmoved doesn't trigger when the wheel stop moving, so we need to clear up our stuff at each update
buttonsInUse["mouse.wheel.up"] = nil
buttonsInUse["mouse.wheel.down"] = nil
buttonsInUse["mouse.wheel.right"] = nil
buttonsInUse["mouse.wheel.left"] = nil
-- Same for mouse axis
axesInUse["mouse.move.x"] = nil
axesInUse["mouse.move.y"] = nil
oUpdate(dt)
end
input.basicButtonDetector = function(id)
-- Keyboard
if id:match("^keyboard%.") then
local key = id:match("^keyboard%.(.+)$")
return function()
return useScancodes and love.keyboard.isScancodeDown(key) or love.keyboard.isDown(key)
end
-- Mouse wheel
elseif id:match("^mouse%.wheel%.") then
local key = id:match("^mouse%.wheel%.(.+)$")
return function()
return buttonsInUse["mouse.wheel."..key]
end
-- Mouse
elseif id:match("^mouse%.") then
local key = id:match("^mouse%.(.+)$")
return function()
return love.mouse.isDown(key)
end
-- Gamepad button
elseif id:match("^gamepad%.button%.") then
local gid, key = id:match("^gamepad%.button%.(.+)%.(.+)$")
gid = tonumber(gid)
return function()
local gamepad
for _,j in ipairs(love.joystick.getJoysticks()) do
if j:getID() == gid then gamepad = j end
end
return gamepad and gamepad:isGamepadDown(key)
end
-- Gamepad axis
elseif id:match("^gamepad%.axis%.") then
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
gid = tonumber(gid)
threshold = tonumber(threshold) or 0.1
return function()
local gamepad
for _,j in ipairs(love.joystick.getJoysticks()) do
if j:getID() == gid then gamepad = j end
end
if not gamepad then
return false
else
local val = gamepad:getGamepadAxis(axis)
return (math.abs(val) > math.abs(threshold)) and ((val < 0) == (threshold < 0))
end
end
else
error("Unknown button identifier: "..id)
end
end
input.basicAxisDetector = function(id)
-- Mouse movement
if id:match("^mouse%.move%.") then
local axis, threshold = id:match("^mouse%.move%.(.+)%%(.+)$")
if not axis then axis = id:match("^mouse%.move%.(.+)$") end -- no threshold (=0)
threshold = tonumber(threshold) or 0
return function()
local val, raw, max = axesInUse["mouse.move."..axis] or 0, 0, 1
if axis == "x" then
raw, max = val * love.graphics.getWidth(), love.graphics.getWidth()
elseif axis == "y" then
raw, max = val * love.graphics.getHeight(), love.graphics.getHeight()
end
return math.abs(val) > math.abs(threshold) and val or 0, raw, max
end
-- Mouse position
elseif id:match("^mouse%.position%.") then
local axis, threshold = id:match("^mouse%.position%.(.+)%%(.+)$")
if not axis then axis = id:match("^mouse%.position%.(.+)$") end -- no threshold (=0)
threshold = tonumber(threshold) or 0
return function()
local val, raw, max = 0, 0, 1
if axis == "x" then
max = love.graphics.getWidth() / 2 -- /2 because x=0,y=0 is the center of the screen (an axis value is in [-1,1])
raw = love.mouse.getX() - max
elseif axis == "y" then
max = love.graphics.getHeight() / 2
raw = love.mouse.getY() - max
end
val = raw / max
return math.abs(val) > math.abs(threshold) and val or 0, raw, max
end
-- Gamepad axis
elseif id:match("^gamepad%.axis%.") then
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
gid = tonumber(gid)
threshold = tonumber(threshold) or 0.1
return function()
local gamepad
for _,j in ipairs(love.joystick.getJoysticks()) do
if j:getID() == gid then gamepad = j end
end
if not gamepad then
return 0
else
local val = gamepad:getGamepadAxis(axis)
return math.abs(val) > math.abs(threshold) and val or 0
end
end
else
error("Unknown axis identifier: "..id)
end
end
input.buttonUsed = function(threshold)
local r = {}
threshold = threshold or 0.5
for b in pairs(buttonsInUse) do
table.insert(r, b)
end
for b,v in pairs(axesInUse) do
if math.abs(v) > threshold then
table.insert(r, b.."%"..(v < 0 and -threshold or threshold))
end
end
return unpack(r)
end
input.axisUsed = function(threshold)
local r = {}
threshold = threshold or 0.5
for b,v in pairs(axesInUse) do
if math.abs(v) > threshold then
table.insert(r, b.."%"..threshold)
end
end
return unpack(r)
end
input.buttonName = function(...)
local ret = {}
for _,id in ipairs({...}) do
-- Keyboard
if id:match("^keyboard%.") then
local key = id:match("^keyboard%.(.+)$")
if useScancodes and displayKeyConstant then key = love.keyboard.getKeyFromScancode(key) end
table.insert(ret, key:sub(1,1):upper()..key:sub(2).." key")
-- Mouse wheel
elseif id:match("^mouse%.wheel%.") then
local key = id:match("^mouse%.wheel%.(.+)$")
table.insert(ret, "Mouse wheel "..key)
-- Mouse
elseif id:match("^mouse%.") then
local key = id:match("^mouse%.(.+)$")
table.insert(ret, "Mouse "..key)
-- Gamepad button
elseif id:match("^gamepad%.button%.") then
local gid, key = id:match("^gamepad%.button%.(.+)%.(.+)$")
table.insert(ret, "Gamepad "..gid.." button "..key)
-- Gamepad axis
elseif id:match("^gamepad%.axis%.") then
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
threshold = tonumber(threshold) or 0.1
if axis == "rightx" then
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
elseif axis == "righty" then
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
elseif axis == "leftx" then
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
elseif axis == "lefty" then
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
else
table.insert(ret, ("Gamepad %s axis %s (deadzone %s%%)"):format(gid, axis, math.abs(threshold*100)))
end
else
table.insert(ret, id)
end
end
return unpack(ret)
end
input.axisName = function(...)
local ret = {}
for _,id in ipairs({...}) do
-- Binary axis
if id:match(".+%,.+") then
local b1, b2 = input.buttonName(id:match("^(.+)%,(.+)$"))
table.insert(ret, b1.." / "..b2)
-- Mouse movement
elseif id:match("^mouse%.move%.") then
local axis, threshold = id:match("^mouse%.move%.(.+)%%(.+)$")
if not axis then axis = id:match("^mouse%.move%.(.+)$") end -- no threshold (=0)
threshold = tonumber(threshold) or 0
table.insert(ret, ("Mouse %s movement (threshold %s%%)"):format(axis, math.abs(threshold*100)))
-- Mouse position
elseif id:match("^mouse%.position%.") then
local axis, threshold = id:match("^mouse%.position%.(.+)%%(.+)$")
if not axis then axis = id:match("^mouse%.position%.(.+)$") end -- no threshold (=0)
threshold = tonumber(threshold) or 0
table.insert(ret, ("Mouse %s position (threshold %s%%)"):format(axis, math.abs(threshold*100)))
-- Gamepad axis
elseif id:match("^gamepad%.axis%.") then
local gid, axis, threshold = id:match("^gamepad%.axis%.(.+)%.(.+)%%(.+)$")
if not gid then gid, axis = id:match("^gamepad%.axis%.(.+)%.(.+)$") end -- no threshold (=0)
threshold = tonumber(threshold) or 0.1
if axis == "rightx" then
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
elseif axis == "righty" then
table.insert(ret, ("Gamepad %s right stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
elseif axis == "leftx" then
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "right" or "left", math.abs(threshold*100)))
elseif axis == "lefty" then
table.insert(ret, ("Gamepad %s left stick %s (deadzone %s%%)"):format(gid, threshold >= 0 and "down" or "up", math.abs(threshold*100)))
else
table.insert(ret, ("Gamepad %s axis %s (deadzone %s%%)"):format(gid, axis, math.abs(threshold*100)))
end
else
table.insert(ret, id)
end
end
return unpack(ret)
end
-- Default inputs.
input.default.pointer:bind(
{ "absolute", { "keyboard.left", "keyboard.right" }, { "keyboard.up", "keyboard.down" } },
{ "absolute", { "keyboard.a", "keyboard.d" }, { "keyboard.w", "keyboard.s" } },
{ "absolute", "gamepad.axis.1.leftx", "gamepad.axis.1.lefty" },
{ "absolute", { "gamepad.button.1.dpleft", "gamepad.button.1.dpright" }, { "gamepad.button.1.dpup", "gamepad.button.1.dpdown" } }
)
input.default.confirm:bind(
"keyboard.return", "keyboard.space", "keyboard.lshift", "keyboard.e",
"gamepad.button.1.a"
)
input.default.cancel:bind(
"keyboard.escape", "keyboard.backspace",
"gamepad.button.1.b"
)
--- Register signals
if signal then
signal.event:bind("keypressed", input.keypressed)
signal.event:bind("keyreleased", input.keyreleased)
signal.event:bind("mousepressed", input.mousepressed)
signal.event:bind("mousereleased", input.mousereleased)
signal.event:bind("wheelmoved", input.wheelmoved)
signal.event:bind("mousemoved", input.mousemoved)
signal.event:bind("gamepadpressed", input.gamepadpressed)
signal.event:bind("gamepadreleased", input.gamepadreleased)
signal.event:bind("gamepadaxis", input.gamepadaxis)
signal.event:replace("update", oUpdate, input.update)
end
return input