inputs: make inputs support multiple sources

This commit is contained in:
Kazhnuz 2019-04-07 17:42:46 +02:00
parent 88d81fd39a
commit 0dce34e33a
3 changed files with 63 additions and 44 deletions

View file

@ -26,19 +26,27 @@ local InputManager = Object:extend()
function InputManager:new(controller)
self.controller = controller
self.data = self.controller.options:getPlayerInputData(1)
self.data = self.controller.options:getInputData()
self.keys = self:getKeyList()
self.fakekeys = self:getKeyList()
self:initKeys()
end
function InputManager:isDown(padkey)
function InputManager:initKeys()
self.fakekeys = self:getKeyList(1)
self.sources = {}
for i,v in ipairs(self.data) do
self.sources[i] = {}
self.sources[i].keys = self:getKeyList(i)
end
end
function InputManager:isDown(sourceid, padkey)
local isdown = false
if self.data.type == "keyboard" then
local key = self.data.keys[padkey]
if self.data[sourceid].type == "keyboard" then
local key = self.data[sourceid].keys[padkey]
isdown = love.keyboard.isDown(key)
if isdown then
end
else
print("Warning: unsupported input device")
end
@ -46,39 +54,38 @@ function InputManager:isDown(padkey)
return isdown
end
function InputManager:getKeyList()
function InputManager:getKeyList(sourceid)
local keys = {}
for k,v in pairs(self.data.keys) do
keys[k] = {}
keys[k].isDown = false
keys[k].isPressed = false
keys[k].isReleased = false
keys[k].test = "ok"
if self.data[sourceid] ~= nil then
for k,v in pairs(self.data[sourceid].keys) do
keys[k] = {}
keys[k].isDown = false
keys[k].isPressed = false
keys[k].isReleased = false
keys[k].test = "ok"
end
end
return keys
end
function InputManager:translateAction(key)
--TODO:depreciated function
local padkey = ""
for k,v in pairs(self.data.keys) do
if v == key then padkey = k end
end
return padkey
end
function InputManager:getKey(padkey)
function InputManager:getKey(sourceid, padkey)
local padkey = padkey
for k,v in pairs(self.data.keys) do
for k,v in pairs(self.data[sourceid].keys) do
if (k == padkey) then key = v end
end
return key
end
function InputManager:flushKeys()
for i,v in ipairs(self.sources) do
self:flushSourceKeys(sourceid)
end
end
function InputManager:flushSourceKeys(sourceid)
self.keys = {}
for k,v in pairs(self.data.keys) do
for k,v in pairs(self.data[sourceid].keys) do
self.keys[k] = {}
self.keys[k].isDown = false
self.keys[k].isPressed = false
@ -87,31 +94,38 @@ function InputManager:flushKeys()
end
end
function InputManager:update(dt)
for k,v in pairs(self.keys) do
local isDown = self:isDown(k)
function InputManager:checkKeys(sourceid)
for k,v in pairs(self.sources[sourceid].keys) do
local isDown = self:isDown(sourceid, k)
if (isDown) then
if not (self.keys[k].isDown) then
self.keys[k].isDown = true
self.keys[k].isPressed = true
self.keys[k].isReleased = false
if not (self.sources[sourceid].keys[k].isDown) then
self.sources[sourceid].keys[k].isDown = true
self.sources[sourceid].keys[k].isPressed = true
self.sources[sourceid].keys[k].isReleased = false
else
if (self.keys[k].isPressed) then
self.keys[k].isPressed = false
if (self.sources[sourceid].keys[k].isPressed) then
self.sources[sourceid].keys[k].isPressed = false
end
end
else
if (self.keys[k].isDown) then
self.keys[k].isDown = false
self.keys[k].isPressed = false
self.keys[k].isReleased = true
if (self.sources[sourceid].keys[k].isDown) then
self.sources[sourceid].keys[k].isDown = false
self.sources[sourceid].keys[k].isPressed = false
self.sources[sourceid].keys[k].isReleased = true
else
if (self.keys[k].isReleased) then
self.keys[k].isReleased = false
if (self.sources[sourceid].keys[k].isReleased) then
self.sources[sourceid].keys[k].isReleased = false
end
end
end
end
end
function InputManager:update(dt)
for i,v in ipairs(self.sources) do
self:checkKeys(i)
end
end
return InputManager

View file

@ -74,13 +74,14 @@ function Scene:setKeys()
self.inputLocked = false
end
else
self.keys = core.input.keys
-- TODO: make the scene input system get all inputs
self.keys = core.input.sources[1].keys
end
self.menusystem.keys = self.keys
end
function Scene:getKeys()
function Scene:getKeys(sourceid)
if (self.inputLocked) then
return self.keys
else

View file

@ -92,6 +92,10 @@ function OptionsManager:getPlayerInputData(id)
return _playerInputData
end
function OptionsManager:getInputData()
return self.data.input
end
function OptionsManager:write()
local data = self:getData()