inputs: make inputs support multiple sources
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88d81fd39a
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3 changed files with 63 additions and 44 deletions
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@ -26,19 +26,27 @@ local InputManager = Object:extend()
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function InputManager:new(controller)
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self.controller = controller
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self.data = self.controller.options:getPlayerInputData(1)
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self.data = self.controller.options:getInputData()
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self.keys = self:getKeyList()
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self.fakekeys = self:getKeyList()
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self:initKeys()
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end
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function InputManager:isDown(padkey)
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function InputManager:initKeys()
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self.fakekeys = self:getKeyList(1)
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self.sources = {}
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for i,v in ipairs(self.data) do
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self.sources[i] = {}
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self.sources[i].keys = self:getKeyList(i)
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end
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end
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function InputManager:isDown(sourceid, padkey)
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local isdown = false
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if self.data.type == "keyboard" then
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local key = self.data.keys[padkey]
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if self.data[sourceid].type == "keyboard" then
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local key = self.data[sourceid].keys[padkey]
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isdown = love.keyboard.isDown(key)
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if isdown then
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end
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else
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print("Warning: unsupported input device")
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end
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@ -46,39 +54,38 @@ function InputManager:isDown(padkey)
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return isdown
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end
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function InputManager:getKeyList()
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function InputManager:getKeyList(sourceid)
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local keys = {}
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for k,v in pairs(self.data.keys) do
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keys[k] = {}
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keys[k].isDown = false
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keys[k].isPressed = false
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keys[k].isReleased = false
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keys[k].test = "ok"
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if self.data[sourceid] ~= nil then
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for k,v in pairs(self.data[sourceid].keys) do
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keys[k] = {}
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keys[k].isDown = false
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keys[k].isPressed = false
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keys[k].isReleased = false
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keys[k].test = "ok"
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end
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end
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return keys
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end
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function InputManager:translateAction(key)
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--TODO:depreciated function
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local padkey = ""
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for k,v in pairs(self.data.keys) do
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if v == key then padkey = k end
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end
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return padkey
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end
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function InputManager:getKey(padkey)
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function InputManager:getKey(sourceid, padkey)
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local padkey = padkey
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for k,v in pairs(self.data.keys) do
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for k,v in pairs(self.data[sourceid].keys) do
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if (k == padkey) then key = v end
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end
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return key
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end
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function InputManager:flushKeys()
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for i,v in ipairs(self.sources) do
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self:flushSourceKeys(sourceid)
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end
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end
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function InputManager:flushSourceKeys(sourceid)
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self.keys = {}
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for k,v in pairs(self.data.keys) do
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for k,v in pairs(self.data[sourceid].keys) do
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self.keys[k] = {}
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self.keys[k].isDown = false
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self.keys[k].isPressed = false
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@ -87,31 +94,38 @@ function InputManager:flushKeys()
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end
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end
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function InputManager:update(dt)
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for k,v in pairs(self.keys) do
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local isDown = self:isDown(k)
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function InputManager:checkKeys(sourceid)
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for k,v in pairs(self.sources[sourceid].keys) do
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local isDown = self:isDown(sourceid, k)
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if (isDown) then
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if not (self.keys[k].isDown) then
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self.keys[k].isDown = true
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self.keys[k].isPressed = true
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self.keys[k].isReleased = false
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if not (self.sources[sourceid].keys[k].isDown) then
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self.sources[sourceid].keys[k].isDown = true
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self.sources[sourceid].keys[k].isPressed = true
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self.sources[sourceid].keys[k].isReleased = false
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else
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if (self.keys[k].isPressed) then
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self.keys[k].isPressed = false
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if (self.sources[sourceid].keys[k].isPressed) then
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self.sources[sourceid].keys[k].isPressed = false
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end
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end
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else
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if (self.keys[k].isDown) then
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self.keys[k].isDown = false
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self.keys[k].isPressed = false
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self.keys[k].isReleased = true
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if (self.sources[sourceid].keys[k].isDown) then
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self.sources[sourceid].keys[k].isDown = false
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self.sources[sourceid].keys[k].isPressed = false
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self.sources[sourceid].keys[k].isReleased = true
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else
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if (self.keys[k].isReleased) then
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self.keys[k].isReleased = false
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if (self.sources[sourceid].keys[k].isReleased) then
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self.sources[sourceid].keys[k].isReleased = false
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end
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end
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end
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end
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end
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function InputManager:update(dt)
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for i,v in ipairs(self.sources) do
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self:checkKeys(i)
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end
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end
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return InputManager
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@ -74,13 +74,14 @@ function Scene:setKeys()
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self.inputLocked = false
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end
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else
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self.keys = core.input.keys
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-- TODO: make the scene input system get all inputs
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self.keys = core.input.sources[1].keys
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end
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self.menusystem.keys = self.keys
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end
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function Scene:getKeys()
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function Scene:getKeys(sourceid)
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if (self.inputLocked) then
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return self.keys
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else
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@ -92,6 +92,10 @@ function OptionsManager:getPlayerInputData(id)
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return _playerInputData
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end
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function OptionsManager:getInputData()
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return self.data.input
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end
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function OptionsManager:write()
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local data = self:getData()
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