-- core/input.lua :: The input system. This object take care of transforming the -- differents inputs source in a virtual controller for the game. --[[ Copyright © 2019 Kazhnuz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local InputManager = Object:extend() function InputManager:new(controller) self.controller = controller self.data = self.controller.options:getPlayerInputData(1) self.keys = self:getKeyList() self.fakekeys = self:getKeyList() end function InputManager:isDown(padkey) local isdown = false if self.data.type == "keyboard" then local key = self.data.keys[padkey] isdown = love.keyboard.isDown(key) if isdown then end else print("Warning: unsupported input device") end return isdown end function InputManager:getKeyList() 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" 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) local padkey = padkey for k,v in pairs(self.data.keys) do if (k == padkey) then key = v end end return key end function InputManager:flushKeys() self.keys = {} for k,v in pairs(self.data.keys) do self.keys[k] = {} self.keys[k].isDown = false self.keys[k].isPressed = false self.keys[k].isReleased = false self.keys[k].test = "ok" end end function InputManager:update(dt) for k,v in pairs(self.keys) do local isDown = self:isDown(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 else if (self.keys[k].isPressed) then self.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 else if (self.keys[k].isReleased) then self.keys[k].isReleased = false end end end end end return InputManager