149 lines
4.1 KiB
Lua
149 lines
4.1 KiB
Lua
-- core/input.lua :: The input system. This object take care of transforming the
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-- differents inputs source in a virtual controller for the game.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local InputManager = Object:extend()
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-- INIT FUNCTIONS
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-- Initialize and configure the controller system
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function InputManager:new(controller)
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self.controller = controller
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self.data = self.controller.options:getInputData()
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self:initKeys()
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end
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function InputManager:initKeys()
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self.fakekeys = self:getKeyList(1)
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self.sources = self:getSources()
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self.fakesources = self:getSources()
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end
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-- INFO FUNCTIONS
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-- Get functions from the controller object
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function InputManager:isDown(sourceid, padkey)
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local isdown = false
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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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else
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print("Warning: unsupported input device")
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end
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return isdown
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end
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function InputManager:getSources()
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local sources = {}
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for i,v in ipairs(self.data) do
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sources[i] = {}
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sources[i].keys = self:getKeyList(i)
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end
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return sources
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end
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function InputManager:getKeyList(sourceid)
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local keys = {}
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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:getKey(sourceid, padkey)
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local padkey = padkey
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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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-- KEY MANAGEMENT FUNCTIONS
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-- Manage pressed keys
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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(i)
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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.sources[sourceid].keys) do
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v = {}
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v.isDown = false
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v.isPressed = false
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v.isReleased = false
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end
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end
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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.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.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.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.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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-- UPDATE FUNCTIONS
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-- Check every step pressed keys
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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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