204 lines
5.4 KiB
Lua
204 lines
5.4 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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local VirtualPad = 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:initSources()
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end
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function InputManager:initSources()
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self.sources = {}
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for sourceid, data in ipairs(self.data) do
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local source = VirtualPad(self, sourceid, data)
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table.insert(self.sources, source)
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end
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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, key)
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self.controller.debug:warning("core/input", "core.input:isDown is deprecated since 0.7.0 and will be removed in 0.8.0")
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return self.sources[sourceid]:isDown(key)
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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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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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function InputManager:getSources()
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return self.sources
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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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source:flushKeys()
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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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self.sources[sourceid]:flushKeys()
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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, source in ipairs(self.sources) do
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source:checkKeys()
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end
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end
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------------------------------------ VIRTUALPADS -------------------------------
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-- Virtual representation of a pad
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-- The role of the virtualpad is to return all the data a controller at any time
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-- They can be flushed and deactivated for a while when needed
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-- INIT FUNCTIONS
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-- Initialize and configure the controller system
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function VirtualPad:new(controller, id, data)
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self.controller = controller
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self.id = id
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self.data = data
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self.type = self.data.type or "nil"
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self:initKeys()
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end
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function VirtualPad:initKeys()
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local keys = {}
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if (self.data ~= nil) then
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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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end
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end
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self.keys = keys
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self.fakekeys = keys
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end
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function VirtualPad:isDown(key)
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local isdown = false
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if self.type == "keyboard" then
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isdown = love.keyboard.isDown(self.data.keys[key])
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else
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local warnstring = "unsupported input device " .. self.type .. " for source " .. self.id
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core.debug:warning("core/input", warnstring)
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end
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return isdown
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end
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function VirtualPad:checkKeys()
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for key, keydata in pairs(self.keys) do
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self:checkKey(key)
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end
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end
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function VirtualPad:checkKey(key)
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local isDown = self:isDown(key)
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if (isDown) then
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if not (self.keys[key].isDown) then
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core.debug:print("virtualpad", "key " .. key .. " is Pressed")
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self.keys[key].isDown = true
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self.keys[key].isPressed = true
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self.keys[key].isReleased = false
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else
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if (self.keys[key].isPressed) then
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core.debug:print("virtualpad", "key " .. key .. " is Down")
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self.keys[key].isPressed = false
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end
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end
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else
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if (self.keys[key].isDown) then
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self.keys[key].isDown = false
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self.keys[key].isPressed = false
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self.keys[key].isReleased = true
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else
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if (self.keys[key].isReleased) then
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core.debug:print("virtualpad", "key " .. key .. " is Released")
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self.keys[key].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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function VirtualPad:getKeys()
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return self.keys
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end
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function VirtualPad:getKey(key)
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return self.keys[key]
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end
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function VirtualPad:flushKeys()
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for key, _ in pairs(self.keys) do
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self:flushKey(key)
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end
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end
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function VirtualPad:flushKey(key)
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self.keys[key].isDown = false
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self.keys[key].isPressed = false
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self.keys[key].isReleased = false
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end
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return InputManager
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