veloren/common/src/comp/controller.rs

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use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
use sphynx::Uid;
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use std::ops::Add;
use std::time::Duration;
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use vek::*;
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/// Default duration for how long before an input is considered 'held'.
pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(250);
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlEvent {
Mount(Uid),
Unmount,
InventoryManip(InventoryManip),
//Respawn,
}
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/// The various states an input can be in
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InputState {
Pressed,
Unpressed,
}
/// Whether a key is pressed or unpressed
/// and how long it has been in that state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Input {
// Should not be pub because duration should
// always be reset when state is updated
state: InputState,
// Should only be updated by npc agents
// through appropriate fn
duration: Duration,
}
impl Input {
/// Whether input is in `InputState::Pressed` state
pub fn is_pressed(&self) -> bool {
self.state == InputState::Pressed
}
/// Whether input has been in current state longer than
/// `DEFAULT_HOLD_DURATION`
pub fn is_held_down(&self) -> bool {
(self.is_pressed() && self.duration >= DEFAULT_HOLD_DURATION)
}
/// Sets the `input::state` and resets `input::duration`
///
///
/// `new_state` == `true` -> `InputState::Pressed`
///
/// `new_state` == `false` -> `InputState::Unpressed`
pub fn set_state(&mut self, new_state: bool) {
// Only update if state switches
match (new_state, self.is_pressed()) {
(true, false) => {
self.state = InputState::Pressed;
self.duration = Duration::default();
}
(false, true) => {
self.state = InputState::Unpressed;
self.duration = Duration::default();
}
(_, _) => {}
};
}
/// Sets `input::duration`
pub fn inc_dur(&mut self, dur: Duration) {
self.duration = self.duration + dur;
}
/// Returns `input::duration`
pub fn get_dur(&self) -> Duration {
self.duration
}
}
impl Default for Input {
fn default() -> Self {
Self {
state: InputState::Unpressed,
duration: Duration::default(),
}
}
}
impl Add<Duration> for Input {
type Output = Self;
fn add(self, dur: Duration) -> Self {
Self {
state: self.state,
duration: self.duration.checked_add(dur).unwrap_or_default(),
}
}
}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
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pub primary: Input,
pub secondary: Input,
pub sit: Input,
pub jump: Input,
pub roll: Input,
pub glide: Input,
pub climb: Input,
pub climb_down: Input,
pub wall_leap: Input,
pub respawn: Input,
pub toggle_wield: Input,
pub move_dir: Vec2<f32>,
pub look_dir: Vec3<f32>,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Controller {
pub inputs: ControllerInputs,
// TODO: consider SmallVec
pub events: Vec<ControlEvent>,
}
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impl ControllerInputs {
/// Updates all inputs, accounting for delta time
pub fn tick(&mut self, dt: Duration) {
self.primary = self.primary + dt;
self.secondary = self.secondary + dt;
self.sit = self.sit + dt;
self.jump = self.jump + dt;
self.roll = self.roll + dt;
self.glide = self.glide + dt;
self.climb = self.climb + dt;
self.climb_down = self.climb_down + dt;
self.wall_leap = self.wall_leap + dt;
self.respawn = self.respawn + dt;
self.toggle_wield = self.toggle_wield + dt;
}
}
impl Controller {
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/// Sets all inputs to default
pub fn reset(&mut self) {
*self = Self::default();
}
pub fn clear_events(&mut self) {
self.events.clear();
}
pub fn push_event(&mut self, event: ControlEvent) {
self.events.push(event);
}
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}
impl Component for Controller {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
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}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum MountState {
Unmounted,
MountedBy(Uid),
}
impl Component for MountState {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Mounting(pub Uid);
impl Component for Mounting {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryManip {
Pickup(Uid),
Collect(Vec3<i32>),
Use(usize),
Swap(usize, usize),
Drop(usize),
}