veloren/common/src/comp/controller.rs

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use crate::sync::Uid;
use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
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use std::time::Duration;
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use vek::*;
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/// Default duration before an input is considered 'held'.
pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(200);
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlEvent {
Mount(Uid),
Unmount,
InventoryManip(InventoryManip),
//Respawn,
}
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/// 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
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state: bool,
/// Should only be updated by npc agents
/// through appropriate fn
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duration: Duration,
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/// How many update ticks the button has been in its current state for
ticks_held: u32,
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}
impl Input {
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fn tick(&mut self, old: Input, dt: Duration) {
// Increase how long input has been in current state
self.duration = self.duration.checked_add(dt).unwrap_or_default();
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match (self.is_pressed(), old.is_pressed()) {
(false, true) | (true, false) => {
println!("{:?}", self);
self.duration = Duration::default();
self.ticks_held = 1;
println!("{:?}", self);
},
(_, _) => {
self.ticks_held += 1;
println!("____");
},
};
}
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/// Whether input is being pressed down
pub fn is_pressed(&self) -> bool { self.state == true }
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/// Whether it's the first frame this input has been pressed
pub fn is_just_pressed(&self) -> bool { self.is_pressed() && self.ticks_held == 1 }
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/// Whether it's the first frame this input has been unpressed
pub fn is_just_unpressed(&self) -> bool { !self.is_pressed() && self.ticks_held == 1 }
/// Whether input has been pressed longer than
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/// `DEFAULT_HOLD_DURATION`
pub fn is_held_down(&self) -> bool {
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self.is_pressed() && self.duration >= DEFAULT_HOLD_DURATION
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}
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/// Whether input has been unpressed longer than
/// `DEFAULT_HOLD_DURATION`
pub fn is_held_up(&self) -> bool {
!self.is_pressed() && self.duration >= DEFAULT_HOLD_DURATION
}
/// Whether input has been pressed for longer than `threshold` duration
pub fn held_for_dur(&self, threshold: Duration) -> bool {
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self.is_pressed() && self.duration >= threshold
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}
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/// Whether input has been pressed for longer than `count` number of ticks
pub fn held_for_ticks(&self, count: u32) -> bool {
self.is_pressed() && self.ticks_held >= count
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}
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/// Handles logic of updating state of Input
pub fn set_state(&mut self, new_state: bool) { self.state = new_state; }
/// Increases `input::duration` by `dur`
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pub fn inc_dur(&mut self, dur: Duration) {
self.duration = self.duration.checked_add(dur).unwrap_or_default();
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}
/// Returns `input::duration`
pub fn get_dur(&self) -> Duration { self.duration }
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}
impl Default for Input {
fn default() -> Self {
Self {
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state: false,
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duration: Duration::default(),
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ticks_held: 0,
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}
}
}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
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pub primary: Input,
pub secondary: Input,
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pub ability3: Input,
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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,
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pub swap_loadout: Input,
pub charge: 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
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pub fn calculate_change(&mut self, old: ControllerInputs, dt: Duration) {
self.primary.tick(old.primary, dt);
self.secondary.tick(old.secondary, dt);
self.ability3.tick(old.ability3, dt);
self.sit.tick(old.sit, dt);
self.jump.tick(old.jump, dt);
self.roll.tick(old.roll, dt);
self.glide.tick(old.glide, dt);
self.climb.tick(old.climb, dt);
self.climb_down.tick(old.climb_down, dt);
self.wall_leap.tick(old.wall_leap, dt);
self.respawn.tick(old.respawn, dt);
self.toggle_wield.tick(old.toggle_wield, dt);
self.swap_loadout.tick(old.swap_loadout, dt);
self.charge.tick(old.charge, dt);
}
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pub fn holding_ability_key(&self) -> bool {
self.primary.is_pressed() || self.secondary.is_pressed() || self.ability3.is_pressed()
}
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}
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),
}