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https://gitlab.com/veloren/veloren.git
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Inputs enhancements
This commit is contained in:
@ -1,8 +1,13 @@
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use specs::{Component, FlaggedStorage};
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use specs_idvs::IDVStorage;
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use sphynx::Uid;
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use std::ops::Add;
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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'.
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pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(250);
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum ControlEvent {
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Mount(Uid),
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@ -11,18 +16,101 @@ pub enum ControlEvent {
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//Respawn,
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}
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/// The various states an input can be in
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum InputState {
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Pressed,
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Unpressed,
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}
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/// Whether a key is pressed or unpressed
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/// and how long it has been in that state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Input {
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// Should not be pub because duration should
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// always be reset when state is updated
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state: InputState,
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// Should only be updated by npc agents
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// through appropriate fn
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duration: Duration,
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}
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impl Input {
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/// Whether input is in `InputState::Pressed` state
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pub fn is_pressed(&self) -> bool {
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self.state == InputState::Pressed
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}
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/// Whether input has been in current state longer than
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/// `DEFAULT_HOLD_DURATION`
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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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/// Sets the `input::state` and resets `input::duration`
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///
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///
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/// `new_state` == `true` -> `InputState::Pressed`
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///
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/// `new_state` == `false` -> `InputState::Unpressed`
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pub fn set_state(&mut self, new_state: bool) {
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// Only update if state switches
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match (new_state, self.is_pressed()) {
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(true, false) => {
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self.state = InputState::Pressed;
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self.duration = Duration::default();
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}
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(false, true) => {
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self.state = InputState::Unpressed;
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self.duration = Duration::default();
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}
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(_, _) => {}
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};
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}
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/// Sets `input::duration`
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pub fn inc_dur(&mut self, dur: Duration) {
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self.duration = self.duration + dur;
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}
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/// Returns `input::duration`
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pub fn get_dur(&self) -> Duration {
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self.duration
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}
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}
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impl Default for Input {
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fn default() -> Self {
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Self {
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state: InputState::Unpressed,
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duration: Duration::default(),
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}
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}
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}
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impl Add<Duration> for Input {
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type Output = Self;
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fn add(self, dur: Duration) -> Self {
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Self {
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state: self.state,
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duration: self.duration.checked_add(dur).unwrap_or_default(),
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}
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}
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}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct ControllerInputs {
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pub primary: bool,
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pub secondary: bool,
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pub sit: bool,
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pub jump: bool,
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pub roll: bool,
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pub glide: bool,
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pub climb: bool,
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pub climb_down: bool,
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pub wall_leap: bool,
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pub respawn: bool,
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pub primary: Input,
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pub secondary: Input,
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pub sit: Input,
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pub jump: Input,
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pub roll: Input,
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pub glide: Input,
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pub climb: Input,
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pub climb_down: Input,
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pub wall_leap: Input,
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pub respawn: Input,
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pub toggle_wield: Input,
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pub move_dir: Vec2<f32>,
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pub look_dir: Vec3<f32>,
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}
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@ -34,7 +122,25 @@ pub struct Controller {
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pub events: Vec<ControlEvent>,
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}
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impl ControllerInputs {
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/// Updates all inputs, accounting for delta time
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pub fn tick(&mut self, dt: Duration) {
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self.primary = self.primary + dt;
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self.secondary = self.secondary + dt;
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self.sit = self.sit + dt;
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self.jump = self.jump + dt;
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self.roll = self.roll + dt;
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self.glide = self.glide + dt;
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self.climb = self.climb + dt;
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self.climb_down = self.climb_down + dt;
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self.wall_leap = self.wall_leap + dt;
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self.respawn = self.respawn + dt;
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self.toggle_wield = self.toggle_wield + dt;
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}
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}
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impl Controller {
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/// Sets all inputs to default
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pub fn reset(&mut self) {
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*self = Self::default();
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}
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