veloren/common/src/comp/controller.rs
2019-12-20 22:37:12 -05:00

218 lines
5.8 KiB
Rust

use crate::sync::Uid;
use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
use std::time::Duration;
use vek::*;
/// Default duration before an input is considered 'held'.
pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(200);
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlEvent {
Mount(Uid),
Unmount,
InventoryManip(InventoryManip),
//Respawn,
}
/// 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,
/// Turned off first tick after switching states
just_changed: bool,
/// Set when `set_state` is called. Needed so
/// tick after change doesn't immediately unset `just_changed`
dirty: bool,
}
impl Input {
fn tick(&mut self, dt: Duration) {
// Increase how long input has been in current state
self.duration = self.duration.checked_add(dt).unwrap_or_default();
if self.dirty {
// Unset dirty first tick after changing into current state
self.dirty = false;
} else {
// Otherwise, just changed is always false
self.just_changed = false;
}
}
/// Whether input is in `InputState::Pressed` state
pub fn is_pressed(&self) -> bool {
self.state == InputState::Pressed
}
/// Whether it's the first frame this input has been in
/// its current state
pub fn is_just_pressed(&self) -> bool {
(self.just_changed && self.is_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)
}
/// Handles logic of updating state of Input
pub fn set_state(&mut self, new_state: bool) {
// Only update if state switches
match (self.is_pressed(), new_state) {
(false, true) => {
self.just_changed = true;
self.dirty = true;
self.state = InputState::Pressed;
self.duration = Duration::default();
}
(true, false) => {
self.just_changed = true;
self.dirty = true;
self.state = InputState::Unpressed;
self.duration = Duration::default();
}
(_, _) => {}
};
}
/// Increases `input::duration` by `dur`
pub fn inc_dur(&mut self, dur: Duration) {
self.duration = self.duration.checked_add(dur).unwrap_or_default();
}
/// 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(),
just_changed: false,
dirty: false,
}
}
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
// When adding new inputs:
// 1. Add to tick() update
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 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>,
}
impl ControllerInputs {
/// Updates all inputs, accounting for delta time
pub fn tick(&mut self, dt: Duration) {
self.primary.tick(dt);
self.secondary.tick(dt);
self.sit.tick(dt);
self.jump.tick(dt);
self.roll.tick(dt);
self.glide.tick(dt);
self.climb.tick(dt);
self.climb_down.tick(dt);
self.wall_leap.tick(dt);
self.respawn.tick(dt);
self.toggle_wield.tick(dt);
self.charge.tick(dt);
}
/// Updates `inputs.move_dir`.
pub fn update_move_dir(&mut self) {
self.move_dir = if self.move_dir.magnitude_squared() > 1.0 {
// Cap move_dir to 1
self.move_dir.normalized()
} else {
self.move_dir
};
}
/// Updates `inputs.look_dir`
pub fn update_look_dir(&mut self) {
self.look_dir
.try_normalized()
.unwrap_or(self.move_dir.into());
}
}
impl Controller {
/// 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);
}
}
impl Component for Controller {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}
#[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),
}