mirror of
https://gitlab.com/veloren/veloren.git
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179 lines
5.2 KiB
Rust
179 lines
5.2 KiB
Rust
use serde::{Deserialize, Serialize};
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use std::convert::AsRef;
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use strum::{AsRefStr, EnumIter, EnumString};
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/// Represents a key that the game recognises after input mapping.
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#[derive(
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Clone,
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Copy,
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Debug,
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PartialEq,
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Eq,
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PartialOrd,
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Ord,
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Hash,
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Deserialize,
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Serialize,
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AsRefStr,
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EnumIter,
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EnumString,
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)]
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pub enum GameInput {
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#[strum(serialize = "gameinput.primary")]
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Primary,
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#[strum(serialize = "gameinput.secondary")]
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Secondary,
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#[strum(serialize = "gameinput.block")]
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Block,
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#[strum(serialize = "gameinput.slot1")]
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Slot1,
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#[strum(serialize = "gameinput.slot2")]
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Slot2,
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#[strum(serialize = "gameinput.slot3")]
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Slot3,
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#[strum(serialize = "gameinput.slot4")]
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Slot4,
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#[strum(serialize = "gameinput.slot5")]
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Slot5,
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#[strum(serialize = "gameinput.slot6")]
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Slot6,
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#[strum(serialize = "gameinput.slot7")]
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Slot7,
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#[strum(serialize = "gameinput.slot8")]
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Slot8,
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#[strum(serialize = "gameinput.slot9")]
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Slot9,
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#[strum(serialize = "gameinput.slot10")]
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Slot10,
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#[strum(serialize = "gameinput.togglecursor")]
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ToggleCursor,
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#[strum(serialize = "gameinput.moveforward")]
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MoveForward,
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#[strum(serialize = "gameinput.moveback")]
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MoveBack,
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#[strum(serialize = "gameinput.moveleft")]
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MoveLeft,
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#[strum(serialize = "gameinput.moveright")]
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MoveRight,
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#[strum(serialize = "gameinput.jump")]
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Jump,
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#[strum(serialize = "gameinput.sit")]
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Sit,
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#[strum(serialize = "gameinput.dance")]
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Dance,
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#[strum(serialize = "gameinput.greet")]
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Greet,
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#[strum(serialize = "gameinput.glide")]
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Glide,
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#[strum(serialize = "gameinput.climb")]
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Climb,
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#[strum(serialize = "gameinput.climbdown")]
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ClimbDown,
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#[strum(serialize = "gameinput.swimup")]
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SwimUp,
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#[strum(serialize = "gameinput.swimdown")]
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SwimDown,
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#[strum(serialize = "gameinput.fly")]
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Fly,
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#[strum(serialize = "gameinput.sneak")]
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Sneak,
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#[strum(serialize = "gameinput.togglelantern")]
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ToggleLantern,
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#[strum(serialize = "gameinput.mount")]
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Mount,
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#[strum(serialize = "gameinput.chat")]
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Chat,
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#[strum(serialize = "gameinput.command")]
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Command,
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#[strum(serialize = "gameinput.escape")]
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Escape,
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#[strum(serialize = "gameinput.map")]
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Map,
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#[strum(serialize = "gameinput.bag")]
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Bag,
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#[strum(serialize = "gameinput.trade")]
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Trade,
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#[strum(serialize = "gameinput.social")]
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Social,
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#[strum(serialize = "gameinput.crafting")]
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Crafting,
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#[strum(serialize = "gameinput.spellbook")]
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Spellbook,
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#[strum(serialize = "gameinput.settings")]
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Settings,
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#[strum(serialize = "gameinput.toggleinterface")]
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ToggleInterface,
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#[strum(serialize = "gameinput.help")]
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Help,
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#[strum(serialize = "gameinput.toggledebug")]
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ToggleDebug,
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#[cfg(feature = "egui-ui")]
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#[strum(serialize = "gameinput.toggle_egui_debug")]
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ToggleEguiDebug,
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#[strum(serialize = "gameinput.togglechat")]
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ToggleChat,
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#[strum(serialize = "gameinput.fullscreen")]
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Fullscreen,
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#[strum(serialize = "gameinput.screenshot")]
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Screenshot,
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#[strum(serialize = "gameinput.toggleingameui")]
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ToggleIngameUi,
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#[strum(serialize = "gameinput.roll")]
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Roll,
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#[strum(serialize = "gameinput.respawn")]
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Respawn,
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#[strum(serialize = "gameinput.interact")]
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Interact,
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#[strum(serialize = "gameinput.togglewield")]
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ToggleWield,
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#[strum(serialize = "gameinput.swaploadout")]
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SwapLoadout,
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#[strum(serialize = "gameinput.freelook")]
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FreeLook,
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#[strum(serialize = "gameinput.autowalk")]
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AutoWalk,
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#[strum(serialize = "gameinput.cameraclamp")]
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CameraClamp,
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#[strum(serialize = "gameinput.cyclecamera")]
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CycleCamera,
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#[strum(serialize = "gameinput.select")]
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Select,
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#[strum(serialize = "gameinput.acceptgroupinvite")]
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AcceptGroupInvite,
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#[strum(serialize = "gameinput.declinegroupinvite")]
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DeclineGroupInvite,
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#[strum(serialize = "gameinput.mapzoomin")]
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MapZoomIn,
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#[strum(serialize = "gameinput.mapzoomout")]
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MapZoomOut,
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}
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impl GameInput {
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pub fn get_localization_key(&self) -> &str { self.as_ref() }
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/// Return true if `a` and `b` are able to be bound to the same key at the
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/// same time without conflict. For example, the player can't jump and climb
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/// at the same time, so these can be bound to the same key.
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pub fn can_share_bindings(a: GameInput, b: GameInput) -> bool {
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a.get_representative_binding() == b.get_representative_binding()
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}
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/// If two GameInputs are able to be bound at the same time, then they will
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/// return the same value from this function (the representative value for
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/// that set). This models the Find operation of a disjoint-set data
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/// structure.
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fn get_representative_binding(&self) -> GameInput {
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match self {
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GameInput::Jump => GameInput::Jump,
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GameInput::Climb => GameInput::Jump,
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GameInput::SwimUp => GameInput::Jump,
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GameInput::Respawn => GameInput::Jump,
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GameInput::FreeLook => GameInput::FreeLook,
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GameInput::AutoWalk => GameInput::FreeLook,
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_ => *self,
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}
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}
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}
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