mirror of
https://gitlab.com/veloren/veloren.git
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208 lines
5.8 KiB
Rust
208 lines
5.8 KiB
Rust
use crate::sync::Uid;
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use specs::{Component, FlaggedStorage};
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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'.
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pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(200);
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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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Unmount,
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InventoryManip(InventoryManip),
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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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/// Turned off first tick after switching states
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just_changed: bool,
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/// Set when `set_state` is called. Needed so
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/// tick after change doesn't immediately unset `just_changed`
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dirty: bool,
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}
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impl Input {
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fn tick(&mut self, dt: Duration) {
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// Increase how long input has been in current state
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self.duration = self.duration.checked_add(dt).unwrap_or_default();
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if self.dirty {
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// Unset dirty first tick after changing into current state
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self.dirty = false;
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} else {
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// Otherwise, just changed is always false
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self.just_changed = false;
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}
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}
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/// Whether input is in `InputState::Pressed` state
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pub fn is_pressed(&self) -> bool { self.state == InputState::Pressed }
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/// Whether it's the first frame this input has been in
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/// its current state
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pub fn is_just_pressed(&self) -> bool { (self.just_changed && self.is_pressed()) }
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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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/// Handles logic of updating state of Input
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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 (self.is_pressed(), new_state) {
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(false, true) => {
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self.just_changed = true;
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self.dirty = true;
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self.state = InputState::Pressed;
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self.duration = Duration::default();
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},
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(true, false) => {
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self.just_changed = true;
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self.dirty = 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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/// Increases `input::duration` by `dur`
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pub fn inc_dur(&mut self, dur: Duration) {
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self.duration = self.duration.checked_add(dur).unwrap_or_default();
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}
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/// Returns `input::duration`
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pub fn get_dur(&self) -> Duration { self.duration }
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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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just_changed: false,
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dirty: false,
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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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// When adding new inputs:
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// 1. Add to tick() update
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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 charge: 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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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct Controller {
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pub inputs: ControllerInputs,
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// TODO: consider SmallVec
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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.tick(dt);
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self.secondary.tick(dt);
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self.sit.tick(dt);
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self.jump.tick(dt);
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self.roll.tick(dt);
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self.glide.tick(dt);
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self.climb.tick(dt);
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self.climb_down.tick(dt);
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self.wall_leap.tick(dt);
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self.respawn.tick(dt);
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self.toggle_wield.tick(dt);
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self.charge.tick(dt);
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}
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/// Updates `inputs.move_dir`.
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pub fn update_move_dir(&mut self) {
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self.move_dir = if self.move_dir.magnitude_squared() > 1.0 {
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// Cap move_dir to 1
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self.move_dir.normalized()
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} else {
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self.move_dir
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};
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}
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/// Updates `inputs.look_dir`
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pub fn update_look_dir(&mut self) {
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self.look_dir
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.try_normalized()
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.unwrap_or(self.move_dir.into());
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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) { *self = Self::default(); }
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pub fn clear_events(&mut self) { self.events.clear(); }
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pub fn push_event(&mut self, event: ControlEvent) { self.events.push(event); }
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}
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impl Component for Controller {
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type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum MountState {
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Unmounted,
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MountedBy(Uid),
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}
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impl Component for MountState {
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type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Mounting(pub Uid);
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impl Component for Mounting {
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type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum InventoryManip {
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Pickup(Uid),
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Collect(Vec3<i32>),
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Use(usize),
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Swap(usize, usize),
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Drop(usize),
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}
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