Create structs for the input actions
ci/woodpecker/push/build Pipeline was successful Details

This commit is contained in:
SeanOMik 2023-11-04 11:34:27 -04:00
parent 76f81d6b02
commit 75c0377d9c
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
5 changed files with 286 additions and 7 deletions

View File

@ -1,4 +1,4 @@
use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct};
use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct};
use lyra_engine::assets::{ResourceManager, Model};
mod free_fly_camera;
@ -58,6 +58,22 @@ struct TpsAccumulator(f32);
#[async_std::main]
async fn main() {
let _action_handler = ActionHandler::new()
.add_layout(LayoutId::from(0))
.add_action("forward_backward", Action::new(ActionKind::Button))
.add_action("left_right", Action::new(ActionKind::Button))
.add_mapping(ActionMapping::new(LayoutId::from(0), ActionMappingId::from(0))
.bind("forward_backward", &[
ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0)
])
.bind("left_right", &[
ActionSource::Keyboard(KeyCode::A).into_binding_modifier(1.0),
ActionSource::Keyboard(KeyCode::D).into_binding_modifier(-1.0)
])
.finish()
);
let setup_sys = |world: &mut World| -> anyhow::Result<()> {
{
let mut window_options = world.get_resource_mut::<Ct<WindowOptions>>().unwrap();

253
src/input/action.rs Normal file
View File

@ -0,0 +1,253 @@
use std::{collections::HashMap, cell::RefCell, borrow::BorrowMut};
use edict::action;
use crate::castable_any::CastableAny;
use super::{Button, KeyCode};
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
enum GamepadFormat {
DualAxis,
Joystick,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
enum GamepadButton {
FaceBottom,
FaceLeft,
FaceRight,
FaceTop,
VirtualConfirm,
VirtualDeny,
LThumbstick,
RThumbstick,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
LShoulder,
RShoulder,
LTrigger,
RTrigger,
Special,
LSpecial,
RSpecial,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
enum GamepadAxis {
LThumbstickX,
LThumbstickY,
RThumbstickX,
RThumbstickY,
LTrigger,
RTrigger,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
enum GamepadInput {
Button(GamepadButton),
Axis(GamepadAxis),
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
pub enum ActionSource {
Keyboard(KeyCode),
Gamepad(GamepadFormat, GamepadInput),
}
impl ActionSource {
/// Convert this Source into a Binding. Uses a default Binding modifier value of `1.0`.
pub fn into_binding(self) -> Binding {
Binding::from_source(self)
}
/// Convert this Source into a Binding, setting the modifier.
pub fn into_binding_modifier(self, modifier: f32) -> Binding {
Binding::from_source_modifier(self, modifier)
}
}
#[derive(Clone, Debug)]
pub struct Binding {
pub source: ActionSource,
pub modifier: f32,
}
impl Binding {
/// Create a binding from a Source. Uses a default value of `1.0` as the modifier.
pub fn from_source(source: ActionSource) -> Self {
Self {
source,
modifier: 1.0,
}
}
/// Create a binding from a Source, with a modifier
pub fn from_source_modifier(source: ActionSource, modifier: f32) -> Self {
Self {
source,
modifier,
}
}
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
pub enum ActionKind {
Button,
Axis
}
#[derive(Clone, Debug)]
pub struct Action {
kind: ActionKind,
}
impl Action {
pub fn new(kind: ActionKind) -> Self {
Self {
kind,
}
}
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
pub struct LayoutId(u32);
impl From<u32> for LayoutId {
fn from(value: u32) -> Self {
Self(value)
}
}
impl Default for LayoutId {
fn default() -> Self {
Self(0)
}
}
#[derive(Clone)]
pub struct Layout {
mappings: HashMap<ActionMappingId, ActionMapping>,
}
impl Layout {
pub fn new() -> Self {
Self {
mappings: HashMap::new(),
}
}
pub fn add_mapping(&mut self, mapping: ActionMapping) -> &mut Self {
self.mappings.insert(mapping.id, mapping);
self
}
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
pub struct ActionMappingId(u32);
impl From<u32> for ActionMappingId {
fn from(value: u32) -> Self {
Self(value)
}
}
impl Default for ActionMappingId {
fn default() -> Self {
Self(0)
}
}
#[derive(Clone)]
pub struct ActionMapping {
layout: LayoutId,
id: ActionMappingId,
action_binds: HashMap<String, Vec<Binding>>,
}
impl ActionMapping {
pub fn new(layout: LayoutId, id: ActionMappingId) -> Self {
Self {
layout,
id,
action_binds: HashMap::new(),
}
}
/// Creates a binding for the action.
///
/// If the action is not in this layout, this will panic!
///
/// Parameters:
/// * `action_label` - The label corresponding to the action in this Layout.
/// * `bind` - The Binding to add to the Action.
pub fn bind(mut self, action_label: &str, bindings: &[Binding]) -> Self {
let mut bindings = bindings.to_vec();
let action_binds = self.action_binds.entry(action_label.to_string())
.or_insert_with(|| Vec::new());
action_binds.append(&mut bindings);
self
}
/// Creates multiple binding for the action.
///
/// If the action is not in this layout, this will panic!
///
/// Parameters:
/// * `action_label` - The label corresponding to the action in this Layout.
/// * `bindings` - The list of Bindings to add to the Action.
/* pub fn add_bindings(&mut self, action_label: String, bindings: &[Binding]) -> &mut Self {
let mut bindings = bindings.to_vec();
let action_binds = self.action_binds.entry(action_label)
.or_insert_with(|| Vec::new());
action_binds.append(&mut bindings);
self
} */
pub fn finish(self) -> Self {
self
}
}
pub struct ActionHandler {
actions: HashMap<String, Action>,
layouts: HashMap<LayoutId, Layout>,
current_layout: LayoutId,
}
impl ActionHandler {
pub fn new() -> Self {
Self {
actions: HashMap::new(),
layouts: HashMap::new(),
current_layout: LayoutId::default(),
}
}
pub fn add_layout(&mut self, id: LayoutId) -> &mut Self {
self.layouts.insert(id, Layout::new());
self
}
pub fn add_action(&mut self, label: &str, action: Action) -> &mut Self {
/* let layout = self.layouts.get_mut(&layout_id).unwrap();
layout.actions.insert(label.to_string(), action); */
self.actions.insert(label.to_string(), action);
self
}
pub fn add_mapping(&mut self, mapping: ActionMapping) -> &mut Self {
let layout = self.layouts.get_mut(&mapping.layout).unwrap();
layout.add_mapping(mapping);
self
}
}

View File

@ -2,14 +2,20 @@ use std::{hash::{Hash, Hasher}, collections::{HashMap, hash_map::DefaultHasher}}
use winit::event::ElementState;
//pub trait Button : Clone + Hash + Eq + PartialEq + 'static {}
/* pub trait Button {}
impl<T: Clone + Hash + Eq + PartialEq + 'static> Button for T {} */
pub trait Button = Clone + Hash + Eq + PartialEq + 'static;
#[derive(Copy, Clone, Eq, PartialEq, PartialOrd, Ord, Hash)]
pub enum ButtonEvent<T: Clone + Hash + Eq + PartialEq + 'static> {
pub enum ButtonEvent<T: Button> {
Pressed(T),
Released(T),
JustPressed(T),
}
impl<T: Clone + Hash + Eq + PartialEq + 'static> ButtonEvent<T> {
impl<T: Button> ButtonEvent<T> {
fn take_val(self) -> T {
match self {
ButtonEvent::Pressed(t) => t,
@ -24,19 +30,19 @@ impl<T: Clone + Hash + Eq + PartialEq + 'static> ButtonEvent<T> {
}
#[derive(Clone)]
pub struct InputButtons<T: Clone + Hash + Eq + PartialEq + 'static> {
pub struct InputButtons<T: Button> {
// the u64 as the key is the hashed value of T. this makes it easier to
// search for a button and see its state
button_events: HashMap<u64, ButtonEvent<T>>,
}
impl<T: Clone + Hash + Eq + PartialEq + 'static> Default for InputButtons<T> {
impl<T: Button> Default for InputButtons<T> {
fn default() -> Self {
Self::new()
}
}
impl<T: Clone + Hash + Eq + PartialEq + 'static> InputButtons<T> {
impl<T: Button> InputButtons<T> {
pub fn new() -> Self {
Self {
button_events: HashMap::new(),

View File

@ -9,3 +9,6 @@ pub use events::*;
pub mod buttons;
pub use buttons::*;
pub mod action;
pub use action::*;

View File

@ -1,5 +1,6 @@
#![feature(hash_extract_if)]
#![feature(lint_reasons)]
#![feature(trait_alias)]
pub mod game;
pub mod render;