Implement a decent first pass of the input action system
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This still needs some work, mostly just names of things and finding a better way to add the InputActionPLugin and ActionHandler
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8d6e675c82
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@ -1,8 +1,9 @@
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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};
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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, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct};
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use lyra_engine::assets::{ResourceManager, Model};
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mod free_fly_camera;
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use free_fly_camera::{FreeFlyCameraPlugin, FreeFlyCamera};
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use tracing::debug;
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struct FixedTimestep {
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max_tps: u32,
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@ -58,22 +59,6 @@ struct TpsAccumulator(f32);
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#[async_std::main]
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async fn main() {
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let _action_handler = ActionHandler::new()
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.add_layout(LayoutId::from(0))
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.add_action("forward_backward", Action::new(ActionKind::Button))
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.add_action("left_right", Action::new(ActionKind::Button))
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.add_mapping(ActionMapping::new(LayoutId::from(0), ActionMappingId::from(0))
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.bind("forward_backward", &[
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ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0)
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])
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.bind("left_right", &[
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ActionSource::Keyboard(KeyCode::A).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::D).into_binding_modifier(-1.0)
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])
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.finish()
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);
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let setup_sys = |world: &mut World| -> anyhow::Result<()> {
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{
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let mut window_options = world.get_resource_mut::<Ct<WindowOptions>>().unwrap();
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@ -143,10 +128,47 @@ async fn main() {
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game.with_system("fixed", sys, &[]);
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fps_plugin(game);
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};
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let action_handler_plugin = |game: &mut Game| {
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let action_handler = ActionHandler::new()
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.add_layout(LayoutId::from(0))
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.add_action("forward_backward", Action::new(ActionKind::Button))
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.add_action("left_right", Action::new(ActionKind::Button))
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.add_mapping(ActionMapping::new(LayoutId::from(0), ActionMappingId::from(0))
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.bind("forward_backward", &[
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ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0)
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])
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.bind("left_right", &[
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ActionSource::Keyboard(KeyCode::A).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::D).into_binding_modifier(-1.0)
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])
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.finish()
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);
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let test_system = |world: &mut World| -> anyhow::Result<()> {
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let handler = world.get_resource::<ActionHandler>().unwrap();
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if let Some(alpha) = handler.get_pressed_modifier("forward_backward") {
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debug!("'forward_backward': {alpha}");
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}
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if let Some(alpha) = handler.get_pressed_modifier("left_right") {
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debug!("'left_right': {alpha}");
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}
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Ok(())
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};
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game.world().insert_resource(action_handler);
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game.with_plugin(InputActionPlugin);
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game.with_system("test_actions", test_system, &[]);
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};
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Game::initialize().await
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.with_plugin(lyra_engine::DefaultPlugins)
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.with_startup_system(setup_sys)
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.with_plugin(action_handler_plugin)
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//.with_plugin(fps_plugin)
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.with_plugin(jiggle_plugin)
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.with_plugin(FreeFlyCameraPlugin)
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@ -1,10 +1,10 @@
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use std::{collections::HashMap, cell::RefCell, borrow::BorrowMut};
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use std::{collections::HashMap, cell::RefCell, borrow::BorrowMut, ops::Deref};
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use edict::action;
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use edict::{action, World};
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use crate::castable_any::CastableAny;
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use crate::{castable_any::CastableAny, plugin::Plugin};
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use super::{Button, KeyCode};
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use super::{Button, KeyCode, InputButtons};
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
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enum GamepadFormat {
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@ -93,6 +93,24 @@ impl Binding {
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}
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}
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum ActionState {
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/// No input is being given by the user for the button/axis.
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Idle,
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/// The button is pressed
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Pressed(f32),
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/// The button was just pressed
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JustPressed(f32),
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/// The button was just released
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JustReleased,
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//Released,
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/// The axis moved
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Axis(f32),
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/// Some other state with a modifier
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Other(f32),
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Hash)]
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pub enum ActionKind {
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Button,
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@ -101,13 +119,15 @@ pub enum ActionKind {
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#[derive(Clone, Debug)]
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pub struct Action {
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kind: ActionKind,
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pub kind: ActionKind,
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pub state: ActionState,
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}
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impl Action {
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pub fn new(kind: ActionKind) -> Self {
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Self {
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kind,
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state: ActionState::Idle,
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}
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}
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}
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@ -130,12 +150,14 @@ impl Default for LayoutId {
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#[derive(Clone)]
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pub struct Layout {
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mappings: HashMap<ActionMappingId, ActionMapping>,
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active_mapping: ActionMappingId,
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}
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impl Layout {
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pub fn new() -> Self {
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Self {
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mappings: HashMap::new(),
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active_mapping: Default::default(),
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}
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}
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@ -215,10 +237,12 @@ impl ActionMapping {
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}
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}
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#[derive(Clone)]
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pub struct ActionHandler {
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actions: HashMap<String, Action>,
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layouts: HashMap<LayoutId, Layout>,
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current_layout: LayoutId,
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pub actions: HashMap<String, Action>,
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pub layouts: HashMap<LayoutId, Layout>,
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pub current_layout: LayoutId,
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pub current_mapping: ActionMappingId,
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}
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impl ActionHandler {
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actions: HashMap::new(),
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layouts: HashMap::new(),
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current_layout: LayoutId::default(),
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current_mapping: ActionMappingId::default(),
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}
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}
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pub fn add_layout(&mut self, id: LayoutId) -> &mut Self {
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pub fn add_layout(mut self, id: LayoutId) -> Self {
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self.layouts.insert(id, Layout::new());
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self
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}
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pub fn add_action(&mut self, label: &str, action: Action) -> &mut Self {
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pub fn add_action(mut self, label: &str, action: Action) -> Self {
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/* let layout = self.layouts.get_mut(&layout_id).unwrap();
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layout.actions.insert(label.to_string(), action); */
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self.actions.insert(label.to_string(), action);
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@ -244,10 +269,161 @@ impl ActionHandler {
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self
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}
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pub fn add_mapping(&mut self, mapping: ActionMapping) -> &mut Self {
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pub fn add_mapping(mut self, mapping: ActionMapping) -> Self {
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let layout = self.layouts.get_mut(&mapping.layout).unwrap();
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layout.add_mapping(mapping);
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self
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}
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/// Returns true if the action is pressed (or was just pressed).
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn is_action_pressed(&self, action_name: &str) -> bool {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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match action.state {
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ActionState::Pressed(_) | ActionState::JustPressed(_) => true,
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_ => false
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}
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}
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/// Returns true if the action was just pressed.
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn was_action_just_pressed(&self, action_name: &str) -> bool {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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match action.state {
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ActionState::JustPressed(_) => true,
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_ => false
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}
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}
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/// Returns true if the action was just released.
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn was_action_just_released(&self, action_name: &str) -> bool {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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match action.state {
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ActionState::JustReleased => true,
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_ => false
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}
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}
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/// Returns an action's state.
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn get_action_state(&self, action_name: &str) -> ActionState {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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action.state
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}
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/// Returns the action's modifier if it is pressed (or was just pressed).
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/// Returns `None` if the action's state is not `ActionState::Pressed` or `ActionState::JustPressed`.
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn get_pressed_modifier(&self, action_name: &str) -> Option<f32> {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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match action.state {
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ActionState::Pressed(v) | ActionState::JustPressed(v) => Some(v),
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_ => None,
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}
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}
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/// Returns the action's modifier if it was just pressed.
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/// Returns `None` if the action's state is not `ActionState::JustPressed`.
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn get_just_pressed_modifier(&self, action_name: &str) -> Option<f32> {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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match action.state {
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ActionState::JustPressed(v) => Some(v),
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_ => None,
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}
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}
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/// Returns the action's modifier if its an updated axis.
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/// Returns `None` if the action's state is not `ActionState::Axis`.
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///
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/// This will panic if the action name does not correspond to an action.
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pub fn get_axis_modifier(&self, action_name: &str) -> Option<f32> {
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let action = self.actions.get(action_name)
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.expect(&format!("Action {action_name} was not found"));
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match action.state {
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ActionState::Axis(v) => Some(v),
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_ => None,
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}
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}
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}
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fn actions_system(world: &mut World) -> anyhow::Result<()> {
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let keys = world.get_resource::<InputButtons<KeyCode>>()
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.map(|r| r.deref().clone());
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if let Some(keys) = keys {
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let mut handler = world.get_resource_mut::<ActionHandler>()
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.expect("No Input Action handler was created in the world!");
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//handler
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let layout = handler.layouts.get(&handler.current_layout).expect("No active layout");
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let mapping = layout.mappings.get(&layout.active_mapping).expect("No active mapping");
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for (action_name, binds) in mapping.action_binds.clone().iter() { // TODO: dont clone
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let mut new_state = None;
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for bind in binds.iter() {
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match bind.source {
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ActionSource::Keyboard(key) => {
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// JustPressed needs to be first, since is_pressed includes buttons that
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// were just pressed.
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if keys.was_just_pressed(key) {
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new_state = Some(ActionState::JustPressed(bind.modifier));
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} else if keys.is_pressed(key) {
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new_state = Some(ActionState::Pressed(bind.modifier));
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}
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},
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ActionSource::Gamepad(_, _) => todo!(),
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}
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}
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let action = handler.actions.get_mut(action_name).expect("Action name for binding is invalid!");
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if let Some(new_state) = new_state {
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action.state = new_state;
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} else {
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match action.state {
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ActionState::Idle => {},
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//ActionState::Pressed(_) => todo!(),
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//ActionState::JustPressed(_) => todo!(),
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ActionState::JustReleased => action.state = ActionState::Idle,
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//ActionState::Released => action.state = ActionState::I,
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_ => action.state = ActionState::JustReleased,
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}
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//action.state = ActionState::JustReleased;
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}
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}
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}
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Ok(())
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}
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#[derive(Default, Clone, Copy)]
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pub struct InputActionPlugin;
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impl Plugin for InputActionPlugin {
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fn setup(&self, game: &mut crate::game::Game) {
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game.with_system("input_actions", actions_system, &[]);
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}
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}
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@ -64,6 +64,8 @@ impl<T: Button> InputButtons<T> {
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pub(crate) fn add_input_from_winit(&mut self, button: T, state: ElementState) {
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let event = match state {
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// TODO: there is a pause between pressed events of a key when holding down, so it stays in a just pressed state for too long
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// When a button is held down, this would change a just pressed button into a pressed button.
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ElementState::Pressed if self.is_pressed(button.clone()) => ButtonEvent::Pressed(button),
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ElementState::Pressed => ButtonEvent::JustPressed(button),
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ElementState::Released => ButtonEvent::Released(button),
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