Add action mapping

This commit is contained in:
John Alanbrook 2023-04-25 21:59:12 +00:00
parent dc1fda6611
commit 02707a9ada
5 changed files with 115 additions and 22 deletions

View file

@ -53,6 +53,11 @@ JSValue int2js(int i)
return JS_NewInt64(js, i);
}
JSValue str2js(const char *c)
{
return JS_NewString(js, c);
}
double js2number(JSValue v)
{
double g;
@ -979,6 +984,10 @@ JSValue duk_register(JSContext *js, JSValueConst this, int argc, JSValueConst *a
case 7:
register_pawn(c);
break;
case 8:
register_gamepad(c);
break;
}
return JS_NULL;

View file

@ -16,5 +16,6 @@ struct color js2color(JSValue v);
double js2number(JSValue v);
JSValue num2js(double g);
JSValue int2js(int i);
JSValue str2js(const char *c);
#endif

View file

@ -5,6 +5,7 @@
#include "stb_ds.h"
#include "log.h"
#include "ffi.h"
#include "time.h"
int32_t mouseWheelX = 0;
int32_t mouseWheelY = 0;
@ -24,12 +25,18 @@ static struct joystick *joysticks = NULL;
static int mquit = 0;
static struct callee pawn_callee;
static struct callee gamepad_callee;
void register_pawn(struct callee c)
{
pawn_callee = c;
}
void register_gamepad(struct callee c)
{
gamepad_callee = c;
}
void add_downkey(int key) {
for (int i = 0; i < arrlen(downkeys); i++)
if (downkeys[i] == key) return;
@ -372,17 +379,48 @@ void input_poll(double wait)
GLFWgamepadstate state;
if (!glfwGetGamepadState(joysticks[i].id, &state)) continue;
JSValue argv[3];
argv[0] = int2js(joysticks[i].id);
char inputstr[50];
for (int b = 0; b < 15; b++) {
if (state.buttons[b]) {
argv[1] = str2js(gamepad2str(b));
if (!joysticks[i].state.buttons[b])
YughWarn("Pressed button %s.", gamepad2str(b));
if (state.buttons[b]) {
argv[2] = int2js(0);
script_callee(gamepad_callee,3,argv);
if (!joysticks[i].state.buttons[b]) {
argv[2] = int2js(1);
script_callee(gamepad_callee,3,argv);
}
}
else if (!state.buttons[b] && joysticks[i].state.buttons[b]) {
YughWarn("Released button %s.", gamepad2str(b));
argv[2] = int2js(2);
script_callee(gamepad_callee,3,argv);
}
}
argv[1] = str2js("axis_ljoy");
cpVect v;
v.x = state.axes[0];
v.y = -state.axes[1];
argv[2] = vec2js(v);
script_callee(gamepad_callee,3,argv);
argv[1] = str2js("axis_rjoy");
v.x = state.axes[2];
v.y = -state.axes[3];
argv[2] = vec2js(v);
script_callee(gamepad_callee,3,argv);
argv[1] = str2js("axis_ltrigger");
argv[2] = num2js((state.axes[4]+1)/2);
script_callee(gamepad_callee,3,argv);
argv[1] = str2js("axis_rtrigger");
argv[2] = num2js((state.axes[5]+1)/2);
script_callee(gamepad_callee,3,argv);
joysticks[i].state = state;
}
}

View file

@ -26,6 +26,7 @@ const char *keyname_extd(int key, int scancode);
int action_down(int scancode);
void register_pawn(struct callee c);
void register_gamepad(struct callee c);
int want_quit();
void quit();

View file

@ -406,22 +406,52 @@ var physics = {
},
};
var Action = {
add_new(name) {
var action = Object.create(Action);
action.name = name;
action.inputs = [];
this.actions.push(action);
return action;
},
actions: [],
};
/* May be a human player; may be an AI player */
var Player = {
pawns: [],
players: [],
input(fn, ...args) {
this.pawns.forEach(x => if (fn in x) x[fn](...args));
this.pawns.forEach(x => { if (fn in x) x[fn](...args); });
},
control(pawn) {
this.pawns.pushunique(pawn);
this.pawns.push_unique(pawn);
},
uncontrol(pawn) {
this.pawns = this.pawns.filter(x => x !== pawn);
}
},
};
for (var i = 0; i < 4; i++) {
var player1 = Object.create(Player);
player1.pawns = [];
player1.gamepads = [];
Player.players.push(player1);
}
function state2str(state) {
switch (state) {
case 0:
return "down";
case 1:
return "pressed";
case 2:
return "released";
}
}
var Register = {
updates: [],
update(dt) {
@ -443,16 +473,25 @@ var Register = {
this.nk_guis.forEach(x => x[0].call(x[1]));
},
pawns: [],
pawn_input(fn, ...args) {
this.pawns.forEach(x => {
if (fn in x) {
x[fn](...args);
}
});
kbm_input(fn, ...args) {
Player.players[0].input(fn, ...args);
},
controller_input(
gamepad_playermap: [],
gamepad_input(pad, btn, state, ...args) {
var player = this.gamepad_playermap[pad];
if (!player) return;
var statestr = state2str(state);
var rawfn = `gamepad_${btn}_${statestr}`;
player.input(rawfn, ...args);
Action.actions.forEach(x => {
if (x.inputs.includes(btn))
player.input(`action_${x.name}_${statestr}`, ...args);
});
},
debugs: [],
debug() {
@ -463,9 +502,10 @@ var Register = {
this.updates = this.updates.filter(x => x[1] !== obj);
this.guis = this.guis.filter(x => x[1] !== obj);
this.nk_guis = this.nk_guis.filter(x => x[1] !== obj);
this.pawns = this.pawns.filter(x => x[1] !== obj);
this.debugs = this.debugs.filter(x => x[1] !== obj);
this.physupdates = this.physupdates.filter(x => x[1] !== obj);
Player.players.forEach(x => x.uncontrol(obj));
},
};
register(0, Register.update, Register);
@ -473,7 +513,10 @@ register(1, Register.physupdate, Register);
register(2, Register.gui, Register);
register(3, Register.nk_gui, Register);
register(6, Register.debug, Register);
register(7, Register.pawn_input, Register);
register(7, Register.kbm_input, Register);
register(8, Register.gamepad_input, Register);
Register.gamepad_playermap[0] = Player.players[0];
function register_update(fn, obj) {
Register.updates.push([fn, obj ? obj : null]);
@ -505,12 +548,13 @@ function unregister_nk_gui(fn, obj) {
register_update(Yugine.exec, Yugine);
function set_pawn(obj) {
Register.pawns.push(obj);
/* These functions are the "defaults", and give control to player0 */
function set_pawn(obj, player = Player.players[0]) {
player.control(obj);
}
function unset_pawn(obj) {
Register.pawns = Register.pawns.filter(x => x !== obj);
function unset_pawn(obj, player = Player.players[0]) {
player.uncontrol(obj);
}
var Signal = {