441 lines
9.5 KiB
JavaScript
441 lines
9.5 KiB
JavaScript
input.keycodes = {
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32: "space",
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45: "minus",
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256: "escape",
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257: "enter",
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258: "tab",
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259: "backspace",
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260: "insert",
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261: "delete",
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262: "right",
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263: "left",
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264: "down",
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265: "up",
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266: "pgup",
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267: "pgdown",
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268: "home",
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269: "end",
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};
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input.codekeys = {};
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for (var code in input.keycodes) input.codekeys[input.keycodes[code]] = code;
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var mod = {
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shift: 0,
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ctrl: 0,
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alt: 0,
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super: 0,
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};
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/*
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released
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rep
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pressed
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down
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*/
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function keycode(name) {
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return charCodeAt(name);
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}
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function keyname_extd(key) {
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if (!parseInt(key)) return key;
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if (key > 289 && key < 302) {
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var num = key - 289;
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return `f${num}`;
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}
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if (key >= 320 && key <= 329) {
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var num = key - 320;
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return `kp${num}`;
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}
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if (input.keycodes[key]) return input.keycodes[key];
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if (key >= 32 && key <= 126) return String.fromCharCode(key).lc();
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return undefined;
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}
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var downkeys = {};
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function modstr() {
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var s = "";
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if (mod.ctrl) s += "C-";
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if (mod.alt) s += "M-";
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if (mod.super) s += "S-";
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return s;
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}
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prosperon.keydown = function (key, repeat) {
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downkeys[key] = true;
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if (key == 341 || key == 345) mod.ctrl = 1;
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else if (key == 342 || key == 346) mod.alt = 1;
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else if (key == 343 || key == 347) mod.super = 1;
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else if (key == 340 || key == 344) mod.shift = 1;
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else {
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var emacs = modstr() + keyname_extd(key);
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if (repeat) player[0].raw_input(emacs, "rep");
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else player[0].raw_input(emacs, "pressed");
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}
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};
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prosperon.keyup = function (key) {
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delete downkeys[key];
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if (key == 341 || key == 345) mod.ctrl = 0;
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else if (key == 342 || key == 346) mod.alt = 0;
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else if (key == 343 || key == 347) mod.super = 0;
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else if (key == 340 || key == 344) mod.shift = 0;
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else {
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var emacs = modstr() + keyname_extd(key);
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player[0].raw_input(emacs, "released");
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}
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};
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prosperon.droppedfile = function (path) {
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player[0].raw_input("drop", "pressed", path);
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};
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var mousepos = [0, 0];
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prosperon.textinput = function (c) {
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player[0].raw_input("char", "pressed", c);
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};
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prosperon.mousemove = function (pos, dx) {
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mousepos = pos;
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player[0].mouse_input("move", pos, dx);
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};
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prosperon.mousescroll = function (dx) {
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player[0].mouse_input(modstr() + "scroll", dx);
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};
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prosperon.mousedown = function (b) {
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player[0].raw_input(modstr() + input.mouse.button[b], "pressed");
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downkeys[input.mouse.button[b]] = true;
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};
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prosperon.mouseup = function (b) {
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player[0].raw_input(input.mouse.button[b], "released");
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delete downkeys[input.mouse.button[b]];
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};
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input.mouse = {};
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input.mouse.screenpos = function () {
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return mousepos.slice();
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};
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input.mouse.worldpos = function () {
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return prosperon.camera.screen2world(mousepos);
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};
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input.mouse.viewpos = function()
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{
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var world = input.mouse.worldpos();
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return mousepos.slice();
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}
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input.mouse.disabled = function () {
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input.mouse_mode(1);
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};
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input.mouse.normal = function () {
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input.mouse_mode(0);
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};
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input.mouse.mode = function (m) {
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if (input.mouse.custom[m]) input.cursor_img(input.mouse.custom[m]);
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else input.mouse_cursor(m);
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};
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input.mouse.set_custom_cursor = function (img, mode = input.mouse.cursor.default) {
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if (!img) delete input.mouse.custom[mode];
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else {
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input.cursor_img(img);
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input.mouse.custom[mode] = img;
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}
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};
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input.mouse.button = {
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/* left, right, middle mouse */
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0: "lm",
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1: "rm",
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2: "mm",
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};
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input.mouse.custom = [];
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input.mouse.cursor = {
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default: 0,
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arrow: 1,
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ibeam: 2,
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cross: 3,
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hand: 4,
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ew: 5,
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ns: 6,
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nwse: 7,
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nesw: 8,
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resize: 9,
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no: 10,
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};
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input.mouse.doc = {};
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input.mouse.doc.pos = "The screen position of the mouse.";
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input.mouse.doc.worldpos = "The position in the game world of the mouse.";
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input.mouse.disabled.doc = "Set the mouse to hidden. This locks it to the game and hides it, but still provides movement and click events.";
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input.mouse.normal.doc = "Set the mouse to show again after hiding.";
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input.keyboard = {};
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input.keyboard.down = function (code) {
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if (typeof code === "number") return downkeys[code];
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if (typeof code === "string") return downkeys[code.uc().charCodeAt()] || downkeys[code.lc().charCodeAt()];
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return undefined;
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};
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input.state2str = function (state) {
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if (typeof state === "string") return state;
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switch (state) {
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case 0:
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return "down";
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case 1:
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return "pressed";
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case 2:
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return "released";
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}
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};
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input.print_pawn_kbm = function (pawn) {
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if (!("inputs" in pawn)) return;
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var str = "";
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for (var key in pawn.inputs) {
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if (!pawn.inputs[key].doc) continue;
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str += `${key} | ${pawn.inputs[key].doc}\n`;
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}
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return str;
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};
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var joysticks = {};
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joysticks["wasd"] = {
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uy: "w",
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dy: "s",
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ux: "d",
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dx: "a",
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};
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input.procdown = function () {
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for (var k in downkeys) player[0].raw_input(keyname_extd(k), "down");
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for (var i in joysticks) {
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var joy = joysticks[i];
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var x = joy.ux - joy.dx;
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var y = joy.uy - joy.dy;
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player[0].joy_input(i, joysticks[i]);
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}
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};
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input.print_md_kbm = function (pawn) {
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if (!("inputs" in pawn)) return;
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var str = "";
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str += "|control|description|\n|---|---|\n";
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for (var key in pawn.inputs) {
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str += `|${key}|${pawn.inputs[key].doc}|`;
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str += "\n";
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}
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return str;
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};
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input.has_bind = function (pawn, bind) {
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return typeof pawn.inputs?.[bind] === "function";
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};
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input.action = {
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add_new(name) {
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var action = Object.create(input.action);
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action.name = name;
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action.inputs = [];
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this.actions.push(action);
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return action;
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},
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actions: [],
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};
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input.tabcomplete = function (val, list) {
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if (!val) return val;
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list.dofilter(function (x) {
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return x.startsWith(val);
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});
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if (list.length === 1) {
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return list[0];
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}
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var ret = undefined;
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var i = val.length;
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while (!ret && !Object.empty(list)) {
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var char = list[0][i];
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if (
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!list.every(function (x) {
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return x[i] === char;
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})
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)
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ret = list[0].slice(0, i);
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else {
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i++;
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list.dofilter(function (x) {
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return x.length - 1 > i;
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});
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}
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}
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return ret ? ret : val;
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};
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/* May be a human player; may be an AI player */
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/*
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'block' on a pawn's input blocks any input from reaching below for the
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*/
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var Player = {
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players: [],
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input(fn, ...args) {
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this.pawns.forEach(x => x[fn]?.(...args));
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},
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mouse_input(type, ...args) {
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for (var pawn of this.pawns.reversed()) {
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if (typeof pawn.inputs?.mouse?.[type] === "function") {
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pawn.inputs.mouse[type].call(pawn, ...args);
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pawn.inputs.post?.call(pawn);
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if (!pawn.inputs.fallthru) return;
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}
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}
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},
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char_input(c) {
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for (var pawn of this.pawns.reversed()) {
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if (typeof pawn.inputs?.char === "function") {
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pawn.inputs.char.call(pawn, c);
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pawn.inputs.post?.call(pawn);
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if (!pawn.inputs.fallthru) return;
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}
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}
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},
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joy_input(name, joystick) {
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for (var pawn of this.pawns.reversed()) {
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if (!pawn.inputs) return;
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if (!pawn.inputs.joystick) return;
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if (!pawn.inputs.joystick[name]) return;
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var x = 0;
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if (input.keyboard.down(joystick.ux)) x++;
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if (input.keyboard.down(joystick.dx)) x--;
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var y = 0;
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if (input.keyboard.down(joystick.uy)) y++;
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if (input.keyboard.down(joystick.dy)) y--;
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pawn.inputs.joystick[name](x, y);
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}
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},
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raw_input(cmd, state, ...args) {
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for (var pawn of this.pawns.reversed()) {
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if (!pawn.inputs) {
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console.error(`pawn no longer has inputs object.`);
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continue;
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}
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var block = pawn.inputs.block;
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if (!pawn.inputs[cmd]) {
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if (pawn.inputs.block) return;
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continue;
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}
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var fn = null;
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switch (state) {
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case "pressed":
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fn = pawn.inputs[cmd];
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break;
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case "rep":
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fn = pawn.inputs[cmd].rep ? pawn.inputs[cmd] : null;
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break;
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case "released":
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fn = pawn.inputs[cmd].released;
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break;
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case "down":
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if (typeof pawn.inputs[cmd].down === "function") fn = pawn.inputs[cmd].down;
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else if (pawn.inputs[cmd].down) fn = pawn.inputs[cmd];
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}
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if (typeof fn === "function") fn.call(pawn, ...args);
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if (!pawn.inputs)
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if (block) return;
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else continue;
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if (state === "released") pawn.inputs.release_post?.call(pawn);
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if (!pawn.inputs.fallthru) return;
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if (pawn.inputs.block) return;
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}
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},
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obj_controlled(obj) {
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for (var p in Player.players) {
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if (p.pawns.contains(obj)) return true;
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}
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return false;
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},
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print_pawns() {
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for (var pawn of this.pawns.reversed()) say(pawn.toString());
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},
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create() {
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var n = Object.create(this);
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n.pawns = [];
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n.gamepads = [];
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this.players.push(n);
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this[this.players.length - 1] = n;
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return n;
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},
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pawns: [],
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control(pawn) {
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if (!pawn.inputs) {
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console.warn(`attempted to control a pawn without any input object.`);
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return;
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}
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this.pawns.push_unique(pawn);
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},
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uncontrol(pawn) {
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this.pawns = this.pawns.filter(x => x !== pawn);
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},
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};
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input.do_uncontrol = function (pawn) {
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Player.players.forEach(function (p) {
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p.pawns = p.pawns.filter(x => x !== pawn);
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});
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};
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for (var i = 0; i < 4; i++) {
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Player.create();
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}
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Player.control.doc = "Control a provided object, if the object has an 'inputs' object.";
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Player.uncontrol.doc = "Uncontrol a previously controlled object.";
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Player.print_pawns.doc = "Print out a list of the current pawn control stack.";
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Player.doc = {};
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Player.doc.players = "A list of current players.";
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var player = Player;
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return {
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player,
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};
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