prosperon/scripts/input.js

383 lines
7.4 KiB
JavaScript

var keycodes = {
259: "back",
258: "tab",
257: "enter",
1: "escape",
32: "space",
266: "pgup",
267: "pgdown",
268: "home",
269: "end",
263: "left",
265: "up",
262: "right",
265: "down",
260: "insert",
261: "delete",
45: "minus",
};
var codekeys = {};
for (var code in keycodes)
codekeys[keycodes[code]] = code;
var mod = {
shift: 0,
ctrl: 0,
alt: 0,
super: 0
};
/*
released
rep
pressed
pressrep
down
*/
function keyname_extd(key)
{
if (key > 289 && key < 302) {
var num = key-289;
return `f${num}`;
}
if (key >= 320 && key <= 329) {
var num = key-320;
return `kp${num}`;
}
if (keycodes[key]) return keycodes[key];
if (key >= 32 && key <= 126) return String.fromCharCode(key).lc();
return undefined;
}
prosperon.keys = [];
function modstr()
{
var s = "";
if (mod.ctrl) s += "C-";
if (mod.alt) s += "M-";
if (mod.super) s += "S-";
return s;
}
prosperon.keydown = function(key, repeat)
{
prosperon.keys[key] = true;
if (key == 341 || key == 345)
mod.ctrl = 1;
else if (key == 342 || key == 346)
mod.alt = 1;
else if (key == 343 || key == 347)
mod.super = 1;
else if (key == 340 || key == 344)
mod.shift = 1;
else {
var emacs = modstr() + keyname_extd(key);
player[0].raw_input(emacs, "pressrep");
if (repeat)
player[0].raw_input(emacs, "rep");
else
player[0].raw_input(emacs, "pressed");
}
}
prosperon.keyup = function(key)
{
prosperon.keys[key] = false;
if (key == 341 || key == 345)
mod.ctrl = 0;
else if (key == 342 || key == 346)
mod.alt = 0;
else if (key == 343 || key == 347)
mod.super = 0;
else if (key == 340 || key == 344)
mod.shift = 0;
else {
var emacs = modstr() + keyname_extd(key);
player[0].raw_input(emacs, "released");
}
}
prosperon.droppedfile = function(path)
{
player[0].raw_input("drop", "pressed", path);
}
var mousepos = [0,0];
prosperon.textinput = function(){};
prosperon.mousemove = function(pos, dx){
mousepos = pos;
player[0].mouse_input(modstr() + "move", pos, dx);
};
prosperon.mousescroll = function(dx){
player[0].mouse_input(modstr() + "scroll", dx);
};
prosperon.mousedown = function(b){
player[0].raw_input(modstr() + Mouse.button[b], "pressed");
};
prosperon.mouseup = function(b){
player[0].raw_input(modstr() + Mouse.button[b], "released");
};
var Mouse = {
screenpos() { return mousepos.slice(); },
worldpos() { return Window.screen2world(mousepos); },
disabled() { cmd(46, 1); },
normal() { cmd(46, 0);},
mode(m) {
if (Mouse.custom[m])
cmd(97, Mouse.custom[m]);
else
cmd(17, m);
},
set_custom_cursor(img, mode) {
mode ??= Mouse.cursor.default;
if (!img)
delete Mouse.custom[mode];
else {
cmd(97, img);
Mouse.custom[mode] = img;
}
},
button: { /* left, right, middle mouse */
0: "lm",
1: "rm",
2: "mm"
},
custom:[],
cursor: {
default: 0,
arrow: 1,
ibeam: 2,
cross: 3,
hand: 4,
ew: 5,
ns: 6,
nwse: 7,
nesw: 8,
resize: 9,
no: 10
},
};
Mouse.doc = {};
Mouse.doc.pos = "The screen position of the mouse.";
Mouse.doc.worldpos = "The position in the game world of the mouse.";
Mouse.disabled.doc = "Set the mouse to hidden. This locks it to the game and hides it, but still provides movement and click events.";
Mouse.normal.doc = "Set the mouse to show again after hiding.";
var Keys = {
down(code) {
return prosperon.keys[code];
},
};
var input = {};
input.state2str = function(state) {
if (typeof state === 'string') return state;
switch (state) {
case 0:
return "down";
case 1:
return "pressed";
case 2:
return "released";
}
}
input.print_pawn_kbm = function(pawn) {
if (!('inputs' in pawn)) return;
var str = "";
for (var key in pawn.inputs) {
if (!pawn.inputs[key].doc) continue;
str += `${key} | ${pawn.inputs[key].doc}\n`;
}
return str;
};
input.print_md_kbm = function(pawn) {
if (!('inputs' in pawn)) return;
var str = "";
str += "|control|description|\n|---|---|\n";
for (var key in pawn.inputs) {
str += `|${key}|${pawn.inputs[key].doc}|`;
str += "\n";
}
return str;
};
input.has_bind = function(pawn, bind) {
return (typeof pawn.inputs?.[bind] === 'function');
};
input.action = {
add_new(name) {
var action = Object.create(input.action);
action.name = name;
action.inputs = [];
this.actions.push(action);
return action;
},
actions: [],
};
input.keyboard_show = function(show)
{
cmd(250,show);
}
input.keyboard_shown = function() { return cmd(248); }
/* May be a human player; may be an AI player */
var Player = {
players: [],
input(fn, ...args) {
this.pawns.forEach(x => x[fn]?.(...args));
},
mouse_input(type, ...args) {
for (var pawn of this.pawns.reversed()) {
if (typeof pawn.inputs?.mouse?.[type] === 'function') {
pawn.inputs.mouse[type].call(pawn,...args);
pawn.inputs.post?.call(pawn);
if (!pawn.inputs.fallthru)
return;
}
}
},
char_input(c) {
for (var pawn of this.pawns.reversed()) {
if (typeof pawn.inputs?.char === 'function') {
pawn.inputs.char.call(pawn, c);
pawn.inputs.post?.call(pawn);
if (!pawn.inputs.fallthru)
return;
}
};
},
raw_input(cmd, state, ...args) {
for (var pawn of this.pawns.reversed()) {
if (typeof pawn.inputs?.any === 'function') {
pawn.inputs.any(cmd);
if (!pawn.inputs.fallthru)
return;
}
if (!pawn.inputs?.[cmd]) {
if (pawn.inputs?.block) return;
continue;
}
var fn = null;
switch (state) {
case 'pressed':
fn = pawn.inputs[cmd];
break;
case 'rep':
fn = pawn.inputs[cmd].rep ? pawn.inputs[cmd] : null;
break;
case 'released':
fn = pawn.inputs[cmd].released;
break;
case 'down':
fn = pawn.inputs[cmd].down;
}
if (typeof fn === 'function') {
fn.call(pawn, ... args);
pawn.inputs.post?.call(pawn);
}
switch (state) {
case 'released':
pawn.inputs.release_post?.call(pawn);
break;
}
if (!pawn.inputs.fallthru) return;
if (pawn.inputs.block) return;
}
},
do_uncontrol(pawn) {
this.players.forEach(function(p) {
p.pawns = p.pawns.filter(x => x !== pawn);
});
},
obj_controlled(obj) {
for (var p in Player.players) {
if (p.pawns.contains(obj))
return true;
}
return false;
},
print_pawns() {
for (var pawn of this.pawns.reversed())
say(pawn.toString());
},
create() {
var n = Object.create(this);
n.pawns = [];
n.gamepads = [];
this.players.push(n);
this[this.players.length-1] = n;
return n;
},
pawns: [],
control(pawn) {
this.pawns.push_unique(pawn);
},
uncontrol(pawn) {
this.pawns = this.pawns.filter(x => x !== pawn);
},
};
for (var i = 0; i < 4; i++) {
Player.create();
}
Player.control.doc = "Control a provided object, if the object has an 'inputs' object.";
Player.uncontrol.doc = "Uncontrol a previously controlled object.";
Player.print_pawns.doc = "Print out a list of the current pawn control stack.";
Player.doc = {};
Player.doc.players = "A list of current players.";
var player = Player;
return {
Mouse,
Keys,
input,
Player,
player,
keycodes,
codekeys
};