236 lines
4.8 KiB
JavaScript
236 lines
4.8 KiB
JavaScript
var Mouse = {
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get pos() { return cmd(45); },
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screenpos() { return cmd(45); },
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get worldpos() { return Window.screen2world(cmd(45)); },
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disabled() { cmd(46, 1); },
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normal() { cmd(46, 0);},
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mode(m) {
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if (Mouse.custom[m])
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cmd(97, Mouse.custom[m]);
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else
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cmd(17, m);
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},
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set_custom_cursor(img, mode) {
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mode ??= Mouse.cursor.default;
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if (!img)
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delete Mouse.custom[mode];
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else {
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cmd(97, img);
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Mouse.custom[mode] = img;
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}
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},
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custom:[],
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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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};
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Mouse.doc = {};
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Mouse.doc.pos = "The screen position of the mouse.";
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Mouse.doc.worldpos = "The position in the game world of the mouse.";
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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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Mouse.normal.doc = "Set the mouse to show again after hiding.";
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var Keys = {
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shift() { return cmd(50, 340); },
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ctrl() { return cmd(50, 341); },
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alt() { return cmd(50, 342); },
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super() { return cmd(50, 343); },
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};
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var input = {};
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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} | ${pawn.inputs[key].doc}\n`;
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}
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return str;
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};
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input.print_md_kbm = function(pawn) {
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if (!('inputs' in pawn)) return;
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var str = "";
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str += "|control|description|\n|---|---|\n";
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for (var key in pawn.inputs) {
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str += `|${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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/* May be a human player; may be an AI player */
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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)
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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)
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return;
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}
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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 (typeof pawn.inputs?.any === 'function') {
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pawn.inputs.any(cmd);
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if (!pawn.inputs.fallthru)
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return;
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}
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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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fn = pawn.inputs[cmd].down;
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}
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if (typeof fn === 'function') {
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fn.call(pawn, ... args);
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pawn.inputs.post?.call(pawn);
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}
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switch (state) {
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case 'released':
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pawn.inputs.release_post?.call(pawn);
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break;
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}
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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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do_uncontrol(pawn) {
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this.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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obj_controlled(obj) {
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for (var p in Player.players) {
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if (p.pawns.contains(obj))
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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())
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console.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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return n;
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},
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pawns: [],
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control(pawn) {
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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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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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return {
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Mouse,
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Keys,
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input,
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Player,
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};
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