443 lines
9.5 KiB
JavaScript
443 lines
9.5 KiB
JavaScript
input.keycodes = {
|
|
32: "space",
|
|
45: "minus",
|
|
256: "escape",
|
|
257: "enter",
|
|
258: "tab",
|
|
259: "backspace",
|
|
260: "insert",
|
|
261: "delete",
|
|
262: "right",
|
|
263: "left",
|
|
264: "down",
|
|
265: "up",
|
|
266: "pgup",
|
|
267: "pgdown",
|
|
268: "home",
|
|
269: "end",
|
|
};
|
|
|
|
input.codekeys = {};
|
|
for (var code in input.keycodes) input.codekeys[input.keycodes[code]] = code;
|
|
|
|
var mod = {
|
|
shift: 0,
|
|
ctrl: 0,
|
|
alt: 0,
|
|
super: 0,
|
|
};
|
|
|
|
/*
|
|
released
|
|
rep
|
|
pressed
|
|
down
|
|
*/
|
|
|
|
function keycode(name) {
|
|
return charCodeAt(name);
|
|
}
|
|
|
|
function keyname_extd(key) {
|
|
if (!parseInt(key)) return 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 (input.keycodes[key]) return input.keycodes[key];
|
|
if (key >= 32 && key <= 126) return String.fromCharCode(key).lc();
|
|
|
|
return undefined;
|
|
}
|
|
|
|
var downkeys = {};
|
|
|
|
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) {
|
|
downkeys[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);
|
|
if (repeat) player[0].raw_input(emacs, "rep");
|
|
else player[0].raw_input(emacs, "pressed");
|
|
}
|
|
};
|
|
|
|
prosperon.keyup = function (key) {
|
|
delete downkeys[key];
|
|
|
|
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 (c) {
|
|
player[0].raw_input("char", "pressed", c);
|
|
};
|
|
prosperon.mousemove = function (pos, dx) {
|
|
pos.y *= -1;
|
|
dx.y *= -1;
|
|
mousepos = pos;
|
|
player[0].mouse_input("move", pos, dx);
|
|
};
|
|
prosperon.mousescroll = function (dx) {
|
|
player[0].mouse_input(modstr() + "scroll", dx);
|
|
};
|
|
prosperon.mousedown = function (b) {
|
|
player[0].raw_input(modstr() + input.mouse.button[b], "pressed");
|
|
downkeys[input.mouse.button[b]] = true;
|
|
};
|
|
prosperon.mouseup = function (b) {
|
|
player[0].raw_input(input.mouse.button[b], "released");
|
|
delete downkeys[input.mouse.button[b]];
|
|
};
|
|
|
|
input.mouse = {};
|
|
input.mouse.screenpos = function () {
|
|
return mousepos.slice();
|
|
};
|
|
input.mouse.worldpos = function () {
|
|
return prosperon.camera.screen2world(mousepos);
|
|
};
|
|
input.mouse.viewpos = function()
|
|
{
|
|
var world = input.mouse.worldpos();
|
|
|
|
return mousepos.slice();
|
|
}
|
|
input.mouse.disabled = function () {
|
|
input.mouse_mode(1);
|
|
};
|
|
input.mouse.normal = function () {
|
|
input.mouse_mode(0);
|
|
};
|
|
input.mouse.mode = function (m) {
|
|
if (input.mouse.custom[m]) input.cursor_img(input.mouse.custom[m]);
|
|
else input.mouse_cursor(m);
|
|
};
|
|
|
|
input.mouse.set_custom_cursor = function (img, mode = input.mouse.cursor.default) {
|
|
if (!img) delete input.mouse.custom[mode];
|
|
else {
|
|
input.cursor_img(img);
|
|
input.mouse.custom[mode] = img;
|
|
}
|
|
};
|
|
|
|
input.mouse.button = {
|
|
/* left, right, middle mouse */
|
|
0: "lm",
|
|
1: "rm",
|
|
2: "mm",
|
|
};
|
|
input.mouse.custom = [];
|
|
input.mouse.cursor = {
|
|
default: 0,
|
|
arrow: 1,
|
|
ibeam: 2,
|
|
cross: 3,
|
|
hand: 4,
|
|
ew: 5,
|
|
ns: 6,
|
|
nwse: 7,
|
|
nesw: 8,
|
|
resize: 9,
|
|
no: 10,
|
|
};
|
|
|
|
input.mouse.doc = {};
|
|
input.mouse.doc.pos = "The screen position of the mouse.";
|
|
input.mouse.doc.worldpos = "The position in the game world of the mouse.";
|
|
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.";
|
|
input.mouse.normal.doc = "Set the mouse to show again after hiding.";
|
|
|
|
input.keyboard = {};
|
|
input.keyboard.down = function (code) {
|
|
if (typeof code === "number") return downkeys[code];
|
|
if (typeof code === "string") return downkeys[code.uc().charCodeAt()] || downkeys[code.lc().charCodeAt()];
|
|
return undefined;
|
|
};
|
|
|
|
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} | ${pawn.inputs[key].doc}\n`;
|
|
}
|
|
return str;
|
|
};
|
|
|
|
var joysticks = {};
|
|
|
|
joysticks["wasd"] = {
|
|
uy: "w",
|
|
dy: "s",
|
|
ux: "d",
|
|
dx: "a",
|
|
};
|
|
|
|
input.procdown = function () {
|
|
for (var k in downkeys) player[0].raw_input(keyname_extd(k), "down");
|
|
|
|
for (var i in joysticks) {
|
|
var joy = joysticks[i];
|
|
var x = joy.ux - joy.dx;
|
|
var y = joy.uy - joy.dy;
|
|
player[0].joy_input(i, joysticks[i]);
|
|
}
|
|
};
|
|
|
|
input.print_md_kbm = function (pawn) {
|
|
if (!("inputs" in pawn)) return;
|
|
|
|
var str = "";
|
|
str += "|control|description|\n|---|---|\n";
|
|
|
|
for (var key in pawn.inputs) {
|
|
str += `|${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.tabcomplete = function (val, list) {
|
|
if (!val) return val;
|
|
list.dofilter(function (x) {
|
|
return x.startsWith(val);
|
|
});
|
|
|
|
if (list.length === 1) {
|
|
return list[0];
|
|
}
|
|
|
|
var ret = undefined;
|
|
var i = val.length;
|
|
while (!ret && !Object.empty(list)) {
|
|
var char = list[0][i];
|
|
if (
|
|
!list.every(function (x) {
|
|
return x[i] === char;
|
|
})
|
|
)
|
|
ret = list[0].slice(0, i);
|
|
else {
|
|
i++;
|
|
list.dofilter(function (x) {
|
|
return x.length - 1 > i;
|
|
});
|
|
}
|
|
}
|
|
|
|
return ret ? ret : val;
|
|
};
|
|
|
|
/* May be a human player; may be an AI player */
|
|
|
|
/*
|
|
'block' on a pawn's input blocks any input from reaching below for the
|
|
*/
|
|
|
|
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;
|
|
}
|
|
}
|
|
},
|
|
|
|
joy_input(name, joystick) {
|
|
for (var pawn of this.pawns.reversed()) {
|
|
if (!pawn.inputs) return;
|
|
if (!pawn.inputs.joystick) return;
|
|
if (!pawn.inputs.joystick[name]) return;
|
|
|
|
var x = 0;
|
|
if (input.keyboard.down(joystick.ux)) x++;
|
|
if (input.keyboard.down(joystick.dx)) x--;
|
|
var y = 0;
|
|
if (input.keyboard.down(joystick.uy)) y++;
|
|
if (input.keyboard.down(joystick.dy)) y--;
|
|
|
|
pawn.inputs.joystick[name](x, y);
|
|
}
|
|
},
|
|
|
|
raw_input(cmd, state, ...args) {
|
|
for (var pawn of this.pawns.reversed()) {
|
|
if (!pawn.inputs) {
|
|
console.error(`pawn no longer has inputs object.`);
|
|
continue;
|
|
}
|
|
|
|
var block = pawn.inputs.block;
|
|
|
|
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":
|
|
if (typeof pawn.inputs[cmd].down === "function") fn = pawn.inputs[cmd].down;
|
|
else if (pawn.inputs[cmd].down) fn = pawn.inputs[cmd];
|
|
}
|
|
|
|
if (typeof fn === "function") fn.call(pawn, ...args);
|
|
|
|
if (!pawn.inputs)
|
|
if (block) return;
|
|
else continue;
|
|
|
|
if (state === "released") pawn.inputs.release_post?.call(pawn);
|
|
|
|
if (!pawn.inputs.fallthru) return;
|
|
if (pawn.inputs.block) return;
|
|
}
|
|
},
|
|
|
|
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) {
|
|
if (!pawn.inputs) {
|
|
console.warn(`attempted to control a pawn without any input object.`);
|
|
return;
|
|
}
|
|
this.pawns.push_unique(pawn);
|
|
},
|
|
|
|
uncontrol(pawn) {
|
|
this.pawns = this.pawns.filter(x => x !== pawn);
|
|
},
|
|
};
|
|
|
|
input.do_uncontrol = function (pawn) {
|
|
Player.players.forEach(function (p) {
|
|
p.pawns = p.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 {
|
|
player,
|
|
};
|