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Funkin/source/funkin/input/PreciseInputManager.hx

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package funkin.input;
import flixel.FlxG;
import flixel.input.FlxInput;
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import flixel.input.FlxInput.FlxInputState;
import flixel.input.FlxKeyManager;
import flixel.input.gamepad.FlxGamepad;
import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
import flixel.input.keyboard.FlxKeyboard.FlxKeyInput;
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import flixel.input.keyboard.FlxKeyList;
import flixel.util.FlxSignal.FlxTypedSignal;
import funkin.play.notes.NoteDirection;
import funkin.util.FlxGamepadUtil;
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import haxe.Int64;
import lime.ui.Gamepad as LimeGamepad;
import lime.ui.GamepadAxis as LimeGamepadAxis;
import lime.ui.GamepadButton as LimeGamepadButton;
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import lime.ui.KeyCode;
import lime.ui.KeyModifier;
import openfl.events.KeyboardEvent;
import openfl.ui.Keyboard;
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/**
* A precise input manager that:
* - Records the exact timestamp of when a key was pressed or released
* - Only records key presses for keys bound to game inputs (up/down/left/right)
*/
class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
{
public static var instance(get, null):PreciseInputManager;
static function get_instance():PreciseInputManager
{
return instance ?? (instance = new PreciseInputManager());
}
static final DIRECTIONS:Array<NoteDirection> = [NoteDirection.LEFT, NoteDirection.DOWN, NoteDirection.UP, NoteDirection.RIGHT];
public var onInputPressed:FlxTypedSignal<PreciseInputEvent->Void>;
public var onInputReleased:FlxTypedSignal<PreciseInputEvent->Void>;
/**
* The list of keys that are bound to game inputs (up/down/left/right).
*/
var _keyList:Array<FlxKey>;
/**
* The direction that a given key is bound to.
*/
var _keyListDir:Map<FlxKey, NoteDirection>;
/**
* A FlxGamepadID->Array<FlxGamepadInputID>, with FlxGamepadInputID being the counterpart to FlxKey.
*/
var _buttonList:Map<Int, Array<FlxGamepadInputID>>;
var _buttonListArray:Array<FlxInput<FlxGamepadInputID>>;
var _buttonListMap:Map<Int, Map<FlxGamepadInputID, FlxInput<FlxGamepadInputID>>>;
/**
* A FlxGamepadID->FlxGamepadInputID->NoteDirection, with FlxGamepadInputID being the counterpart to FlxKey.
*/
var _buttonListDir:Map<Int, Map<FlxGamepadInputID, NoteDirection>>;
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/**
* The timestamp at which a given note direction was last pressed.
*/
var _dirPressTimestamps:Map<NoteDirection, Int64>;
/**
* The timestamp at which a given note direction was last released.
*/
var _dirReleaseTimestamps:Map<NoteDirection, Int64>;
var _deviceBinds:Map<FlxGamepad,
{
onButtonDown:LimeGamepadButton->Int64->Void,
onButtonUp:LimeGamepadButton->Int64->Void
}>;
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public function new()
{
super(PreciseInputList.new);
_deviceBinds = [];
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_keyList = [];
// _keyListMap
// _keyListArray
_keyListDir = new Map<FlxKey, NoteDirection>();
_buttonList = [];
_buttonListMap = [];
_buttonListArray = [];
_buttonListDir = new Map<Int, Map<FlxGamepadInputID, NoteDirection>>();
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_dirPressTimestamps = new Map<NoteDirection, Int64>();
_dirReleaseTimestamps = new Map<NoteDirection, Int64>();
// Keyboard
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FlxG.stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
FlxG.stage.removeEventListener(KeyboardEvent.KEY_UP, onKeyUp);
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FlxG.stage.application.window.onKeyDownPrecise.add(handleKeyDown);
FlxG.stage.application.window.onKeyUpPrecise.add(handleKeyUp);
preventDefaultKeys = getPreventDefaultKeys();
onInputPressed = new FlxTypedSignal<PreciseInputEvent->Void>();
onInputReleased = new FlxTypedSignal<PreciseInputEvent->Void>();
}
public static function getKeysForDirection(controls:Controls, noteDirection:NoteDirection)
{
return switch (noteDirection)
{
case NoteDirection.LEFT: controls.getKeysForAction(NOTE_LEFT);
case NoteDirection.DOWN: controls.getKeysForAction(NOTE_DOWN);
case NoteDirection.UP: controls.getKeysForAction(NOTE_UP);
case NoteDirection.RIGHT: controls.getKeysForAction(NOTE_RIGHT);
};
}
public static function getButtonsForDirection(controls:Controls, noteDirection:NoteDirection)
{
return switch (noteDirection)
{
case NoteDirection.LEFT: controls.getButtonsForAction(NOTE_LEFT);
case NoteDirection.DOWN: controls.getButtonsForAction(NOTE_DOWN);
case NoteDirection.UP: controls.getButtonsForAction(NOTE_UP);
case NoteDirection.RIGHT: controls.getButtonsForAction(NOTE_RIGHT);
};
}
/**
* Convert from int to Int64.
*/
static final NS_PER_MS:Int64 = Constants.NS_PER_MS;
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/**
* Returns a precise timestamp, measured in nanoseconds.
* Timestamp is only useful for comparing against other timestamps.
*
* @return Int64
*/
@:access(lime._internal.backend.native.NativeCFFI)
public static function getCurrentTimestamp():Int64
{
#if html5
// NOTE: This timestamp isn't that precise on standard HTML5 builds.
// This is because of browser safeguards against timing attacks.
// See https://web.dev/coop-coep to enable headers which allow for more precise timestamps.
return haxe.Int64.fromFloat(js.Browser.window.performance.now()) * NS_PER_MS;
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#elseif cpp
// NOTE: If the game hard crashes on this line, rebuild Lime!
// `lime rebuild windows -clean`
return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * NS_PER_MS;
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#else
throw "Eric didn't implement precise timestamps on this platform!";
#end
}
static function getPreventDefaultKeys():Array<FlxKey>
{
return [];
}
/**
* Call this whenever the user's inputs change.
*/
public function initializeKeys(controls:Controls):Void
{
clearKeys();
for (noteDirection in DIRECTIONS)
{
var keys = getKeysForDirection(controls, noteDirection);
for (key in keys)
{
var input = new FlxKeyInput(key);
_keyList.push(key);
_keyListArray.push(input);
_keyListMap.set(key, input);
_keyListDir.set(key, noteDirection);
}
}
}
public function initializeButtons(controls:Controls, gamepad:FlxGamepad):Void
{
clearButtons();
var limeGamepad = FlxGamepadUtil.getLimeGamepad(gamepad);
var callbacks =
{
onButtonDown: handleButtonDown.bind(gamepad),
onButtonUp: handleButtonUp.bind(gamepad)
};
limeGamepad.onButtonDownPrecise.add(callbacks.onButtonDown);
limeGamepad.onButtonUpPrecise.add(callbacks.onButtonUp);
for (noteDirection in DIRECTIONS)
{
var buttons = getButtonsForDirection(controls, noteDirection);
for (button in buttons)
{
var input = new FlxInput<FlxGamepadInputID>(button);
var buttonListEntry = _buttonList.get(gamepad.id);
if (buttonListEntry == null) _buttonList.set(gamepad.id, buttonListEntry = []);
buttonListEntry.push(button);
_buttonListArray.push(input);
var buttonListMapEntry = _buttonListMap.get(gamepad.id);
if (buttonListMapEntry == null) _buttonListMap.set(gamepad.id, buttonListMapEntry = new Map<FlxGamepadInputID, FlxInput<FlxGamepadInputID>>());
buttonListMapEntry.set(button, input);
var buttonListDirEntry = _buttonListDir.get(gamepad.id);
if (buttonListDirEntry == null) _buttonListDir.set(gamepad.id, buttonListDirEntry = new Map<FlxGamepadInputID, NoteDirection>());
buttonListDirEntry.set(button, noteDirection);
}
}
}
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/**
* Get the time, in nanoseconds, since the given note direction was last pressed.
* @param noteDirection The note direction to check.
* @return An Int64 representing the time since the given note direction was last pressed.
*/
public function getTimeSincePressed(noteDirection:NoteDirection):Int64
{
return getCurrentTimestamp() - _dirPressTimestamps.get(noteDirection);
}
/**
* Get the time, in nanoseconds, since the given note direction was last released.
* @param noteDirection The note direction to check.
* @return An Int64 representing the time since the given note direction was last released.
*/
public function getTimeSinceReleased(noteDirection:NoteDirection):Int64
{
return getCurrentTimestamp() - _dirReleaseTimestamps.get(noteDirection);
}
// TODO: Why doesn't this work?
// @:allow(funkin.input.PreciseInputManager.PreciseInputList)
public function getInputByKey(key:FlxKey):FlxKeyInput
{
return _keyListMap.get(key);
}
public function getInputByButton(gamepad:FlxGamepad, button:FlxGamepadInputID):FlxInput<FlxGamepadInputID>
{
return _buttonListMap.get(gamepad.id).get(button);
}
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public function getDirectionForKey(key:FlxKey):NoteDirection
{
return _keyListDir.get(key);
}
public function getDirectionForButton(gamepad:FlxGamepad, button:FlxGamepadInputID):NoteDirection
{
return _buttonListDir.get(gamepad.id).get(button);
}
function getButton(gamepad:FlxGamepad, button:FlxGamepadInputID):FlxInput<FlxGamepadInputID>
{
return _buttonListMap.get(gamepad.id).get(button);
}
function updateButtonStates(gamepad:FlxGamepad, button:FlxGamepadInputID, down:Bool):Void
{
var input = getButton(gamepad, button);
if (input == null) return;
if (down)
{
input.press();
}
else
{
input.release();
}
}
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function handleKeyDown(keyCode:KeyCode, _:KeyModifier, timestamp:Int64):Void
{
var key:FlxKey = convertKeyCode(keyCode);
if (_keyList.indexOf(key) == -1) return;
// TODO: Remove this line with SDL3 when timestamps change meaning.
// This is because SDL3's timestamps are measured in nanoseconds, not milliseconds.
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timestamp *= Constants.NS_PER_MS;
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updateKeyStates(key, true);
if (getInputByKey(key)?.justPressed ?? false)
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{
onInputPressed.dispatch(
{
noteDirection: getDirectionForKey(key),
timestamp: timestamp
});
_dirPressTimestamps.set(getDirectionForKey(key), timestamp);
}
}
function handleKeyUp(keyCode:KeyCode, _:KeyModifier, timestamp:Int64):Void
{
var key:FlxKey = convertKeyCode(keyCode);
if (_keyList.indexOf(key) == -1) return;
// TODO: Remove this line with SDL3 when timestamps change meaning.
// This is because SDL3's timestamps ar e measured in nanoseconds, not milliseconds.
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timestamp *= Constants.NS_PER_MS;
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updateKeyStates(key, false);
if (getInputByKey(key)?.justReleased ?? false)
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{
onInputReleased.dispatch(
{
noteDirection: getDirectionForKey(key),
timestamp: timestamp
});
_dirReleaseTimestamps.set(getDirectionForKey(key), timestamp);
}
}
function handleButtonDown(gamepad:FlxGamepad, button:LimeGamepadButton, timestamp:Int64):Void
{
var buttonId:FlxGamepadInputID = FlxGamepadUtil.getInputID(gamepad, button);
var buttonListEntry = _buttonList.get(gamepad.id);
if (buttonListEntry == null || buttonListEntry.indexOf(buttonId) == -1) return;
// TODO: Remove this line with SDL3 when timestamps change meaning.
// This is because SDL3's timestamps ar e measured in nanoseconds, not milliseconds.
timestamp *= Constants.NS_PER_MS;
updateButtonStates(gamepad, buttonId, true);
if (getInputByButton(gamepad, buttonId)?.justPressed ?? false)
{
onInputPressed.dispatch(
{
noteDirection: getDirectionForButton(gamepad, buttonId),
timestamp: timestamp
});
_dirPressTimestamps.set(getDirectionForButton(gamepad, buttonId), timestamp);
}
}
function handleButtonUp(gamepad:FlxGamepad, button:LimeGamepadButton, timestamp:Int64):Void
{
var buttonId:FlxGamepadInputID = FlxGamepadUtil.getInputID(gamepad, button);
var buttonListEntry = _buttonList.get(gamepad.id);
if (buttonListEntry == null || buttonListEntry.indexOf(buttonId) == -1) return;
// TODO: Remove this line with SDL3 when timestamps change meaning.
// This is because SDL3's timestamps ar e measured in nanoseconds, not milliseconds.
timestamp *= Constants.NS_PER_MS;
updateButtonStates(gamepad, buttonId, false);
if (getInputByButton(gamepad, buttonId)?.justReleased ?? false)
{
onInputReleased.dispatch(
{
noteDirection: getDirectionForButton(gamepad, buttonId),
timestamp: timestamp
});
_dirReleaseTimestamps.set(getDirectionForButton(gamepad, buttonId), timestamp);
}
}
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static function convertKeyCode(input:KeyCode):FlxKey
{
@:privateAccess
{
return Keyboard.__convertKeyCode(input);
}
}
function clearKeys():Void
{
_keyListArray = [];
_keyListMap.clear();
_keyListDir.clear();
}
function clearButtons():Void
{
_buttonListArray = [];
_buttonListDir.clear();
for (gamepad in _deviceBinds.keys())
{
var callbacks = _deviceBinds.get(gamepad);
var limeGamepad = FlxGamepadUtil.getLimeGamepad(gamepad);
limeGamepad.onButtonDownPrecise.remove(callbacks.onButtonDown);
limeGamepad.onButtonUpPrecise.remove(callbacks.onButtonUp);
}
_deviceBinds.clear();
}
public override function destroy():Void
{
// Keyboard
FlxG.stage.application.window.onKeyDownPrecise.remove(handleKeyDown);
FlxG.stage.application.window.onKeyUpPrecise.remove(handleKeyUp);
clearKeys();
clearButtons();
}
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}
class PreciseInputList extends FlxKeyList
{
var _preciseInputManager:PreciseInputManager;
public function new(state:FlxInputState, preciseInputManager:FlxKeyManager<Dynamic, Dynamic>)
{
super(state, preciseInputManager);
_preciseInputManager = cast preciseInputManager;
}
static function getKeysForDir(noteDir:NoteDirection):Array<FlxKey>
{
return PreciseInputManager.getKeysForDirection(PlayerSettings.player1.controls, noteDir);
}
function isKeyValid(key:FlxKey):Bool
{
@:privateAccess
{
return _preciseInputManager._keyListMap.exists(key);
}
}
public function checkFlxKey(key:FlxKey):Bool
{
if (isKeyValid(key)) return check(cast key);
return false;
}
public function checkDir(noteDir:NoteDirection):Bool
{
for (key in getKeysForDir(noteDir))
{
if (check(_preciseInputManager.getInputByKey(key)?.ID)) return true;
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}
return false;
}
public var NOTE_LEFT(get, never):Bool;
function get_NOTE_LEFT():Bool
return checkDir(NoteDirection.LEFT);
public var NOTE_DOWN(get, never):Bool;
function get_NOTE_DOWN():Bool
return checkDir(NoteDirection.DOWN);
public var NOTE_UP(get, never):Bool;
function get_NOTE_UP():Bool
return checkDir(NoteDirection.UP);
public var NOTE_RIGHT(get, never):Bool;
function get_NOTE_RIGHT():Bool
return checkDir(NoteDirection.RIGHT);
}
typedef PreciseInputEvent =
{
/**
* The direction of the input.
*/
noteDirection:NoteDirection,
/**
* The timestamp of the input. Measured in nanoseconds.
*/
timestamp:Int64,
};