doukutsu-rs/src/input/dummy_player_controller.rs

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Rust
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use crate::framework::context::Context;
use crate::framework::error::GameResult;
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use crate::game::shared_game_state::SharedGameState;
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use crate::input::player_controller::PlayerController;
/// A no-op implementation of player controller.
#[derive(Clone)]
pub struct DummyPlayerController;
impl DummyPlayerController {
pub fn new() -> DummyPlayerController {
DummyPlayerController
}
}
impl PlayerController for DummyPlayerController {
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fn update(&mut self, _state: &mut SharedGameState, _ctx: &mut Context) -> GameResult {
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Ok(())
}
fn update_trigger(&mut self) {}
fn move_up(&self) -> bool {
false
}
fn move_left(&self) -> bool {
false
}
fn move_down(&self) -> bool {
false
}
fn move_right(&self) -> bool {
false
}
fn prev_weapon(&self) -> bool {
false
}
fn next_weapon(&self) -> bool {
false
}
fn map(&self) -> bool {
false
}
fn inventory(&self) -> bool {
false
}
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fn jump(&self) -> bool {
false
}
fn shoot(&self) -> bool {
false
}
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fn skip(&self) -> bool {
false
}
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fn strafe(&self) -> bool {
false
}
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fn trigger_up(&self) -> bool {
false
}
fn trigger_left(&self) -> bool {
false
}
fn trigger_down(&self) -> bool {
false
}
fn trigger_right(&self) -> bool {
false
}
fn trigger_prev_weapon(&self) -> bool {
false
}
fn trigger_next_weapon(&self) -> bool {
false
}
fn trigger_map(&self) -> bool {
false
}
fn trigger_inventory(&self) -> bool {
false
}
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fn trigger_jump(&self) -> bool {
false
}
fn trigger_shoot(&self) -> bool {
false
}
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fn trigger_skip(&self) -> bool {
false
}
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fn trigger_strafe(&self) -> bool {
false
}
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fn trigger_menu_ok(&self) -> bool {
false
}
fn trigger_menu_back(&self) -> bool {
false
}
fn trigger_menu_pause(&self) -> bool {
false
}
fn look_up(&self) -> bool {
false
}
fn look_left(&self) -> bool {
false
}
fn look_down(&self) -> bool {
false
}
fn look_right(&self) -> bool {
false
}
fn move_analog_x(&self) -> f64 {
0.0
}
fn move_analog_y(&self) -> f64 {
0.0
}
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fn set_rumble(&mut self, _low_freq: u16, _hi_freq: u16, _ticks: u32) {}
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}