don't disable keyboard input when using gamepad

This commit is contained in:
Sallai József 2022-07-27 14:14:05 +03:00
parent fee63f2600
commit 914555eac0
3 changed files with 191 additions and 2 deletions

View File

@ -0,0 +1,169 @@
use crate::{
framework::{context::Context, error::GameResult},
shared_game_state::SharedGameState,
};
use super::player_controller::PlayerController;
#[derive(Clone)]
pub struct CombinedPlayerController {
controllers: Vec<Box<dyn PlayerController>>,
}
impl CombinedPlayerController {
pub fn new() -> CombinedPlayerController {
CombinedPlayerController { controllers: Vec::new() }
}
pub fn add(&mut self, controller: Box<dyn PlayerController>) {
self.controllers.push(controller);
}
}
impl PlayerController for CombinedPlayerController {
fn update(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
for cont in &mut self.controllers {
cont.update(state, ctx)?;
}
Ok(())
}
fn move_up(&self) -> bool {
self.controllers.iter().any(|cont| cont.move_up())
}
fn move_down(&self) -> bool {
self.controllers.iter().any(|cont| cont.move_down())
}
fn move_left(&self) -> bool {
self.controllers.iter().any(|cont| cont.move_left())
}
fn move_right(&self) -> bool {
self.controllers.iter().any(|cont| cont.move_right())
}
fn prev_weapon(&self) -> bool {
self.controllers.iter().any(|cont| cont.prev_weapon())
}
fn next_weapon(&self) -> bool {
self.controllers.iter().any(|cont| cont.next_weapon())
}
fn shoot(&self) -> bool {
self.controllers.iter().any(|cont| cont.shoot())
}
fn jump(&self) -> bool {
self.controllers.iter().any(|cont| cont.jump())
}
fn map(&self) -> bool {
self.controllers.iter().any(|cont| cont.map())
}
fn inventory(&self) -> bool {
self.controllers.iter().any(|cont| cont.inventory())
}
fn skip(&self) -> bool {
self.controllers.iter().any(|cont| cont.skip())
}
fn strafe(&self) -> bool {
self.controllers.iter().any(|cont| cont.strafe())
}
fn trigger_up(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_up())
}
fn trigger_down(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_down())
}
fn trigger_left(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_left())
}
fn trigger_right(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_right())
}
fn trigger_prev_weapon(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_prev_weapon())
}
fn trigger_next_weapon(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_next_weapon())
}
fn trigger_shoot(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_shoot())
}
fn trigger_jump(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_jump())
}
fn trigger_map(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_map())
}
fn trigger_inventory(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_inventory())
}
fn trigger_skip(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_skip())
}
fn trigger_strafe(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_strafe())
}
fn trigger_menu_ok(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_menu_ok())
}
fn trigger_menu_back(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_menu_back())
}
fn trigger_menu_pause(&self) -> bool {
self.controllers.iter().any(|cont| cont.trigger_menu_pause())
}
fn look_up(&self) -> bool {
self.controllers.iter().any(|cont| cont.look_up())
}
fn look_down(&self) -> bool {
self.controllers.iter().any(|cont| cont.look_down())
}
fn look_left(&self) -> bool {
self.controllers.iter().any(|cont| cont.look_left())
}
fn look_right(&self) -> bool {
self.controllers.iter().any(|cont| cont.look_right())
}
fn update_trigger(&mut self) {
for cont in &mut self.controllers {
cont.update_trigger();
}
}
fn move_analog_x(&self) -> f64 {
self.controllers.iter().fold(0.0, |acc, cont| acc + cont.move_analog_x()) / self.controllers.len() as f64
}
fn move_analog_y(&self) -> f64 {
self.controllers.iter().fold(0.0, |acc, cont| acc + cont.move_analog_y()) / self.controllers.len() as f64
}
}

View File

@ -1,4 +1,5 @@
pub mod combined_menu_controller;
pub mod combined_player_controller;
pub mod dummy_player_controller;
pub mod gamepad_player_controller;
pub mod keyboard_player_controller;

View File

@ -4,6 +4,7 @@ use crate::framework::filesystem::{user_create, user_open};
use crate::framework::gamepad::{Axis, AxisDirection, Button, PlayerControllerInputType};
use crate::framework::keyboard::ScanCode;
use crate::graphics::VSyncMode;
use crate::input::combined_player_controller::CombinedPlayerController;
use crate::input::gamepad_player_controller::GamepadController;
use crate::input::keyboard_player_controller::KeyboardController;
use crate::input::player_controller::PlayerController;
@ -256,14 +257,32 @@ impl Settings {
match self.player1_controller_type {
ControllerType::Keyboard => Box::new(KeyboardController::new(TargetPlayer::Player1)),
ControllerType::Gamepad(id) => Box::new(GamepadController::new(id, TargetPlayer::Player1)),
ControllerType::Gamepad(index) => {
let keyboard_controller = Box::new(KeyboardController::new(TargetPlayer::Player1));
let gamepad_controller = Box::new(GamepadController::new(index, TargetPlayer::Player1));
let mut combined_player_controller = CombinedPlayerController::new();
combined_player_controller.add(keyboard_controller);
combined_player_controller.add(gamepad_controller);
Box::new(combined_player_controller)
}
}
}
pub fn create_player2_controller(&self) -> Box<dyn PlayerController> {
match self.player2_controller_type {
ControllerType::Keyboard => Box::new(KeyboardController::new(TargetPlayer::Player2)),
ControllerType::Gamepad(id) => Box::new(GamepadController::new(id, TargetPlayer::Player2)),
ControllerType::Gamepad(index) => {
let keyboard_controller = Box::new(KeyboardController::new(TargetPlayer::Player2));
let gamepad_controller = Box::new(GamepadController::new(index, TargetPlayer::Player2));
let mut combined_player_controller = CombinedPlayerController::new();
combined_player_controller.add(keyboard_controller);
combined_player_controller.add(gamepad_controller);
Box::new(combined_player_controller)
}
}
}