doukutsu-rs/src/input/gamepad_player_controller.rs

276 lines
7.0 KiB
Rust

use crate::bitfield;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::framework::gamepad::{self, Button, PlayerControllerInputType};
use crate::game::shared_game_state::SharedGameState;
use crate::input::player_controller::PlayerController;
use crate::game::player::TargetPlayer;
bitfield! {
#[derive(Clone, Copy)]
pub struct KeyState(u16);
impl Debug;
pub left, set_left: 0;
pub right, set_right: 1;
pub up, set_up: 2;
pub down, set_down: 3;
pub map, set_map: 4;
pub inventory, set_inventory: 5;
pub jump, set_jump: 6;
pub shoot, set_shoot: 7;
pub next_weapon, set_next_weapon: 8;
pub prev_weapon, set_prev_weapon: 9;
pub escape, set_escape: 10;
pub skip, set_skip: 11;
pub strafe, set_strafe: 12;
pub menu_ok, set_menu_ok: 13;
pub menu_back, set_menu_back: 14;
}
#[derive(Clone)]
pub struct GamepadController {
gamepad_id: u32,
target: TargetPlayer,
state: KeyState,
old_state: KeyState,
trigger: KeyState,
rumble_state: Option<RumbleState>,
rumble_enabled: bool,
}
#[derive(Clone)]
pub struct RumbleState {
pub low_freq: u16,
pub hi_freq: u16,
pub ticks: u32,
}
impl GamepadController {
pub fn new(gamepad_id: u32, target: TargetPlayer) -> GamepadController {
GamepadController {
gamepad_id,
target,
state: KeyState(0),
old_state: KeyState(0),
trigger: KeyState(0),
rumble_state: None,
rumble_enabled: false,
}
}
pub fn set_rumble_enabled(&mut self, enabled: bool) {
self.rumble_enabled = enabled;
}
}
impl PlayerController for GamepadController {
fn update(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let button_map = match self.target {
TargetPlayer::Player1 => &state.settings.player1_controller_button_map,
TargetPlayer::Player2 => &state.settings.player2_controller_button_map,
};
self.state.set_up(gamepad::is_active(ctx, self.gamepad_id, &button_map.up));
self.state.set_down(gamepad::is_active(ctx, self.gamepad_id, &button_map.down));
self.state.set_left(gamepad::is_active(ctx, self.gamepad_id, &button_map.left));
self.state.set_right(gamepad::is_active(ctx, self.gamepad_id, &button_map.right));
self.state.set_map(gamepad::is_active(ctx, self.gamepad_id, &button_map.map));
self.state.set_inventory(gamepad::is_active(ctx, self.gamepad_id, &button_map.inventory));
self.state.set_jump(gamepad::is_active(ctx, self.gamepad_id, &button_map.jump));
self.state.set_shoot(gamepad::is_active(ctx, self.gamepad_id, &button_map.shoot));
self.state.set_next_weapon(gamepad::is_active(ctx, self.gamepad_id, &button_map.next_weapon));
self.state.set_prev_weapon(gamepad::is_active(ctx, self.gamepad_id, &button_map.prev_weapon));
self.state.set_escape(gamepad::is_active(
ctx,
self.gamepad_id,
&PlayerControllerInputType::ButtonInput(Button::Start),
));
self.state.set_skip(gamepad::is_active(ctx, self.gamepad_id, &button_map.skip));
self.state.set_strafe(gamepad::is_active(ctx, self.gamepad_id, &button_map.strafe));
self.state.set_menu_ok(gamepad::is_active(ctx, self.gamepad_id, &button_map.menu_ok));
self.state.set_menu_back(gamepad::is_active(ctx, self.gamepad_id, &button_map.menu_back));
if let Some(rumble_data) = &self.rumble_state {
gamepad::set_rumble(
ctx,
state,
self.gamepad_id,
rumble_data.low_freq,
rumble_data.hi_freq,
rumble_data.ticks,
)?;
self.rumble_state = None;
}
Ok(())
}
fn update_trigger(&mut self) {
let mut trigger = self.state.0 ^ self.old_state.0;
trigger &= self.state.0;
self.old_state = self.state;
self.trigger = KeyState(trigger);
}
fn move_up(&self) -> bool {
self.state.up()
}
fn move_left(&self) -> bool {
self.state.left()
}
fn move_down(&self) -> bool {
self.state.down()
}
fn move_right(&self) -> bool {
self.state.right()
}
fn prev_weapon(&self) -> bool {
self.state.prev_weapon()
}
fn next_weapon(&self) -> bool {
self.state.next_weapon()
}
fn map(&self) -> bool {
self.state.map()
}
fn inventory(&self) -> bool {
self.state.inventory()
}
fn jump(&self) -> bool {
self.state.jump()
}
fn shoot(&self) -> bool {
self.state.shoot()
}
fn skip(&self) -> bool {
self.state.skip()
}
fn strafe(&self) -> bool {
self.state.strafe()
}
fn trigger_up(&self) -> bool {
self.trigger.up()
}
fn trigger_left(&self) -> bool {
self.trigger.left()
}
fn trigger_down(&self) -> bool {
self.trigger.down()
}
fn trigger_right(&self) -> bool {
self.trigger.right()
}
fn trigger_prev_weapon(&self) -> bool {
self.trigger.prev_weapon()
}
fn trigger_next_weapon(&self) -> bool {
self.trigger.next_weapon()
}
fn trigger_map(&self) -> bool {
self.trigger.map()
}
fn trigger_inventory(&self) -> bool {
self.trigger.inventory()
}
fn trigger_jump(&self) -> bool {
self.trigger.jump()
}
fn trigger_shoot(&self) -> bool {
self.trigger.shoot()
}
fn trigger_skip(&self) -> bool {
self.trigger.skip()
}
fn trigger_strafe(&self) -> bool {
self.trigger.strafe()
}
fn trigger_menu_ok(&self) -> bool {
self.trigger.menu_ok()
}
fn trigger_menu_back(&self) -> bool {
self.trigger.menu_back() || self.trigger.escape()
}
fn trigger_menu_pause(&self) -> bool {
self.trigger.escape()
}
fn look_up(&self) -> bool {
self.state.up()
}
fn look_left(&self) -> bool {
self.state.left()
}
fn look_down(&self) -> bool {
self.state.down()
}
fn look_right(&self) -> bool {
self.state.right()
}
fn move_analog_x(&self) -> f64 {
if self.state.left() && self.state.right() {
0.0
} else if self.state.left() {
-1.0
} else if self.state.right() {
1.0
} else {
0.0
}
}
fn move_analog_y(&self) -> f64 {
if self.state.up() && self.state.down() {
0.0
} else if self.state.up() {
-1.0
} else if self.state.down() {
1.0
} else {
0.0
}
}
fn set_rumble(&mut self, low_freq: u16, hi_freq: u16, ticks: u32) {
if !self.rumble_enabled {
return;
}
if !self.rumble_state.is_none() {
return;
}
self.rumble_state = Some(RumbleState { low_freq, hi_freq, ticks });
}
}