doukutsu-rs/src/input/dummy_player_controller.rs

191 lines
3.9 KiB
Rust

use crate::bitfield;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::input::player_controller::{KeyState, PlayerController};
use crate::shared_game_state::SharedGameState;
/// A no-op implementation of player controller.
#[derive(Clone)]
pub struct DummyPlayerController {
state: KeyState,
old_state: KeyState,
trigger: KeyState,
}
impl DummyPlayerController {
pub fn new() -> DummyPlayerController {
DummyPlayerController { state: KeyState(0), old_state: KeyState(0), trigger: KeyState(0) }
}
}
impl PlayerController for DummyPlayerController {
fn update(&mut self, _state: &mut SharedGameState, _ctx: &mut Context) -> GameResult {
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.jump() || self.trigger.enter()
}
fn trigger_menu_back(&self) -> bool {
self.trigger.shoot() || 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 dump_state(&self) -> (u16, u16, u16) {
(self.state.0, self.old_state.0, self.trigger.0)
}
fn set_state(&mut self, state: (u16, u16, u16)) {
self.state = KeyState(state.0);
//self.old_state = KeyState(state.1);
//self.trigger = KeyState(state.2);
}
}