doukutsu-rs/src/input/touch_player_controller.rs

407 lines
12 KiB
Rust

use crate::bitfield;
use crate::common::Rect;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::framework::graphics::screen_insets_scaled;
use crate::game::shared_game_state::SharedGameState;
use crate::input::player_controller::PlayerController;
use crate::input::touch_controls::TouchControlType;
/// A no-op implementation of player controller.
#[derive(Clone)]
pub struct TouchPlayerController {
state: KeyState,
old_state: KeyState,
trigger: KeyState,
prev_touch_len: usize,
}
bitfield! {
#[allow(unused)]
#[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, _: 4;
pub inventory, set_inventory: 5;
pub jump, set_jump: 6;
pub shoot, set_shoot: 7;
pub next_weapon, _: 8;
pub prev_weapon, _: 9;
pub pause, set_pause: 10;
}
impl TouchPlayerController {
pub fn new() -> TouchPlayerController {
TouchPlayerController { state: KeyState(0), old_state: KeyState(0), trigger: KeyState(0), prev_touch_len: 0 }
}
}
impl PlayerController for TouchPlayerController {
fn update(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
match state.touch_controls.control_type {
TouchControlType::None => {}
TouchControlType::Dialog => {
self.state.set_jump(
state
.touch_controls
.point_in(Rect::new_size(
0,
state.canvas_size.1 as isize / 2,
state.canvas_size.0 as isize,
state.canvas_size.1 as isize / 2,
))
.is_some(),
);
if state.touch_controls.points.len() > 1 && self.prev_touch_len != state.touch_controls.points.len() {
self.prev_touch_len = state.touch_controls.points.len();
self.old_state.set_jump(false);
}
let (_, top, right, _) = screen_insets_scaled(ctx, state.scale);
let top = 4 + top as isize;
let right = 4 + right as isize;
self.state.set_inventory(
state
.touch_controls
.point_in(Rect::new_size(state.canvas_size.0 as isize - 48 - right, top, 48, 48))
.is_some(),
);
}
TouchControlType::Controls => {
let (left, _top, right, bottom) = screen_insets_scaled(ctx, state.scale);
let left = 4 + left as isize;
let top = 4 + bottom as isize;
let bottom = 4 + bottom as isize;
let right = 4 + right as isize;
self.state.0 = 0;
// left
self.state.set_left(
self.state.left()
|| state
.touch_controls
.point_in(Rect::new_size(left, state.canvas_size.1 as isize - bottom - 48 * 2, 48, 48))
.is_some(),
);
// up
self.state.set_up(
self.state.up()
|| state
.touch_controls
.point_in(Rect::new_size(48 + left, state.canvas_size.1 as isize - bottom - 48 * 3, 48, 48))
.is_some(),
);
// right
self.state.set_right(
self.state.right()
|| state
.touch_controls
.point_in(Rect::new_size(
48 * 2 + left,
state.canvas_size.1 as isize - bottom - 48 * 2,
48,
48,
))
.is_some(),
);
// down
self.state.set_down(
self.state.down()
|| state
.touch_controls
.point_in(Rect::new_size(48 + left, state.canvas_size.1 as isize - bottom - 48, 48, 48))
.is_some(),
);
// left+up
self.state.set_left(
self.state.left()
|| state
.touch_controls
.point_in(Rect::new_size(left, state.canvas_size.1 as isize - bottom - 48 * 3, 48, 48))
.is_some(),
);
self.state.set_up(
self.state.up()
|| state
.touch_controls
.point_in(Rect::new_size(left, state.canvas_size.1 as isize - bottom - 48 * 3, 48, 48))
.is_some(),
);
// right+up
self.state.set_right(
self.state.right()
|| state
.touch_controls
.point_in(Rect::new_size(
48 * 2 + left,
state.canvas_size.1 as isize - bottom - 48 * 3,
48,
48,
))
.is_some(),
);
self.state.set_up(
self.state.up()
|| state
.touch_controls
.point_in(Rect::new_size(
48 * 2 + left,
state.canvas_size.1 as isize - bottom - 48 * 3,
48,
48,
))
.is_some(),
);
// left+down
self.state.set_left(
self.state.left()
|| state
.touch_controls
.point_in(Rect::new_size(left, state.canvas_size.1 as isize - 48 - bottom, 48, 48))
.is_some(),
);
self.state.set_down(
self.state.down()
|| state
.touch_controls
.point_in(Rect::new_size(left, state.canvas_size.1 as isize - 48 - bottom, 48, 48))
.is_some(),
);
// right+down
self.state.set_right(
self.state.right()
|| state
.touch_controls
.point_in(Rect::new_size(48 * 2 + left, state.canvas_size.1 as isize - 48 - bottom, 48, 48))
.is_some(),
);
self.state.set_down(
self.state.down()
|| state
.touch_controls
.point_in(Rect::new_size(48 * 2 + left, state.canvas_size.1 as isize - 48 - bottom, 48, 48))
.is_some(),
);
self.state.set_inventory(
self.state.inventory()
|| state.touch_controls.consume_click_in(Rect::new_size(
state.canvas_size.0 as isize - 48 - right,
top,
48,
48,
)),
);
self.state.set_jump(
self.state.jump()
|| state
.touch_controls
.point_in(Rect::new_size(
state.canvas_size.0 as isize - 48 - right,
state.canvas_size.1 as isize - (48 + 4) - bottom,
48,
48,
))
.is_some(),
);
self.state.set_shoot(
self.state.shoot()
|| state
.touch_controls
.point_in(Rect::new_size(
state.canvas_size.0 as isize - 48 - right,
state.canvas_size.1 as isize - (48 + 4) * 2 - bottom,
48,
48,
))
.is_some(),
);
self.state.set_pause(
self.state.pause() || state.touch_controls.point_in(Rect::new_size(0, 0, 40, 40)).is_some(),
);
}
}
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.inventory()
}
fn strafe(&self) -> bool {
// TODO
false
}
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.inventory()
}
fn trigger_strafe(&self) -> bool {
// TODO
false
}
fn trigger_menu_ok(&self) -> bool {
self.trigger.jump()
}
fn trigger_menu_back(&self) -> bool {
self.trigger.shoot()
}
fn trigger_menu_pause(&self) -> bool {
self.trigger.pause()
}
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) {
// we could probably vibrate the phone? do mobile games do that?
}
}