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