feat(ui): the gamepad moves the focus, presses and goes back; a held direction repeats on the clock
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9 changed files with 141 additions and 1 deletions
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@ -21,6 +21,7 @@ import "controls_parts.ludic"
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import "controls_key.ludic"
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import "controls_number.ludic"
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import "input.ludic"
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import "input_pad.ludic"
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import "focus.ludic"
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import "scroll.ludic"
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import "scroll_bar.ludic"
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@ -1,5 +1,6 @@
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# input.ludic - what the player did this frame, read once from the runtime's Input: the pointer, its
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# button, the wheel, the keys a UI answers and what was typed. A test or a host can set it instead.
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# button, the wheel, the keys a UI answers, the first pad and what was typed. A test or a host can set
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# it instead (input_pad.ludic makes a held direction repeat).
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export property UiInput {
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x: float = -1.0
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y: float = -1.0
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@ -17,6 +18,12 @@ export property UiInput {
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backspace: bool = false
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typed: string = ""
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key: int = 0 # any key pressed this frame, for a key-capture field
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held_up: bool = false # a direction held - an arrow key, the d-pad or the left stick -
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held_down: bool = false # which presses its arrow now and repeats while it is held
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held_left: bool = false
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held_right: bool = false
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pad_a: bool = false # the pad's south button held: Enter
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pad_b: bool = false # its east button held: Escape
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}
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var in_now: UiInput = new UiInput
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var in_was_down: bool = false
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@ -45,7 +52,9 @@ function in_read() -> void {
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i.backspace = Input.key_pressed(Key.Backspace)
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i.typed = Input.text()
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i.key = in_any_key()
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in_held(i)
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}
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in_repeat(i)
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in_now = i
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}
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function in_any_key() -> int {
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@ -57,6 +66,7 @@ function in_any_key() -> int {
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# this frame's input, given by a test or a host that reads its own
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export function ui_input(i: UiInput) -> void {
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in_was_down = in_now.down
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in_repeat(i)
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in_now = i
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in_given = true
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}
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53
packages/ludic.ui/input_pad.ludic
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53
packages/ludic.ui/input_pad.ludic
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@ -0,0 +1,53 @@
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# input_pad.ludic - the first gamepad, and a held direction: the d-pad and the left stick move the
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# focus as the arrows do, A is Enter and B is Escape; any direction held presses once, then again
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# after 0.42 s and every 0.11 s after that, on the ui clock
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const RP_FIRST: float = 0.42
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const RP_EVERY: float = 0.11
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const PAD_STICK: float = 0.5
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var rp_next: []float = [-1.0, -1.0, -1.0, -1.0]
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var rp_a: bool = false
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var rp_b: bool = false
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# what is held this frame: the arrow keys, the d-pad (SDL's order: 11 up, 12 down, 13 left, 14
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# right) and the stick past half way along its larger axis
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function in_held(i: UiInput) -> void {
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i.held_up = Input.key_down(Key.Up)
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i.held_down = Input.key_down(Key.Down)
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i.held_left = Input.key_down(Key.Left)
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i.held_right = Input.key_down(Key.Right)
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if not Input.pad_connected(0) { return }
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let ax = float(Input.pad_axis(0, 0))
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let ay = float(Input.pad_axis(0, 1))
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let flat = Math.abs(ax) >= Math.abs(ay)
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i.held_up = i.held_up or Input.pad_button(0, 11) or (not flat and ay < 0.0 - PAD_STICK)
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i.held_down = i.held_down or Input.pad_button(0, 12) or (not flat and ay > PAD_STICK)
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i.held_left = i.held_left or Input.pad_button(0, 13) or (flat and ax < 0.0 - PAD_STICK)
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i.held_right = i.held_right or Input.pad_button(0, 14) or (flat and ax > PAD_STICK)
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i.pad_a = Input.pad_button(0, 0)
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i.pad_b = Input.pad_button(0, 1)
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}
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# the held directions and buttons as this frame's presses
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function in_repeat(i: UiInput) -> void {
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let now = an_now()
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if rp_fire(0, i.held_up, now) { i.up = true }
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if rp_fire(1, i.held_down, now) { i.down_key = true }
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if rp_fire(2, i.held_left, now) { i.left = true }
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if rp_fire(3, i.held_right, now) { i.right = true }
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if i.pad_a and not rp_a { i.enter = true }
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if i.pad_b and not rp_b { i.escape = true }
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rp_a = i.pad_a
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rp_b = i.pad_b
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}
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function rp_fire(k: int, held: bool, now: float) -> bool {
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if not held {
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rp_next[k] = -1.0
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return false
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}
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if rp_next[k] < 0.0 {
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rp_next[k] = now + RP_FIRST
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return true
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}
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if now + 0.000001 < rp_next[k] { return false }
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rp_next[k] = rp_next[k] + RP_EVERY
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if rp_next[k] <= now { rp_next[k] = now + RP_EVERY }
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return true
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}
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