# input.ludic - what the player did this frame, read once from the runtime's Input: the pointer, its # button, the wheel, the keys a UI answers, the first pad and what was typed. A test or a host can set # it instead (input_pad.ludic makes a held direction repeat). export property UiInput { x: float = -1.0 y: float = -1.0 down: bool = false wheel: float = 0.0 tab: bool = false shift: bool = false up: bool = false down_key: bool = false left: bool = false right: bool = false enter: bool = false space: bool = false escape: bool = false backspace: bool = false typed: string = "" key: int = 0 # any key pressed this frame, for a key-capture field held_up: bool = false # a direction held - an arrow key, the d-pad or the left stick - held_down: bool = false # which presses its arrow now and repeats while it is held held_left: bool = false held_right: bool = false pad_a: bool = false # the pad's south button held: Enter pad_b: bool = false # its east button held: Escape held_enter: bool = false # Enter held (with pad_a: a button's on-down, then its on-up) down_right: bool = false # the other mouse buttons held down_middle: bool = false } function in_read(ui_st: mut UiState) -> void { if ui_st.in_given { ui_st.in_given = false return } ui_st.in_was_down = ui_st.in_now.down var i = ui_st.in_rec_a # the package's own two records, in turn (never a host's) if ui_st.in_now == ui_st.in_rec_a { i = ui_st.in_rec_b } ui_st.in_last = ui_st.in_now in_reset(i) if ui_st.ui_be != null and ui_st.ui_be.input { let ps = in_pointer_scale(ui_st) i.x = float(Input.mouse_x()) * ps i.y = float(Input.mouse_y()) * ps i.down = Input.mouse_down(0) i.down_right = Input.mouse_down(1) i.down_middle = Input.mouse_down(2) i.wheel = float(Input.wheel()) i.tab = Input.key_pressed(Key.Tab) i.shift = Input.key_down(Key.Shift) i.up = Input.key_pressed(Key.Up) i.down_key = Input.key_pressed(Key.Down) i.left = Input.key_pressed(Key.Left) i.right = Input.key_pressed(Key.Right) i.enter = Input.key_pressed(Key.Enter) i.space = Input.key_pressed(Key.Space) i.escape = Input.key_pressed(Key.Escape) i.backspace = Input.key_pressed(Key.Backspace) i.typed = Input.text() i.key = in_any_key() in_held(i) } in_repeat(ui_st, i) ui_st.in_now = i } # the platform reports the pointer in window points and a renderer draws in pixels: on Retina the # layout is twice the pointer's numbers, and every hit landed up and to the left of the cursor function in_pointer_scale(ui_st: UiState) -> float { if ui_st.ui_be.pointer_scale == null { return 1.0 } return ui_st.ui_be.pointer_scale() } function in_any_key() -> int { for k in 8 .. 167 { if Input.key_pressed(k) { return k } } return 0 } # this frame's input, given by a test or a host that reads its own export function ui_input(ui_st: mut UiState, i: UiInput) -> void { ui_st.in_was_down = ui_st.in_now.down ui_st.in_last = ui_st.in_now in_repeat(ui_st, i) ui_st.in_now = i ui_st.in_given = true } # every field back to its default (generated from UiInput) function in_reset(i: UiInput) -> void { i.x = -1.0 i.y = -1.0 i.down = false i.wheel = 0.0 i.tab = false i.shift = false i.up = false i.down_key = false i.left = false i.right = false i.enter = false i.space = false i.escape = false i.backspace = false i.typed = "" i.key = 0 i.held_up = false i.held_down = false i.held_left = false i.held_right = false i.pad_a = false i.pad_b = false i.held_enter = false i.down_right = false i.down_middle = false }