ludic/packages/ludic.ui/input_pad.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

55 lines
2.4 KiB
Text

# input_pad.ludic - the first gamepad, and a held direction: the d-pad and the left stick move the
# focus as the arrows do, A is Enter and B is Escape; any direction held presses once, then again
# after 0.42 s and every 0.11 s after that, on the ui clock
const RP_FIRST: float = 0.42
const RP_EVERY: float = 0.11
const PAD_STICK: float = 0.5
# what is held this frame: the arrow keys, the d-pad (SDL's order: 11 up, 12 down, 13 left, 14
# right) and the stick past half way along its larger axis
function in_held(i: UiInput) -> void {
i.held_up = Input.key_down(Key.Up)
i.held_down = Input.key_down(Key.Down)
i.held_left = Input.key_down(Key.Left)
i.held_right = Input.key_down(Key.Right)
i.held_enter = Input.key_down(Key.Enter)
if not Input.pad_connected(0) { return }
let ax = float(Input.pad_axis(0, 0))
let ay = float(Input.pad_axis(0, 1))
let flat = Math.abs(ax) >= Math.abs(ay)
i.held_up = i.held_up or Input.pad_button(0, 11) or (not flat and ay < 0.0 - PAD_STICK)
i.held_down = i.held_down or Input.pad_button(0, 12) or (not flat and ay > PAD_STICK)
i.held_left = i.held_left or Input.pad_button(0, 13) or (flat and ax < 0.0 - PAD_STICK)
i.held_right = i.held_right or Input.pad_button(0, 14) or (flat and ax > PAD_STICK)
i.pad_a = Input.pad_button(0, 0)
i.pad_b = Input.pad_button(0, 1)
}
# the held directions and buttons as this frame's presses
function in_repeat(ui_st: mut UiState, i: UiInput) -> void {
let now = an_now(ui_st)
if rp_fire(ui_st, 0, i.held_up, now) { i.up = true }
if rp_fire(ui_st, 1, i.held_down, now) { i.down_key = true }
if rp_fire(ui_st, 2, i.held_left, now) { i.left = true }
if rp_fire(ui_st, 3, i.held_right, now) { i.right = true }
if i.pad_a and not ui_st.rp_a { i.enter = true }
if i.pad_b and not ui_st.rp_b { i.escape = true }
ui_st.rp_a = i.pad_a
ui_st.rp_b = i.pad_b
let act = i.pad_a or i.held_enter
ui_st.in_act_down = act and not ui_st.rp_act
ui_st.in_act_up = ui_st.rp_act and not act
ui_st.rp_act = act
}
function rp_fire(ui_st: mut UiState, k: int, held: bool, now: float) -> bool {
if not held {
ui_st.rp_next[k] = -1.0
return false
}
if ui_st.rp_next[k] < 0.0 {
ui_st.rp_next[k] = now + RP_FIRST
return true
}
if now + 0.000001 < ui_st.rp_next[k] { return false }
ui_st.rp_next[k] = ui_st.rp_next[k] + RP_EVERY
if ui_st.rp_next[k] <= now { ui_st.rp_next[k] = now + RP_EVERY }
return true
}