113 lines
3.7 KiB
Text
113 lines
3.7 KiB
Text
# 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, 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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down: bool = false
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wheel: float = 0.0
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tab: bool = false
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shift: bool = false
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up: bool = false
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down_key: bool = false
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left: bool = false
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right: bool = false
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enter: bool = false
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space: bool = false
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escape: bool = false
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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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held_enter: bool = false # Enter held (with pad_a: a button's on-down, then its on-up)
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down_right: bool = false # the other mouse buttons held
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down_middle: bool = false
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}
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function in_read(ui_st: mut UiState) -> void {
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if ui_st.in_given {
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ui_st.in_given = false
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return
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}
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ui_st.in_was_down = ui_st.in_now.down
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var i = ui_st.in_rec_a # the package's own two records, in turn (never a host's)
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if ui_st.in_now == ui_st.in_rec_a { i = ui_st.in_rec_b }
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ui_st.in_last = ui_st.in_now
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in_reset(i)
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if ui_st.ui_be != null and ui_st.ui_be.input {
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let ps = in_pointer_scale(ui_st)
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i.x = float(Input.mouse_x()) * ps
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i.y = float(Input.mouse_y()) * ps
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i.down = Input.mouse_down(0)
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i.down_right = Input.mouse_down(1)
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i.down_middle = Input.mouse_down(2)
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i.wheel = float(Input.wheel())
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i.tab = Input.key_pressed(Key.Tab)
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i.shift = Input.key_down(Key.Shift)
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i.up = Input.key_pressed(Key.Up)
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i.down_key = Input.key_pressed(Key.Down)
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i.left = Input.key_pressed(Key.Left)
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i.right = Input.key_pressed(Key.Right)
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i.enter = Input.key_pressed(Key.Enter)
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i.space = Input.key_pressed(Key.Space)
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i.escape = Input.key_pressed(Key.Escape)
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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(ui_st, i)
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ui_st.in_now = i
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}
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# the platform reports the pointer in window points and a renderer draws in pixels: on Retina the
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# layout is twice the pointer's numbers, and every hit landed up and to the left of the cursor
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function in_pointer_scale(ui_st: UiState) -> float {
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if ui_st.ui_be.pointer_scale == null { return 1.0 }
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return ui_st.ui_be.pointer_scale()
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}
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function in_any_key() -> int {
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for k in 8 .. 167 {
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if Input.key_pressed(k) { return k }
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}
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return 0
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}
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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(ui_st: mut UiState, i: UiInput) -> void {
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ui_st.in_was_down = ui_st.in_now.down
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ui_st.in_last = ui_st.in_now
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in_repeat(ui_st, i)
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ui_st.in_now = i
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ui_st.in_given = true
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}
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# every field back to its default (generated from UiInput)
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function in_reset(i: UiInput) -> void {
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i.x = -1.0
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i.y = -1.0
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i.down = false
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i.wheel = 0.0
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i.tab = false
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i.shift = false
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i.up = false
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i.down_key = false
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i.left = false
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i.right = false
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i.enter = false
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i.space = false
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i.escape = false
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i.backspace = false
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i.typed = ""
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i.key = 0
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i.held_up = false
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i.held_down = false
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i.held_left = false
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i.held_right = false
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i.pad_a = false
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i.pad_b = false
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i.held_enter = false
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i.down_right = false
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i.down_middle = false
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}
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