80 lines
2.6 KiB
Text
80 lines
2.6 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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var in_now: UiInput = new UiInput
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var in_was_down: bool = false
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var in_last: UiInput = new UiInput
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var in_given: bool = false
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function in_read() -> void {
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if in_given {
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in_given = false
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return
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}
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in_was_down = in_now.down
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in_last = in_now
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let i = new UiInput
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if ui_be != null and ui_be.input {
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i.x = float(Input.mouse_x())
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i.y = float(Input.mouse_y())
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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(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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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(i: UiInput) -> void {
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in_was_down = in_now.down
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in_last = in_now
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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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