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144 lines
5.5 KiB
Rust
144 lines
5.5 KiB
Rust
use piston::input::{Button, Event, Input, Motion, ButtonState as PButtonState};
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use serde::{Serialize, Deserialize};
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use crate::types::{InputTypeFlags, InputCause, ButtonState, ProcessingResult};
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use crate::{Schema, ToEventType, EventType};
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#[derive(Serialize, Deserialize)]
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pub struct SchemaPiston<TUserAction>
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where TUserAction: Clone + Serialize,
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{
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schema: Schema<Event, usize, TUserAction>,
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}
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/// Schema implementation using the Piston backend
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impl<TUserAction> SchemaPiston<TUserAction>
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where TUserAction: Clone + Serialize,
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{
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/// Create a new Schema with given name
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pub fn new(name: &str) -> Self {
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SchemaPiston {
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schema: Schema::new(name)
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}
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}
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/// Assigns assigns the controller from next registered input event
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/// to this schema if it passes through the input flags
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pub fn assign_controller(&mut self, event: &Event, iaf: InputTypeFlags) -> bool {
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self.schema.assign_controller(event, iaf)
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}
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/// Assigns specified user action to the next registered event from piston
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pub fn assign_input(&mut self, event: &Event, action: TUserAction, iaf: InputTypeFlags) -> bool {
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self.schema.assign_input(event, action, iaf)
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}
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/// Main event processing hook. Will result in ProcessingResult for user's action if
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/// a mapping is withing the schema for the given event.
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pub fn process_event(&mut self, event: &Event) -> Option<ProcessingResult<TUserAction>> {
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self.schema.process_event(event)
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}
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/// Assigns a player_id to this schema
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pub fn set_player_id(&mut self, player_id: Option<usize>) {
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self.schema.set_player_id(player_id);
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}
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/// Returns the current player_id (or None if not assigned)
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pub fn player_id(&self) -> Option<usize> {
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self.schema.player_id
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}
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/// Returns the currently assigned controller (or None if not assigned)
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/// *NOTE* keyboard and mouse have no controller ID by definition in piston
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pub fn controller_id(&self) -> Option<usize> {
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self.schema.controller_id
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}
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}
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impl ToEventType<usize> for Event
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{
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fn to_raw(&self) -> Option<EventType> {
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match self {
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Event::Input(input) => match input {
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Input::Button(args) => match args.button {
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Button::Keyboard(v) => Some(EventType::new(1, v as u64)),
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Button::Mouse(v) => Some(EventType::new(2, v as u64)),
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_ => None
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},
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Input::Move(args) => match args {
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Motion::ControllerAxis(v) => Some(EventType::new(3, u64::from(v.axis))),
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Motion::MouseCursor(_, _) => Some(EventType::new(4, 0)), // we only care that it's mouse move here
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_ => None
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},
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_ => None
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}
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_ => None,
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}
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}
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fn controller_id(&self) -> Option<usize> {
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match self {
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Event::Input(input) => match input {
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Input::Move(args) => match args {
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Motion::ControllerAxis(c) => Some(c.id as usize),
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_ => None,
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},
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Input::Button(args) => match args.button {
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Button::Controller(c) => Some(c.id as usize),
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Button::Hat(c) => Some(c.id as usize),
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_ => None,
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}
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_ => None,
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},
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_ => None,
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}
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}
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fn filter_for_assignment(&self, iaf: InputTypeFlags) -> bool {
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match self {
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Event::Input(input) => match input {
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Input::Button(args) => match args.state {
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PButtonState::Press => match args.button {
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Button::Keyboard(_) => iaf.intersects(InputTypeFlags::Key),
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Button::Controller(_) | // any non key button here
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Button::Mouse(_) |
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Button::Hat(_) => iaf.intersects(InputTypeFlags::Button)
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},
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PButtonState::Release => false, // do not assign from release
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},
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Input::Move(args) => match args {
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Motion::MouseCursor(_, _) => iaf.contains(InputTypeFlags::MouseMove),
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Motion::MouseRelative(_, _) => iaf.contains(InputTypeFlags::MouseMove),
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Motion::MouseScroll(_, _) => false, // TODO: add proper mouse scroll support to prongs
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Motion::ControllerAxis(_) => iaf.contains(InputTypeFlags::Axis),
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Motion::Touch(_) => false, // TODO: add touch support to prongs
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}
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_ => iaf.contains(InputTypeFlags::Other),
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},
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_ => false,
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}
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}
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fn get_cause(&self) -> Option<InputCause> {
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match self {
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Event::Input(input) => match input {
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Input::Button(args) => match args.state {
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PButtonState::Press => Some(InputCause::Button(ButtonState::Pressed)),
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PButtonState::Release => Some(InputCause::Button(ButtonState::Released)),
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},
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Input::Move(args) => match args {
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Motion::MouseCursor(x, y) => Some(InputCause::Motion(*x, *y)),
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Motion::MouseRelative(_, _) => None,
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Motion::MouseScroll(_, _) => None,
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Motion::ControllerAxis(_) => None, // InputCause::Axis(), TODO
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Motion::Touch(_) => None, // TODO: add touch support to prongs
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}
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_ => None,
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},
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_ => None,
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}
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}
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}
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