369 lines
11 KiB
Lua
369 lines
11 KiB
Lua
local baton = {
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_VERSION = 'Baton v1.0.1',
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_DESCRIPTION = 'Input library for LÖVE.',
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_URL = 'https://github.com/tesselode/baton',
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_LICENSE = [[
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MIT License
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Copyright (c) 2019 Andrew Minnich
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]
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}
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-- string parsing functions --
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-- splits a source definition into type and value
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-- example: 'button:a' -> 'button', 'a'
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local function parseSource(source)
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return source:match '(.+):(.+)'
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end
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-- splits an axis value into axis and direction
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-- example: 'leftx-' -> 'leftx', '-'
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local function parseAxis(value)
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return value:match '(.+)([%+%-])'
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end
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-- splits a joystick hat value into hat number and direction
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-- example: '2rd' -> '2', 'rd'
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local function parseHat(value)
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return value:match '(%d)(.+)'
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end
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--[[
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-- source functions --
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each source function checks the state of one type of input
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and returns a value from 0 to 1. for binary controls, such
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as keyboard keys and gamepad buttons, they return 1 if the
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input is held down and 0 if not. for analog controls, such
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as "leftx+" (the left analog stick held to the right), they
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return a number from 0 to 1.
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source functions are split into keyboard/mouse functions
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and joystick/gamepad functions. baton treats these two
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categories slightly differently.
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]]
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local sourceFunction = {keyboardMouse = {}, joystick = {}}
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-- checks whether a keyboard key is down or not
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function sourceFunction.keyboardMouse.key(key)
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return love.keyboard.isDown(key) and 1 or 0
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end
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-- checks whether a keyboard key is down or not,
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-- but it takes a scancode as an input
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function sourceFunction.keyboardMouse.sc(sc)
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return love.keyboard.isScancodeDown(sc) and 1 or 0
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end
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-- checks whether a mouse buttons is down or not.
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-- note that baton doesn't detect mouse movement, just the buttons
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function sourceFunction.keyboardMouse.mouse(button)
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return love.mouse.isDown(tonumber(button)) and 1 or 0
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end
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-- checks the position of a joystick axis
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function sourceFunction.joystick.axis(joystick, value)
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local axis, direction = parseAxis(value)
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-- "a and b or c" is ok here because b will never be boolean
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value = tonumber(axis) and joystick:getAxis(tonumber(axis))
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or joystick:getGamepadAxis(axis)
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if direction == '-' then value = -value end
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return value > 0 and value or 0
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end
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-- checks whether a joystick button is held down or not
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-- can take a number or a GamepadButton string
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function sourceFunction.joystick.button(joystick, button)
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-- i'm intentionally not using the "a and b or c" idiom here
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-- because joystick.isDown returns a boolean
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if tonumber(button) then
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return joystick:isDown(tonumber(button)) and 1 or 0
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else
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return joystick:isGamepadDown(button) and 1 or 0
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end
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end
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-- checks the direction of a joystick hat
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function sourceFunction.joystick.hat(joystick, value)
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local hat, direction = parseHat(value)
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return joystick:getHat(hat) == direction and 1 or 0
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end
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--[[
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-- player class --
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the player object takes a configuration table and handles input
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accordingly. it's called a "player" because it makes sense to use
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multiple of these for each player in a multiplayer game, but
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you can use separate player objects to organize inputs
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however you want.
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]]
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local Player = {}
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Player.__index = Player
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-- internal functions --
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-- sets the player's config to a user-defined config table
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-- and sets some defaults if they're not already defined
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function Player:_loadConfig(config)
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if not config then
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error('No config table provided', 4)
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end
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if not config.controls then
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error('No controls specified', 4)
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end
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config.pairs = config.pairs or {}
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config.deadzone = config.deadzone or .5
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config.squareDeadzone = config.squareDeadzone or false
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self.config = config
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end
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-- initializes a control object for each control defined in the config
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function Player:_initControls()
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self._controls = {}
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for controlName, sources in pairs(self.config.controls) do
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self._controls[controlName] = {
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sources = sources,
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rawValue = 0,
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value = 0,
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down = false,
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downPrevious = false,
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pressed = false,
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released = false,
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}
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end
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end
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-- initializes an axis pair object for each axis pair defined in the config
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function Player:_initPairs()
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self._pairs = {}
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for pairName, controls in pairs(self.config.pairs) do
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self._pairs[pairName] = {
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controls = controls,
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rawX = 0,
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rawY = 0,
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x = 0,
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y = 0,
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down = false,
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downPrevious = false,
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pressed = false,
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released = false,
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}
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end
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end
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function Player:_init(config)
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self:_loadConfig(config)
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self:_initControls()
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self:_initPairs()
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self._activeDevice = 'none'
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end
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--[[
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detects the active device (keyboard/mouse or joystick).
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if the keyboard or mouse is currently being used, joystick
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inputs will be ignored. this is to prevent slight axis movements
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from adding errant inputs when someone's using the keyboard.
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the active device is saved to player._activeDevice, which is then
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used throughout the rest of the update loop to check only
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keyboard or joystick inputs.
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]]
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function Player:_setActiveDevice()
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for _, control in pairs(self._controls) do
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for _, source in ipairs(control.sources) do
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local type, value = parseSource(source)
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if sourceFunction.keyboardMouse[type] then
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if sourceFunction.keyboardMouse[type](value) > self.config.deadzone then
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self._activeDevice = 'kbm'
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return
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end
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elseif self.config.joystick and sourceFunction.joystick[type] then
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if sourceFunction.joystick[type](self.config.joystick, value) > self.config.deadzone then
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self._activeDevice = 'joy'
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end
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end
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end
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end
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end
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--[[
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gets the value of a control by running the appropriate source functions
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for all of its sources. does not apply deadzone.
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]]
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function Player:_getControlRawValue(control)
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local rawValue = 0
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for _, source in ipairs(control.sources) do
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local type, value = parseSource(source)
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if sourceFunction.keyboardMouse[type] and self._activeDevice == 'kbm' then
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if sourceFunction.keyboardMouse[type](value) == 1 then
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return 1
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end
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elseif sourceFunction.joystick[type] and self._activeDevice == 'joy' then
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rawValue = rawValue + sourceFunction.joystick[type](self.config.joystick, value)
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if rawValue >= 1 then
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return 1
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end
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end
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end
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return rawValue
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end
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--[[
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updates each control in a player. saves the value with and without deadzone
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and the down/pressed/released state.
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]]
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function Player:_updateControls()
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for _, control in pairs(self._controls) do
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control.rawValue = self:_getControlRawValue(control)
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control.value = control.rawValue >= self.config.deadzone and control.rawValue or 0
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control.downPrevious = control.down
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control.down = control.value > 0
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control.pressed = control.down and not control.downPrevious
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control.released = control.downPrevious and not control.down
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end
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end
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--[[
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updates each axis pair in a player. saves the value with and without deadzone
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and the down/pressed/released state.
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]]
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function Player:_updatePairs()
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for _, pair in pairs(self._pairs) do
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-- get raw x and y
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local l = self._controls[pair.controls[1]].rawValue
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local r = self._controls[pair.controls[2]].rawValue
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local u = self._controls[pair.controls[3]].rawValue
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local d = self._controls[pair.controls[4]].rawValue
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pair.rawX, pair.rawY = r - l, d - u
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-- limit to 1
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local len = math.sqrt(pair.rawX^2 + pair.rawY^2)
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if len > 1 then
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pair.rawX, pair.rawY = pair.rawX / len, pair.rawY / len
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end
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-- deadzone
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if self.config.squareDeadzone then
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pair.x = math.abs(pair.rawX) > self.config.deadzone and pair.rawX or 0
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pair.y = math.abs(pair.rawY) > self.config.deadzone and pair.rawY or 0
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else
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pair.x = len > self.config.deadzone and pair.rawX or 0
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pair.y = len > self.config.deadzone and pair.rawY or 0
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end
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-- down/pressed/released
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pair.downPrevious = pair.down
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pair.down = pair.x ~= 0 or pair.y ~= 0
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pair.pressed = pair.down and not pair.downPrevious
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pair.released = pair.downPrevious and not pair.down
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end
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end
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-- public API --
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-- checks for changes in inputs
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function Player:update()
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self:_setActiveDevice()
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self:_updateControls()
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self:_updatePairs()
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end
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-- gets the value of a control or axis pair without deadzone applied
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function Player:getRaw(name)
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if self._pairs[name] then
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return self._pairs[name].rawX, self._pairs[name].rawY
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elseif self._controls[name] then
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return self._controls[name].rawValue
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else
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error('No control with name "' .. name .. '" defined', 3)
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end
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end
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-- gets the value of a control or axis pair with deadzone applied
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function Player:get(name)
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if self._pairs[name] then
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return self._pairs[name].x, self._pairs[name].y
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elseif self._controls[name] then
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return self._controls[name].value
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else
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error('No control with name "' .. name .. '" defined', 3)
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end
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end
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-- gets whether a control or axis pair is "held down"
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function Player:down(name)
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if self._pairs[name] then
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return self._pairs[name].down
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elseif self._controls[name] then
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return self._controls[name].down
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else
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error('No control with name "' .. name .. '" defined', 3)
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end
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end
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-- gets whether a control or axis pair was pressed this frame
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function Player:pressed(name)
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if self._pairs[name] then
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return self._pairs[name].pressed
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elseif self._controls[name] then
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return self._controls[name].pressed
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else
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error('No control with name "' .. name .. '" defined', 3)
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end
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end
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-- gets whether a control or axis pair was released this frame
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function Player:released(name)
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if self._pairs[name] then
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return self._pairs[name].released
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elseif self._controls[name] then
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return self._controls[name].released
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else
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error('No control with name "' .. name .. '" defined', 3)
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end
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end
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--[[
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gets the currently active device (either "kbm", "joy", or "none").
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this is useful for displaying instructional text. you may have
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a menu that says "press ENTER to confirm" or "press A to confirm"
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depending on whether the player is using their keyboard or gamepad.
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this function allows you to detect which they used most recently.
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]]
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function Player:getActiveDevice()
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return self._activeDevice
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end
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-- main functions --
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-- creates a new player with the user-provided config table
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function baton.new(config)
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local player = setmetatable({}, Player)
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player:_init(config)
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return player
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end
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return baton
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