flora-search-aurora/input.lisp

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Common Lisp
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;;;; Copyright © 2023, Jaidyn Ann <jadedctrl@posteo.at>
;;;;
;;;; This program is free software: you can redistribute it and/or
;;;; modify it under the terms of the GNU General Public License as
;;;; published by the Free Software Foundation, either version 3 of
;;;; the License, or (at your option) any later version.
;;;;
;;;; This program is distributed in the hope that it will be useful,
;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;;;; GNU General Public License for more details.
;;;;
;;;; You should have received a copy of the GNU General Public License
;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;;; FLORA-SEARCH-AURORA.INPUT
;;;; All input-related voodoo goes here: Input reading, translating, parsing, etc.
(in-package :flora-search-aurora.input)
;; Yup, they're hardcoded like this. Horrid, ain't it? ^_^
(defvar +qwerty-layout+
'(#\q #\Q #\w #\W #\e #\E #\r #\R #\t #\T #\y #\Y #\u #\U #\i #\I #\o #\O #\p #\P #\[ #\{ #\] #\}
#\a #\A #\s #\S #\d #\D #\f #\F #\g #\G #\h #\H #\j #\J #\k #\K #\l #\L #\; #\: #\' #\"
#\z #\Z #\x #\X #\c #\C #\v #\V #\b #\B #\n #\N #\m #\M #\, #\< #\. #\> #\/ #\?))
(defvar +dvorak-layout+
'(#\' #\" #\, #\< #\. #\> #\p #\P #\y #\Y #\f #\F #\g #\G #\c #\C #\r #\R #\l #\L #\/ #\? #\= #\+
#\a #\A #\o #\O #\e #\E #\u #\U #\i #\I #\d #\D #\h #\H #\t #\T #\n #\N #\s #\S #\- #\_
#\; #\: #\q #\Q #\j #\J #\k #\K #\x #\X #\b #\B #\m #\M #\w #\W #\v #\V #\z #\Z))
(defvar +numpad-game-layout+
'((#\8 . )(#\4 . )(#\2 . )(#\6 . )(#\7 . )(#\9 . )(#\1 . )(#\3 . )
(#\5 . 🆗)(#\return . 🆗)
(#\+ . )(#\0 . )))
(defvar +arrows-game-layout+
(append '((#\↑ . )(#\← . )(#\↓ . )(#\→ . )
(#\a . 🆗)(#\z . 🆗)(#\space . 🆗)(#\return . 🆗)
(#\s . )(#\x . )(#\Esc . ))
+numpad-game-layout+))
(defvar +wasd-game-layout+
(append '((#\w . )(#\a . )(#\s . )(#\d . )
(#\j . 🆗)(#\← . 🆗)(#\space . 🆗)(#\return . 🆗)
(#\k . )(#\↓ . )(#\Esc . ))
+numpad-game-layout+))
(defvar +ijkl-game-layout+
(append '((#\i . )(#\j . )(#\k . )(#\l . )
(#\a . 🆗)(#\z . 🆗)(#\← . 🆗)(#\space . 🆗)(#\return . 🆗)
(#\s . )(#\x . )(#\↓ . )(#\Esc . ))
+numpad-game-layout+))
(defun read-char-plist (&optional (stream *standard-input*))
"Reads a character directly from standard-input (sans buffering).
Simple terminal escape codes (like arrow-keys) are translated into
roughly-semantically-equal character representations see the
docstring of #'escape-code-to-character for more info."
(let* ((char-1 (read-char stream))
(char-2 (if (eq char-1 #\ESC) (read-char-no-hang stream))) ; Maybe escaped char or [.
(char-3 (if (eq char-2 #\[) (read-char-no-hang stream))) ; Maybe end-of-sequence, or 1.
(char-4 (if (eq char-3 #\1) (read-char-no-hang stream))) ; Maybe semicolon.
(char-5 (if (eq char-4 #\;) (read-char-no-hang stream))) ; Maybe modifer-key.
(char-6 (if (characterp char-5) (read-char-no-hang stream)))) ; Escaped char and EOS.
;; Let me explain! There are pretty much three input-cases we should care about:
;; * character
;; * ␛ character
;; * ␛ [ character
;; * ␛ [ 1 ; modifier character
;; This is by no means comprehensive, sorry: I didn't even try! But it suits my purposes. :-P
(let ((the-char (or char-6 char-3 char-2 char-1))
(modifier (case char-5
(#\2 'shift)
(#\3 'meta)
(#\5 'control)))
(escaped (eq char-1 #\ESC)))
(list :char the-char :modifier modifier :escaped escaped))))
(defun normalize-char-plist (char-plist &optional (layout +qwerty-layout+))
"Given a character input property list (as received from READ-CHAR-PLIST),
massage the output into parsable, deescaped, QWERTY-according format."
(let ((normalized (deescape-char-plist char-plist)))
(setf (getf normalized :char)
(qwertyize-char (getf normalized :char)
layout))
normalized))
(defun qwertyize-char (char layout)
"Given a char input in some layout, return the corresponding character in QWERTY.
Not at all comprehensive, but probably-mostly-just-good-enough. ¯\_ ()_/¯"
(or (parallel-list-item char layout +qwerty-layout+)
char))
(defun read-gamefied-char-plist
(&optional (stream *standard-input*) (layout +qwerty-layout+) (game-layout +arrows-game-layout+))
"Read a character directly from standard-input, then translating its character into the QWERTY
equivalent, then parsing that character into semantic meaning. Results in a plist like so:
(:char #\w :semantic :modifier nil :escaped nil)"
(gameify-char-plist (normalize-char-plist (read-char-plist stream) layout)
game-layout))
(defun gameify-char-plist (char-plist &optional (game-layout +arrows-game-layout+))
"Given a character input plist (as received by READ-CHAR-PLIST), return a
char plist containing a :FUNCTION property, which contains one of several
semantic symbols that match up for menus/gameplay: , , , , 🆗, or ."
(let ((semantic-value (cdr (assoc (getf char-plist :char) game-layout))))
(if semantic-value
(append (list :semantic semantic-value) char-plist)
char-plist)))
(defun deescape-char-plist (char-plist)
"Translate escaped characters into somewhat-semantically-adjacent
characters, like left arrow-key (escaped D) into (LEFTWARDS ARROW)."
(list :modifier (getf char-plist :modifier)
:char (if (getf char-plist :escaped)
(case (getf char-plist :char)
(#\A #\↑)
(#\B #\↓)
(#\C #\→)
(#\D #\←)
(otherwise (getf char-plist :char)))
(getf char-plist :char))))
2023-06-19 14:56:13 -05:00
;;; ———————————————————————————————————
;;; Misc. utils
;;; ———————————————————————————————————
(defun parallel-list-item (item-a list-a list-b &key (test #'eql))
"Given two parallel lists and an item contained in the first list, return its
corresponding item in the other list, by index."
(let ((index (position item-a list-a :test test)))
(if index
(nth index list-b))))