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https://github.com/griffi-gh/kubi.git
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pl ctl
This commit is contained in:
parent
36cec2b1e5
commit
93b99d2306
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@ -1,297 +1,301 @@
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use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
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use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
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use glam::{Vec2, DVec2, vec2, dvec2};
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use glam::{Vec2, DVec2, vec2, dvec2};
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use winit::{
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use winit::{
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keyboard::{KeyCode, PhysicalKey},
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keyboard::{KeyCode, PhysicalKey},
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event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
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event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
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};
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};
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use hashbrown::HashMap;
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use hashbrown::HashMap;
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use tinyset::{SetU32, SetU64};
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use tinyset::{SetU32, SetU64};
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use nohash_hasher::BuildNoHashHasher;
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use nohash_hasher::BuildNoHashHasher;
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use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
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use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
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use crate::{
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use crate::{
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events::{InputDeviceEvent, TouchEvent},
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events::{InputDeviceEvent, TouchEvent},
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rendering::WindowSize
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rendering::WindowSize
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};
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};
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#[derive(Unique, Clone, Copy, Default, Debug)]
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#[derive(Unique, Clone, Copy, Default, Debug)]
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pub struct Inputs {
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pub struct Inputs {
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pub movement: Vec2,
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pub movement: Vec2,
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pub look: Vec2,
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pub look: Vec2,
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pub action_a: bool,
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pub action_a: bool,
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pub action_b: bool,
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pub action_b: bool,
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}
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pub jump: bool,
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}
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#[derive(Unique, Clone, Copy, Default, Debug)]
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pub struct PrevInputs(pub Inputs);
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#[derive(Unique, Clone, Copy, Default, Debug)]
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pub struct PrevInputs(pub Inputs);
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#[derive(Unique, Clone, Default, Debug)]
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pub struct RawKbmInputState {
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#[derive(Unique, Clone, Default, Debug)]
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pub keyboard_state: SetU32,
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pub struct RawKbmInputState {
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pub button_state: [bool; 32],
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pub keyboard_state: SetU32,
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pub mouse_delta: DVec2
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pub button_state: [bool; 32],
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}
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pub mouse_delta: DVec2
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}
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#[derive(Clone, Copy, Debug, Default)]
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pub enum FingerCheck {
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#[derive(Clone, Copy, Debug, Default)]
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#[default]
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pub enum FingerCheck {
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Start,
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#[default]
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Current,
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Start,
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StartOrCurrent,
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Current,
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StartAndCurrent,
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StartOrCurrent,
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NotMoved,
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StartAndCurrent,
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}
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NotMoved,
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}
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#[derive(Clone, Copy, Debug)]
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pub struct Finger {
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#[derive(Clone, Copy, Debug)]
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pub id: u64,
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pub struct Finger {
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pub device_id: DeviceId,
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pub id: u64,
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pub prev_position: DVec2,
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pub device_id: DeviceId,
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pub start_position: DVec2,
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pub prev_position: DVec2,
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pub current_position: DVec2,
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pub start_position: DVec2,
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pub has_moved: bool,
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pub current_position: DVec2,
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}
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pub has_moved: bool,
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impl Finger {
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}
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pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
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impl Finger {
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let within_area = |pos: DVec2| -> bool {
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pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
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((pos - area_pos).min_element() >= 0.) &&
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let within_area = |pos: DVec2| -> bool {
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((pos - (area_pos + area_size)).max_element() <= 0.)
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((pos - area_pos).min_element() >= 0.) &&
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};
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((pos - (area_pos + area_size)).max_element() <= 0.)
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let start = within_area(self.start_position);
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};
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let current = within_area(self.current_position);
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let start = within_area(self.start_position);
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match check {
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let current = within_area(self.current_position);
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FingerCheck::Start => start,
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match check {
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FingerCheck::Current => current,
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FingerCheck::Start => start,
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FingerCheck::StartOrCurrent => start || current,
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FingerCheck::Current => current,
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FingerCheck::StartAndCurrent => start && current,
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FingerCheck::StartOrCurrent => start || current,
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FingerCheck::NotMoved => current && !self.has_moved,
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FingerCheck::StartAndCurrent => start && current,
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}
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FingerCheck::NotMoved => current && !self.has_moved,
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}
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}
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}
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}
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}
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#[derive(Unique, Clone, Default, Debug)]
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pub struct RawTouchState {
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#[derive(Unique, Clone, Default, Debug)]
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//TODO: handle multiple touch devices somehow
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pub struct RawTouchState {
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pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
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//TODO: handle multiple touch devices somehow
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}
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pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
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}
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impl RawTouchState {
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pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
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impl RawTouchState {
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self.fingers.iter().filter_map(move |(_, &finger)| {
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pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
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finger.within_area(area_pos, area_size, check).then_some(finger)
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self.fingers.iter().filter_map(move |(_, &finger)| {
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})
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finger.within_area(area_pos, area_size, check).then_some(finger)
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}
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})
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}
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}
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}
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#[derive(Unique)]
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pub struct GilrsWrapper(Option<Gilrs>);
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#[derive(Unique)]
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pub struct GilrsWrapper(Option<Gilrs>);
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#[derive(Unique, Default, Clone, Copy)]
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pub struct ActiveGamepad(Option<GamepadId>);
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#[derive(Unique, Default, Clone, Copy)]
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pub struct ActiveGamepad(Option<GamepadId>);
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//maybe we should manage gamepad state ourselves just like keyboard?
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//at least for the sake of consitency
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//maybe we should manage gamepad state ourselves just like keyboard?
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//at least for the sake of consitency
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fn process_events(
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device_events: View<InputDeviceEvent>,
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fn process_events(
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mut input_state: UniqueViewMut<RawKbmInputState>,
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device_events: View<InputDeviceEvent>,
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) {
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mut input_state: UniqueViewMut<RawKbmInputState>,
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input_state.mouse_delta = DVec2::ZERO;
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) {
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for event in device_events.iter() {
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input_state.mouse_delta = DVec2::ZERO;
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match &event.event {
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for event in device_events.iter() {
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DeviceEvent::MouseMotion { delta } => {
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match &event.event {
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input_state.mouse_delta = DVec2::from(*delta);
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DeviceEvent::MouseMotion { delta } => {
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},
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input_state.mouse_delta = DVec2::from(*delta);
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DeviceEvent::Key(input) => {
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},
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if let PhysicalKey::Code(code) = input.physical_key {
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DeviceEvent::Key(input) => {
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match input.state {
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if let PhysicalKey::Code(code) = input.physical_key {
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ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
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match input.state {
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ElementState::Released => input_state.keyboard_state.remove(code as u32),
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ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
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};
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ElementState::Released => input_state.keyboard_state.remove(code as u32),
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}
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};
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},
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}
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DeviceEvent::Button { button, state } => {
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},
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if *button < 32 {
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DeviceEvent::Button { button, state } => {
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input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
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if *button < 32 {
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}
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input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
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},
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}
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_ => ()
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},
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}
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_ => ()
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}
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}
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}
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}
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}
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fn process_touch_events(
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touch_events: View<TouchEvent>,
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fn process_touch_events(
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mut touch_state: UniqueViewMut<RawTouchState>,
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touch_events: View<TouchEvent>,
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) {
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mut touch_state: UniqueViewMut<RawTouchState>,
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for (_, finger) in &mut touch_state.fingers {
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) {
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finger.prev_position = finger.current_position;
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for (_, finger) in &mut touch_state.fingers {
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}
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finger.prev_position = finger.current_position;
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for event in touch_events.iter() {
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}
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let position = dvec2(event.0.location.x, event.0.location.y);
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for event in touch_events.iter() {
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match event.0.phase {
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let position = dvec2(event.0.location.x, event.0.location.y);
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TouchPhase::Started => {
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match event.0.phase {
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//println!("touch started: finger {}", event.0.id);
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TouchPhase::Started => {
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touch_state.fingers.insert(event.0.id, Finger {
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//println!("touch started: finger {}", event.0.id);
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id: event.0.id,
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touch_state.fingers.insert(event.0.id, Finger {
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device_id: event.0.device_id,
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id: event.0.id,
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start_position: position,
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device_id: event.0.device_id,
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current_position: position,
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start_position: position,
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prev_position: position,
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current_position: position,
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has_moved: false
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prev_position: position,
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});
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has_moved: false
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},
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});
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TouchPhase::Moved => {
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},
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if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
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TouchPhase::Moved => {
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finger.has_moved = true;
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if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
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finger.current_position = position;
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finger.has_moved = true;
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}
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finger.current_position = position;
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},
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}
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TouchPhase::Ended | TouchPhase::Cancelled => {
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},
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//println!("touch ended: finger {}", event.0.id);
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TouchPhase::Ended | TouchPhase::Cancelled => {
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touch_state.fingers.remove(&event.0.id);
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//println!("touch ended: finger {}", event.0.id);
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},
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touch_state.fingers.remove(&event.0.id);
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}
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},
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}
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}
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}
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}
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}
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fn process_gilrs_events(
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mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
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fn process_gilrs_events(
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mut active_gamepad: UniqueViewMut<ActiveGamepad>
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mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
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) {
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mut active_gamepad: UniqueViewMut<ActiveGamepad>
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if let Some(gilrs) = &mut gilrs.0 {
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) {
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while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
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if let Some(gilrs) = &mut gilrs.0 {
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active_gamepad.0 = Some(id);
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while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
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}
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active_gamepad.0 = Some(id);
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}
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}
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}
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}
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}
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fn input_start(
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mut inputs: UniqueViewMut<Inputs>,
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fn input_start(
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mut prev_inputs: UniqueViewMut<PrevInputs>,
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mut inputs: UniqueViewMut<Inputs>,
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) {
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mut prev_inputs: UniqueViewMut<PrevInputs>,
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prev_inputs.0 = *inputs;
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) {
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*inputs = Inputs::default();
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prev_inputs.0 = *inputs;
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}
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*inputs = Inputs::default();
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}
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fn update_input_state (
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raw_inputs: UniqueView<RawKbmInputState>,
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fn update_input_state (
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mut inputs: UniqueViewMut<Inputs>,
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raw_inputs: UniqueView<RawKbmInputState>,
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) {
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mut inputs: UniqueViewMut<Inputs>,
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inputs.movement += Vec2::new(
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) {
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raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
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inputs.movement += Vec2::new(
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raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
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raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
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raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
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raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
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);
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raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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);
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inputs.action_a |= raw_inputs.button_state[0];
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.action_a |= raw_inputs.button_state[0];
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}
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.jump |= raw_inputs.button_state[2];
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fn update_input_state_gamepad (
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}
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gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
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active_gamepad: UniqueView<ActiveGamepad>,
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fn update_input_state_gamepad (
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mut inputs: UniqueViewMut<Inputs>,
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gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
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) {
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active_gamepad: UniqueView<ActiveGamepad>,
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if let Some(gilrs) = &gilrs.0 {
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mut inputs: UniqueViewMut<Inputs>,
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if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
|
) {
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let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
|
if let Some(gilrs) = &gilrs.0 {
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let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
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if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
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inputs.movement += left_stick;
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let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
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inputs.look += right_stick;
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let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
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inputs.action_a |= gamepad.is_pressed(Button::South);
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inputs.movement += left_stick;
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inputs.action_b |= gamepad.is_pressed(Button::East);
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//HACK: for now, we multiply look by 2 to make it feel more responsive
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}
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inputs.look += right_stick * 2.;
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}
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inputs.action_a |= gamepad.is_pressed(Button::West);
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}
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inputs.action_b |= gamepad.is_pressed(Button::East);
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inputs.jump |= gamepad.is_pressed(Button::South);
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fn update_input_state_touch (
|
}
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touch_state: UniqueView<RawTouchState>,
|
}
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win_size: UniqueView<WindowSize>,
|
}
|
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mut inputs: UniqueViewMut<Inputs>,
|
|
||||||
) {
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fn update_input_state_touch (
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let w = win_size.0.as_dvec2();
|
touch_state: UniqueView<RawTouchState>,
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|
win_size: UniqueView<WindowSize>,
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//Movement
|
mut inputs: UniqueViewMut<Inputs>,
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if let Some(finger) = touch_state.query_area(
|
) {
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dvec2(0., 0.),
|
let w = win_size.0.as_dvec2();
|
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dvec2(w.x / 2., w.y),
|
|
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FingerCheck::Start
|
//Movement
|
||||||
).next() {
|
if let Some(finger) = touch_state.query_area(
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inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
|
dvec2(0., 0.),
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}
|
dvec2(w.x / 2., w.y),
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||||||
|
FingerCheck::Start
|
||||||
//Action buttons
|
).next() {
|
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let action_button_fingers = {
|
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
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||||||
let mut action_button_fingers = SetU64::new();
|
}
|
||||||
|
|
||||||
//Creates iterator of fingers that started within action button area
|
//Action buttons
|
||||||
let action_finger_iter = || touch_state.query_area(
|
let action_button_fingers = {
|
||||||
dvec2(w.x * 0.75, w.y * 0.666),
|
let mut action_button_fingers = SetU64::new();
|
||||||
dvec2(w.x * 0.25, w.y * 0.333),
|
|
||||||
FingerCheck::Start
|
//Creates iterator of fingers that started within action button area
|
||||||
);
|
let action_finger_iter = || touch_state.query_area(
|
||||||
|
dvec2(w.x * 0.75, w.y * 0.666),
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||||||
//Action button A
|
dvec2(w.x * 0.25, w.y * 0.333),
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||||||
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
|
FingerCheck::Start
|
||||||
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
|
);
|
||||||
dvec2(w.x * 0.125, w.y * 0.333),
|
|
||||||
FingerCheck::StartOrCurrent
|
//Action button A
|
||||||
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
|
||||||
|
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
|
||||||
//Action button B
|
dvec2(w.x * 0.125, w.y * 0.333),
|
||||||
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
|
FingerCheck::StartOrCurrent
|
||||||
dvec2(w.x * 0.75, w.y * 0.666),
|
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
||||||
dvec2(w.x * 0.125, w.y * 0.333),
|
|
||||||
FingerCheck::StartOrCurrent
|
//Action button B
|
||||||
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
|
||||||
|
dvec2(w.x * 0.75, w.y * 0.666),
|
||||||
action_button_fingers
|
dvec2(w.x * 0.125, w.y * 0.333),
|
||||||
};
|
FingerCheck::StartOrCurrent
|
||||||
|
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
||||||
//Camera controls
|
|
||||||
if let Some(finger) = touch_state.query_area(
|
action_button_fingers
|
||||||
dvec2(w.x / 2., 0.),
|
};
|
||||||
dvec2(w.x / 2., w.y),
|
|
||||||
FingerCheck::Start
|
//Camera controls
|
||||||
).find(|x| !action_button_fingers.contains(x.id)) {
|
if let Some(finger) = touch_state.query_area(
|
||||||
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
|
dvec2(w.x / 2., 0.),
|
||||||
}
|
dvec2(w.x / 2., w.y),
|
||||||
}
|
FingerCheck::Start
|
||||||
|
).find(|x| !action_button_fingers.contains(x.id)) {
|
||||||
fn input_end(
|
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
|
||||||
mut inputs: UniqueViewMut<Inputs>,
|
}
|
||||||
) {
|
}
|
||||||
if inputs.movement.length() >= 1. {
|
|
||||||
inputs.movement = inputs.movement.normalize();
|
fn input_end(
|
||||||
}
|
mut inputs: UniqueViewMut<Inputs>,
|
||||||
}
|
) {
|
||||||
|
if inputs.movement.length() >= 1. {
|
||||||
pub fn init_input (
|
inputs.movement = inputs.movement.normalize();
|
||||||
storages: AllStoragesView
|
}
|
||||||
) {
|
}
|
||||||
storages.add_unique_non_send_sync(GilrsWrapper(
|
|
||||||
Gilrs::new().map_err(|x| {
|
pub fn init_input (
|
||||||
log::error!("Failed to initialize Gilrs");
|
storages: AllStoragesView
|
||||||
x
|
) {
|
||||||
}).ok()
|
storages.add_unique_non_send_sync(GilrsWrapper(
|
||||||
));
|
Gilrs::new().map_err(|x| {
|
||||||
storages.add_unique(ActiveGamepad::default());
|
log::error!("Failed to initialize Gilrs");
|
||||||
storages.add_unique(Inputs::default());
|
x
|
||||||
storages.add_unique(PrevInputs::default());
|
}).ok()
|
||||||
storages.add_unique(RawKbmInputState::default());
|
));
|
||||||
storages.add_unique(RawTouchState::default());
|
storages.add_unique(ActiveGamepad::default());
|
||||||
}
|
storages.add_unique(Inputs::default());
|
||||||
|
storages.add_unique(PrevInputs::default());
|
||||||
pub fn process_inputs() -> Workload {
|
storages.add_unique(RawKbmInputState::default());
|
||||||
(
|
storages.add_unique(RawTouchState::default());
|
||||||
process_events,
|
}
|
||||||
process_touch_events,
|
|
||||||
process_gilrs_events,
|
pub fn process_inputs() -> Workload {
|
||||||
input_start,
|
(
|
||||||
update_input_state,
|
process_events,
|
||||||
update_input_state_touch,
|
process_touch_events,
|
||||||
update_input_state_gamepad,
|
process_gilrs_events,
|
||||||
input_end,
|
input_start,
|
||||||
).into_sequential_workload()
|
update_input_state,
|
||||||
}
|
update_input_state_touch,
|
||||||
|
update_input_state_gamepad,
|
||||||
|
input_end,
|
||||||
|
).into_sequential_workload()
|
||||||
|
}
|
||||||
|
|
|
@ -23,7 +23,7 @@ pub(crate) mod settings;
|
||||||
pub(crate) mod camera;
|
pub(crate) mod camera;
|
||||||
pub(crate) mod events;
|
pub(crate) mod events;
|
||||||
pub(crate) mod input;
|
pub(crate) mod input;
|
||||||
pub(crate) mod fly_controller;
|
pub(crate) mod player_controller;
|
||||||
pub(crate) mod block_placement;
|
pub(crate) mod block_placement;
|
||||||
pub(crate) mod delta_time;
|
pub(crate) mod delta_time;
|
||||||
pub(crate) mod cursor_lock;
|
pub(crate) mod cursor_lock;
|
||||||
|
@ -57,7 +57,7 @@ use events::{
|
||||||
player_actions::generate_move_events,
|
player_actions::generate_move_events,
|
||||||
};
|
};
|
||||||
use input::{init_input, process_inputs};
|
use input::{init_input, process_inputs};
|
||||||
use fly_controller::update_controllers;
|
use player_controller::update_player_controllers;
|
||||||
use rendering::{
|
use rendering::{
|
||||||
Renderer,
|
Renderer,
|
||||||
RenderTarget,
|
RenderTarget,
|
||||||
|
@ -133,7 +133,7 @@ fn update() -> Workload {
|
||||||
update_loaded_world_around_player,
|
update_loaded_world_around_player,
|
||||||
).into_sequential_workload().run_if(is_ingame_or_loading),
|
).into_sequential_workload().run_if(is_ingame_or_loading),
|
||||||
(
|
(
|
||||||
update_controllers,
|
update_player_controllers,
|
||||||
update_client_physics_late,
|
update_client_physics_late,
|
||||||
generate_move_events,
|
generate_move_events,
|
||||||
update_raycasts,
|
update_raycasts,
|
||||||
|
|
|
@ -12,7 +12,7 @@ use kubi_shared::{
|
||||||
use crate::{
|
use crate::{
|
||||||
camera::Camera,
|
camera::Camera,
|
||||||
client_physics::ClPhysicsActor,
|
client_physics::ClPhysicsActor,
|
||||||
fly_controller::FlyController,
|
player_controller::PlayerController,
|
||||||
transform::Transform,
|
transform::Transform,
|
||||||
world::raycast::LookingAtBlock
|
world::raycast::LookingAtBlock
|
||||||
};
|
};
|
||||||
|
@ -31,7 +31,7 @@ pub fn spawn_player (
|
||||||
Health::new(PLAYER_HEALTH),
|
Health::new(PLAYER_HEALTH),
|
||||||
Transform::default(),
|
Transform::default(),
|
||||||
Camera::default(),
|
Camera::default(),
|
||||||
FlyController,
|
PlayerController::DEFAULT_FPS_CTL,
|
||||||
LookingAtBlock::default(),
|
LookingAtBlock::default(),
|
||||||
PlayerHolding(Some(Block::Cobblestone)),
|
PlayerHolding(Some(Block::Cobblestone)),
|
||||||
Username("LocalPlayer".into()),
|
Username("LocalPlayer".into()),
|
||||||
|
@ -53,7 +53,7 @@ pub fn spawn_local_player_multiplayer (
|
||||||
init.health,
|
init.health,
|
||||||
Transform(Mat4::from_rotation_translation(init.direction, init.position)),
|
Transform(Mat4::from_rotation_translation(init.direction, init.position)),
|
||||||
Camera::default(),
|
Camera::default(),
|
||||||
FlyController,
|
PlayerController::DEFAULT_FPS_CTL,
|
||||||
LookingAtBlock::default(),
|
LookingAtBlock::default(),
|
||||||
PlayerHolding::default(),
|
PlayerHolding::default(),
|
||||||
),(
|
),(
|
||||||
|
|
|
@ -3,10 +3,31 @@ use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWor
|
||||||
use std::f32::consts::PI;
|
use std::f32::consts::PI;
|
||||||
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
|
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||||
pub struct FlyController;
|
pub enum PlayerControllerType {
|
||||||
|
FlyCam,
|
||||||
|
FpsCtl,
|
||||||
|
}
|
||||||
|
|
||||||
pub fn update_controllers() -> Workload {
|
#[derive(Component)]
|
||||||
|
pub struct PlayerController {
|
||||||
|
pub control_type: PlayerControllerType,
|
||||||
|
pub speed: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl PlayerController {
|
||||||
|
pub const DEFAULT_FLY_CAM: Self = Self {
|
||||||
|
control_type: PlayerControllerType::FlyCam,
|
||||||
|
speed: 30.,
|
||||||
|
};
|
||||||
|
|
||||||
|
pub const DEFAULT_FPS_CTL: Self = Self {
|
||||||
|
control_type: PlayerControllerType::FpsCtl,
|
||||||
|
speed: 10.,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn update_player_controllers() -> Workload {
|
||||||
(
|
(
|
||||||
update_look,
|
update_look,
|
||||||
update_movement
|
update_movement
|
||||||
|
@ -16,7 +37,7 @@ pub fn update_controllers() -> Workload {
|
||||||
const MAX_PITCH: f32 = PI/2. - 0.05;
|
const MAX_PITCH: f32 = PI/2. - 0.05;
|
||||||
|
|
||||||
fn update_look(
|
fn update_look(
|
||||||
controllers: View<FlyController>,
|
controllers: View<PlayerController>,
|
||||||
mut transforms: ViewMut<Transform, track::All>,
|
mut transforms: ViewMut<Transform, track::All>,
|
||||||
inputs: UniqueView<Inputs>,
|
inputs: UniqueView<Inputs>,
|
||||||
settings: UniqueView<GameSettings>,
|
settings: UniqueView<GameSettings>,
|
||||||
|
@ -36,13 +57,13 @@ fn update_look(
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update_movement(
|
fn update_movement(
|
||||||
controllers: View<FlyController>,
|
controllers: View<PlayerController>,
|
||||||
mut transforms: ViewMut<Transform, track::All>,
|
mut transforms: ViewMut<Transform, track::All>,
|
||||||
inputs: UniqueView<Inputs>,
|
inputs: UniqueView<Inputs>,
|
||||||
dt: UniqueView<DeltaTime>,
|
dt: UniqueView<DeltaTime>,
|
||||||
) {
|
) {
|
||||||
if inputs.movement == Vec2::ZERO { return }
|
if inputs.movement == Vec2::ZERO { return }
|
||||||
let movement = inputs.movement * 30. * dt.0.as_secs_f32();
|
let movement = inputs.movement * dt.0.as_secs_f32();
|
||||||
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||||
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
||||||
let rotation_norm = rotation.normalize();
|
let rotation_norm = rotation.normalize();
|
Loading…
Reference in a new issue