mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-13 19:08:41 -06:00
Add touch controls, switch to tinymap for keyboard input
This commit is contained in:
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BIN
.readme/touch_controls.png
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10
Cargo.lock
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10
Cargo.lock
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@ -976,6 +976,7 @@ dependencies = [
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"shipyard",
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"static_assertions",
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"strum",
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"tinyset",
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"uflow",
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"winapi",
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]
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@ -1989,6 +1990,15 @@ dependencies = [
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"bytemuck",
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]
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[[package]]
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name = "tinyset"
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version = "0.4.15"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e2417e47ddd3809ad40222777ac754ee881b3a6401e38cbeeeb3ee1ca5f30aa0"
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dependencies = [
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"rand",
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]
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[[package]]
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name = "toml"
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version = "0.7.3"
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39
README.md
39
README.md
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@ -26,49 +26,64 @@
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<h2>download</h2>
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<a href="https://github.com/griffi-gh/kubi/releases/tag/nightly">Latest nightly release</a>
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<h2>building</h2>
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<h2>build for windows/linux</h2>
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build/run
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**build/run**
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```bash
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cargo build --bin kubi
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cargo run --bin kubi
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```
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build in release mode, with nightly optimizations
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**build in release mode, with nightly optimizations**
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```bash
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cargo +nightly build --bin kubi --features nightly --release
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```
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build for android
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<h2>build for android</h2>
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please note that android support is purely experimental!
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gamepad, keyboard and mouse input is currently borked, and touch controls are not available.
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please note that android support is highly experimental!\
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gamepad, mouse input is currently borked, and proper touch controls are not available.\
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srgb and blending are broken too, which leads to many rendering issues
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prerequisites: Android SDK, NDK, platform-tools, latest JDK (all should be in $PATH)
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prerequisites: Android SDK, command line tools, NDK, platform-tools, latest JDK\
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(make sure that your $PATH variable is configured properly)
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Setup:
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**Setup:**
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```bash
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cargo install cargo-apk
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cargo target add aarch64-linux-android
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```
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Build:
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`--no-default-features` is required for keyboard input!
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**Build:**
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`--no-default-features` is required for keyboard input!\
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(`prefer-raw-events` feature *must* be disabled on android)
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Mouse input is not implemented, touch only!
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```bash
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cargo apk build -p kubi --no-default-features
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```
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Run:
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**Run:**
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```bash
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cargo apk run -p kubi --features nightly
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cargo apk run -p kubi --no-default-features
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```
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<h2>android controls</h2>
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<img src=".readme/touch_controls.png" alt="touch control scheme" width="300">
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- Left side: **Movement**
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- Rigth side: **Camera controls**
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- Bottom right corner:
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- **B** (e.g. place blocks)
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- **A** (e.g. break, attack)
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<h2>mutiplayer</h2>
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to join a multiplayer server, just pass the ip address as an argument
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@ -27,6 +27,7 @@ postcard = { version = "1.0", features = ["alloc"] }
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serde_json = { version = "1.0", optional = true }
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lz4_flex = { version = "0.10", default-features = false, features = ["std", "checked-decode"] }
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static_assertions = "1.1"
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tinyset = "0.4"
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[target.'cfg(target_os = "android")'.dependencies]
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ndk = "0.7"
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@ -30,7 +30,7 @@ fn pick_block_with_number_keys(
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) {
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let Some((_, mut holding)) = (&main_player, &mut holding).iter().next() else { return };
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for &(key, block) in BLOCK_KEY_MAP {
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if input.keyboard_state.contains(&key) {
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if input.keyboard_state.contains(key as u32) {
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holding.0 = Some(block);
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return
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}
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@ -9,7 +9,7 @@ pub fn exit_on_esc(
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raw_inputs: UniqueView<RawKbmInputState>,
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mut control_flow: UniqueViewMut<SetControlFlow>
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) {
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if raw_inputs.keyboard_state.contains(&VirtualKeyCode::Escape) {
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if raw_inputs.keyboard_state.contains(VirtualKeyCode::Escape as u32) {
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control_flow.0 = Some(ControlFlow::Exit);
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}
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}
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@ -1,6 +1,6 @@
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use glam::UVec2;
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use shipyard::{World, Component, AllStoragesViewMut, SparseSet, NonSendSync, UniqueView};
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use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent};
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use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent, Touch};
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use crate::rendering::Renderer;
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pub mod player_actions;
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@ -17,6 +17,10 @@ pub struct InputDeviceEvent{
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pub event: DeviceEvent
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}
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#[derive(Component, Clone, Copy, Debug)]
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#[repr(transparent)]
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pub struct TouchEvent(pub Touch);
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct WindowResizedEvent(pub UVec2);
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@ -24,10 +28,9 @@ pub fn process_glutin_events(world: &mut World, event: &Event<'_, ()>) {
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#[allow(clippy::collapsible_match, clippy::single_match)]
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match event {
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Event::WindowEvent { window_id: _, event } => match event {
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WindowEvent::Resized(size) => {
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world.add_entity((
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EventComponent,
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EventComponent,
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WindowResizedEvent(UVec2::new(size.width as _, size.height as _))
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));
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},
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@ -43,6 +46,13 @@ pub fn process_glutin_events(world: &mut World, event: &Event<'_, ()>) {
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));
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}
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WindowEvent::Touch(touch) => {
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world.add_entity((
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EventComponent,
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TouchEvent(*touch)
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));
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}
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_ => ()
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},
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@ -1,10 +1,14 @@
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use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
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use glam::{Vec2, DVec2, vec2};
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use glium::glutin::event::{DeviceEvent, VirtualKeyCode, ElementState};
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use hashbrown::HashSet;
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use glam::{Vec2, DVec2, vec2, dvec2};
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use glium::glutin::event::{DeviceEvent, DeviceId, VirtualKeyCode, ElementState, TouchPhase};
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use hashbrown::HashMap;
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use tinyset::{SetU32, SetU64};
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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 crate::events::InputDeviceEvent;
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use crate::{
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events::{InputDeviceEvent, TouchEvent},
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rendering::WindowSize
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};
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#[derive(Unique, Clone, Copy, Default, Debug)]
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pub struct Inputs {
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@ -19,11 +23,62 @@ 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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pub keyboard_state: HashSet<VirtualKeyCode, BuildNoHashHasher<u32>>,
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pub keyboard_state: SetU32,
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pub button_state: [bool; 32],
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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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#[default]
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Start,
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Current,
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StartOrCurrent,
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StartAndCurrent,
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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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pub id: u64,
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pub device_id: DeviceId,
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pub prev_position: DVec2,
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pub start_position: DVec2,
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pub current_position: DVec2,
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pub has_moved: bool,
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}
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impl Finger {
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pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
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let within_area = |pos: DVec2| -> bool {
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((pos - area_pos).min_element() >= 0.) &&
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((pos - (area_pos + area_size)).max_element() <= 0.)
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};
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let start = within_area(self.start_position);
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let current = within_area(self.current_position);
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match check {
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FingerCheck::Start => start,
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FingerCheck::Current => current,
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FingerCheck::StartOrCurrent => start || current,
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FingerCheck::StartAndCurrent => start && current,
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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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#[derive(Unique, Clone, Default, Debug)]
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pub struct RawTouchState {
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//TODO: handle multiple touch devices somehow
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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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self.fingers.iter().filter_map(move |(_, &finger)| {
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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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#[derive(Unique)]
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pub struct GilrsWrapper(Option<Gilrs>);
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DeviceEvent::Key(input) => {
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if let Some(keycode) = input.virtual_keycode {
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match input.state {
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ElementState::Pressed => input_state.keyboard_state.insert(keycode),
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ElementState::Released => input_state.keyboard_state.remove(&keycode),
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ElementState::Pressed => input_state.keyboard_state.insert(keycode as u32),
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ElementState::Released => input_state.keyboard_state.remove(keycode as u32),
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};
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}
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},
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@ -61,6 +116,39 @@ fn process_events(
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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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mut touch_state: UniqueViewMut<RawTouchState>,
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) {
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for (_, finger) in &mut touch_state.fingers {
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finger.prev_position = finger.current_position;
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}
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for event in touch_events.iter() {
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let position = dvec2(event.0.location.x, event.0.location.y);
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match event.0.phase {
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TouchPhase::Started => {
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touch_state.fingers.insert(event.0.id, Finger {
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id: event.0.id,
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device_id: event.0.device_id,
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start_position: position,
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current_position: position,
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prev_position: position,
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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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if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
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finger.has_moved = true;
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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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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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fn process_gilrs_events(
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mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
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mut active_gamepad: UniqueViewMut<ActiveGamepad>
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@ -85,10 +173,10 @@ fn update_input_state (
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mut inputs: UniqueViewMut<Inputs>,
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) {
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inputs.movement += Vec2::new(
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raw_inputs.keyboard_state.contains(&VirtualKeyCode::D) as u32 as f32 -
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raw_inputs.keyboard_state.contains(&VirtualKeyCode::A) as u32 as f32,
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raw_inputs.keyboard_state.contains(&VirtualKeyCode::W) as u32 as f32 -
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raw_inputs.keyboard_state.contains(&VirtualKeyCode::S) as u32 as f32
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raw_inputs.keyboard_state.contains(VirtualKeyCode::D as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(VirtualKeyCode::A as u32) as u32 as f32,
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raw_inputs.keyboard_state.contains(VirtualKeyCode::W as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(VirtualKeyCode::S as u32) as u32 as f32
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);
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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inputs.action_a |= raw_inputs.button_state[1];
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@ -112,6 +200,60 @@ fn update_input_state_gamepad (
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}
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}
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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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) {
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let w = win_size.0.as_dvec2();
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//Movement
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if let Some(finger) = touch_state.query_area(
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dvec2(0., 0.),
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dvec2(w.x / 2., w.y),
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FingerCheck::Start
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).next() {
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inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
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}
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//Action buttons
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let action_button_fingers = {
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let mut action_button_fingers = SetU64::new();
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//Creates iterator of fingers that started within action button area
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let action_finger_iter = || touch_state.query_area(
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dvec2(w.x * 0.75, w.y * 0.666),
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dvec2(w.x * 0.25, w.y * 0.333),
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FingerCheck::Start
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);
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//Action button A
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inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
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dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
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dvec2(w.x * 0.125, w.y * 0.333),
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FingerCheck::StartOrCurrent
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)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
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//Action button B
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inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
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dvec2(w.x * 0.75, w.y * 0.666),
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dvec2(w.x * 0.125, w.y * 0.333),
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FingerCheck::StartOrCurrent
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)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
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action_button_fingers
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};
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//Camera controls
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if let Some(finger) = touch_state.query_area(
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dvec2(w.x / 2., 0.),
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dvec2(w.x / 2., w.y),
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FingerCheck::Start
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).find(|x| !action_button_fingers.contains(x.id)) {
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inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
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}
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}
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fn input_end(
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mut inputs: UniqueViewMut<Inputs>,
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) {
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@ -133,14 +275,17 @@ pub fn init_input (
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storages.add_unique(Inputs::default());
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storages.add_unique(PrevInputs::default());
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storages.add_unique(RawKbmInputState::default());
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storages.add_unique(RawTouchState::default());
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}
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pub fn process_inputs() -> Workload {
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(
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process_events,
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process_touch_events,
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process_gilrs_events,
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input_start,
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update_input_state,
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update_input_state_touch,
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update_input_state_gamepad,
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input_end,
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).into_sequential_workload()
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|
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@ -76,7 +76,7 @@ fn override_loading(
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kbm_state: UniqueView<RawKbmInputState>,
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mut state: UniqueViewMut<NextState>
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) {
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if kbm_state.keyboard_state.contains(&VirtualKeyCode::F) {
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if kbm_state.keyboard_state.contains(VirtualKeyCode::F as u32) {
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state.0 = Some(GameState::InGame);
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}
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}
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