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WIP controller support
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87abc6c215
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@ -17,3 +17,4 @@ shipyard = { version = "0.6", features = ["thread_local"] }
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nohash-hasher = "0.2.0"
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anyhow = "1.0"
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flume = "0.10"
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gilrs = "0.10"
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@ -1,8 +1,9 @@
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use glam::{Vec2, DVec2};
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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 nohash_hasher::BuildNoHashHasher;
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use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView};
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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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#[derive(Unique, Clone, Copy, Default, Debug)]
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@ -23,7 +24,16 @@ pub struct RawInputState {
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pub mouse_delta: DVec2
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}
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pub fn process_events(
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#[derive(Unique)]
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pub struct GilrsWrapper(Gilrs);
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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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fn process_events(
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device_events: View<InputDeviceEvent>,
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mut input_state: UniqueViewMut<RawInputState>,
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) {
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@ -51,26 +61,68 @@ pub fn process_events(
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}
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}
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pub fn update_input_states (
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raw_inputs: UniqueView<RawInputState>,
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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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) {
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while let Some(Event { id, event: _, time: _ }) = gilrs.0.next_event() {
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active_gamepad.0 = Some(id);
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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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mut prev_inputs: UniqueViewMut<PrevInputs>,
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) {
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prev_inputs.0 = *inputs;
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inputs.movement = Vec2::new(
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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<RawInputState>,
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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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).normalize_or_zero();
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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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inputs.action_b = raw_inputs.button_state[3];
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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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inputs.action_b |= raw_inputs.button_state[3];
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}
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fn update_input_state_gamepad (
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gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
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active_gamepad: UniqueView<ActiveGamepad>,
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mut inputs: UniqueViewMut<Inputs>,
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) {
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if let Some(Some(gamepad)) = active_gamepad.0.map(|id| gilrs.0.connected_gamepad(id)) {
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let lx = gamepad.axis_data(Axis::LeftStickX).map(|x| x.value()).unwrap_or_default();
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let ly = gamepad.axis_data(Axis::LeftStickY).map(|y| y.value()).unwrap_or_default();
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let rx = gamepad.axis_data(Axis::RightStickX).map(|x| x.value()).unwrap_or_default();
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let ry = gamepad.axis_data(Axis::RightStickY).map(|y| y.value()).unwrap_or_default();
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let left_stick = vec2(lx, ly);
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let right_stick = vec2(rx, ry);
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inputs.movement += left_stick;
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inputs.look += right_stick;
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inputs.action_a |= gamepad.is_pressed(Button::South);
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inputs.action_b |= gamepad.is_pressed(Button::East);
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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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inputs.movement = inputs.movement.normalize_or_zero();
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}
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pub fn init_input (
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storages: AllStoragesView
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) {
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storages.add_unique_non_send_sync(GilrsWrapper(Gilrs::new().expect("Failed to initialize Gilrs")));
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storages.add_unique(ActiveGamepad::default());
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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(RawInputState::default());
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@ -78,7 +130,11 @@ pub fn init_input (
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pub fn process_inputs() -> Workload {
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(
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process_events,
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update_input_states
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process_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_gamepad,
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input_end,
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).into_workload()
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}
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