Add DAs input functions

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
pull/35/head
Nic0Nic0Nii 10 months ago
parent 6778ffc72d
commit cbc4fa5470
  1. 62
      Adventures in Lestoria/Key.cpp
  2. 7
      Adventures in Lestoria/Key.h
  3. 8
      Adventures in Lestoria/Menu.cpp
  4. 7
      Adventures in Lestoria/assets/config/Interface.txt
  5. 2
      emscripten_build.sh
  6. 2
      emscripten_debug_build.sh

@ -79,6 +79,60 @@ bool Input::Pressed(){
return false;
}
bool Input::PressedDAS(){
if(!game->IsFocused())return false;
bool inputPressed=false;
auto HandleDAS=[&](const HWButton&button){
if(button.bPressed){
if(initialHoldDownTime==0.f){
initialHoldDownTime="Interface.InitialScrollDelay"_F;
}
return true;
}else
if(button.bHeld&&initialHoldDownTime>0.f){
initialHoldDownTime-=game->GetElapsedTime();
if(initialHoldDownTime<=0.f){
holdDownTime="Interface.ScrollDelay"_F;
return true;
}
}else
if(button.bHeld&&holdDownTime>0.f){
holdDownTime-=game->GetElapsedTime();
if(holdDownTime<=0.f){
holdDownTime="Interface.ScrollDelay"_F;
return true;
}
}
return false;
};
switch(type){
case KEY:{
if(HandleDAS(game->GetKey(Key(key))))inputPressed=true;
}break;
case MOUSE:{
if(HandleDAS(game->GetMouse(key)))inputPressed=true;
}break;
case CONTROLLER:{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected)if(HandleDAS(gamepad->getButton(static_cast<GPButtons>(key))))inputPressed=true;
}
}break;
case ANALOG:{
//An analog input can never be "pressed". No-op.
}break;
default:{
ERR("Invalid Control Scheme detected! We shouldn't be here!! Type is "<<type);
}
}
if(inputPressed){
usingGamepad=type==CONTROLLER;
return true;
}
return false;
}
bool Input::Held(){
if(!game->IsFocused())return false;
bool inputHeld=false;
@ -132,6 +186,7 @@ bool Input::Released(){
}
if(inputReleased){
usingGamepad=type==CONTROLLER;
initialHoldDownTime=holdDownTime=0.f; //Reset hold times if we release the key.
return true;
}
return false;
@ -209,6 +264,13 @@ const bool InputGroup::Pressed()const{
return false;
}
const bool InputGroup::PressedDAS()const{
for(Input input:keys){
if(input.PressedDAS())return true;
}
return false;
}
const bool InputGroup::Held()const{
for(Input input:keys){
if(input.Held())return true;

@ -61,9 +61,14 @@ class Input{
int key; //This will be interpreted differently depending on input type.
static bool usingGamepad;
static void SetUsingGamepad(const bool usingGamepad);
float holdDownTime=0.f;
float initialHoldDownTime=0.f;
public:
Input(InputType type,int key);
bool Pressed();
//A version of Pressed() that will continuously return true after holding down for some time. Useful for scrolling through menus.
bool PressedDAS();
bool Held();
bool Released();
float Analog();
@ -100,6 +105,8 @@ public:
void RemoveKeybind(Input bind);
void SetNewPrimaryKeybind(Input key);
const bool Pressed()const;
//A version of Pressed() that will continuously return true after holding down for some time. Useful for scrolling through menus.
const bool PressedDAS()const;
const bool Held()const;
const bool Released()const;
const float Analog()const;

@ -342,7 +342,7 @@ void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){
if(navigationGroups.count(selectionButtonName)){
Navigation nav=navigationGroups[selectionButtonName];
if(game->KEY_UP.Pressed()){
if(game->KEY_UP.PressedDAS()){
SetMouseNavigation(false);
if(std::holds_alternative<std::string>(nav.up)&&std::get<std::string>(nav.up).length()>0)SetSelection(std::string_view(std::get<std::string>(nav.up)));
else
@ -352,7 +352,7 @@ void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){
SetSelection(returnData);
}
}
if(game->KEY_DOWN.Pressed()){
if(game->KEY_DOWN.PressedDAS()){
SetMouseNavigation(false);
if(std::holds_alternative<std::string>(nav.down)&&std::get<std::string>(nav.down).length()>0)SetSelection(std::string_view(std::get<std::string>(nav.down)));
else
@ -362,7 +362,7 @@ void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){
SetSelection(returnData);
}
}
if(game->KEY_LEFT.Pressed()){
if(game->KEY_LEFT.PressedDAS()){
SetMouseNavigation(false);
if(std::holds_alternative<std::string>(nav.left)&&std::get<std::string>(nav.left).length()>0)SetSelection(std::string_view(std::get<std::string>(nav.left)));
else
@ -372,7 +372,7 @@ void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){
SetSelection(returnData);
}
}
if(game->KEY_RIGHT.Pressed()){
if(game->KEY_RIGHT.PressedDAS()){
SetMouseNavigation(false);
if(std::holds_alternative<std::string>(nav.right)&&std::get<std::string>(nav.right).length()>0)SetSelection(std::string_view(std::get<std::string>(nav.right)));
else

@ -1,7 +1,10 @@
Interface
{
# In pixels/sec
AnalogScrollSpeed = 220
# How long to wait for the first initial delay auto shift to occur.
InitialScrollDelay = 0.4s
# How long to wait for subsequent scrolling through menu items.
ScrollDelay = 0.2s
# The size of each side of the 9-patch menu sprite.
9PatchSize = 24,24

@ -1,4 +1,4 @@
clear
source ./emsdk/emsdk_env.sh
emcmake cmake -DCMAKE_BUILD_TYPE=Release .
cmake --build . -j 8
cmake --build . -j 20

@ -1,4 +1,4 @@
clear
source ./emsdk/emsdk_env.sh
emcmake cmake -DCMAKE_BUILD_TYPE=Debug -D_DEBUG=1 .
cmake --build . -j 8
cmake --build . -j 20
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