The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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218 lines
7.4 KiB
218 lines
7.4 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include <set>
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#include <string>
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#include <map>
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#include "olcPixelGameEngine.h"
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#include "safemap.h"
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#include "olcPGEX_TransformedView.h"
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#include <variant>
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#include "IconType.h"
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#include "olcPGEX_ViewPort.h"
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#include "UndefKeys.h"
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#include <isteaminput.h>
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class AiL;
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//Future-proof game controller support.
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enum InputType{
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KEY,
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MOUSE,
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CONTROLLER,
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STEAM,
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ANALOG,
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};
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namespace Steam{
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enum SteamInput{
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//Gameplay Inputs
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MOVE, //This is the left stick analog input. Whenever we use this, we assume left stick is being used.
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MANUAL_AIM, //This is the right stick analog input. Whenever we use this, we assume right stick is being used.
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BASIC_ATTACK,
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DEFENSIVE,
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MENU_PAUSE,
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ABILITY_1,
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ABILITY_2,
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ABILITY_3,
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ABILITY_4,
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ITEM_1,
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ITEM_2,
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ITEM_3,
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//Menu Inputs
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NAVIGATE, //This is the left stick analog input. Whenever we use this, we assume left stick is being used.
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SCROLL, //This is the right stick analog input. Whenever we use this, we assume right stick is being used.
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CONFIRM,
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BACK,
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FUNCTION_1,
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FUNCTION_2,
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UP,
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DOWN,
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LEFT,
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RIGHT,
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LOCK_UNLOCK_ACC,
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FAST_SCROLL_UP,
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FAST_SCROLL_DOWN,
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};
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};
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//A generic class that represents any type of input.
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class Input{
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friend class InputGroup;
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friend class State_MainMenu;
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friend class AiL;
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InputType type;
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int key; //This will be interpreted differently depending on input type.
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static uint64_t ingameControlsHandle;
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static uint64_t menuControlsHandle;
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static bool usingGamepad;
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static void SetUsingGamepad(const bool usingGamepad);
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static std::array<std::unordered_map<Steam::SteamInput,std::pair<std::string,HWButton>>,16>enumToActionName;
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static std::unordered_map<EInputActionOrigin,std::string>steamIconToGameIcon;
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static void Initialize();
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static void UpdateSteamInput();
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static std::array<InputHandle_t,16>steamControllers;
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static uint8_t activeSteamControllerIndex;
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static uint8_t controllerCount;
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static void LoadSteamButtonIcons();
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public:
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Input(InputType type,int key);
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bool Pressed();
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//A version of Pressed() that will continuously return true after holding down for some time. Useful for scrolling through menus.
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bool Held();
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bool Released();
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float Analog();
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std::string GetDisplayName()const;
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bool operator<(const Input&rhs)const{
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return type<rhs.type||(type==rhs.type&&key<rhs.key);
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}
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static const bool UsingGamepad();
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static const bool AxesActive();
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static void StartVibration(const bool override=false);
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static void StopVibration();
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const InputType GetType()const;
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const std::string str()const;
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const bool HasIcon()const;
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const bool HasExtendedIcons()const; //Whether or not this input has extended icons for all the button sets (See IconType.h)
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const Renderable&GetIcon()const;
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const Renderable&GetIcon(IconType type)const;
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const int GetKeyCode()const;
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friend const bool operator==(const Input&input1,const Input&input2);
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};
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class InputGroup{
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friend class AiL;
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friend class Menu;
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friend class State_OverworldMap;
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friend class InputListener;
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friend class SaveFile;
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friend class State_MainMenu;
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std::set<Input>keys;
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std::vector<Input>keyOrder; //A list of keys inserted in order, for primary key mapping.
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static safemap<std::string,InputGroup*>menuNamesToInputGroups;
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static std::vector<std::string>menuInputGroups;
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static std::vector<std::string>gameplayInputGroups;
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void RemovePrimaryKeybind(InputType type);
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void AddPrimaryKeybind(Input key);
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float holdDownTime=0.f;
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float initialHoldDownTime=0.f;
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public:
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InputGroup();
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void AddKeybind(Input bind);
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void RemoveKeybind(Input bind);
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void SetNewPrimaryKeybind(Input key);
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const bool Pressed()const;
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//A version of Pressed() that will continuously return true after holding down for some time. Useful for scrolling through menus.
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const bool PressedDAS();
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const bool Held()const;
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const bool Released();
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const float Analog()const;
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const float AnalogDAS(const float threshold=0.2f);
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void ClearAllKeybinds();
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std::string GetDisplayName();
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//Draws an input display with accompanying text centered at given position.
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void DrawPrimaryInput(const std::variant<AiL*const,TileTransformedView*const,ViewPort*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha)const;
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void DrawPrimaryInput(const std::variant<AiL*const,TileTransformedView*const,ViewPort*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha,const InputType type,vf2d textScale={1.f,1.f})const;
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void DrawInput(const std::variant<AiL*const,TileTransformedView*const,ViewPort*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha,const InputType type,vf2d textScale={1.f,1.f})const;
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const std::optional<Input>GetPrimaryKey(InputType type)const;
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};
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class InputEngageGroup{
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public:
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static const bool VISIBLE=true;
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static const bool NOT_VISIBLE=false;
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enum EngageType{
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Pressed,
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PressedDAS,
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Held,
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Released,
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Analog,
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};
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private:
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InputGroup&group;
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EngageType type;
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bool labelVisible;
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public:
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InputEngageGroup(InputGroup&group,EngageType type=Released,const bool labelVisible=true);
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const EngageType GetEngageType()const;
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InputGroup&GetGroup()const;
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const InputEngageGroup operator=(const InputEngageGroup&rhs);
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const bool GetLabelVisible()const;
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};
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class GenericKey{
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struct KeyInfo{
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std::string displayName;
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std::string iconName="";
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std::string iconName2="";
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std::string iconName3="";
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};
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public:
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static std::map<std::pair<InputType,int>,KeyInfo>keyLiteral; //The displayed text for a given key for a given input type.
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};
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class InputListener{
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public:
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static void Update();
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};
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const bool operator<(const InputGroup&group1,const InputGroup&group2);
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const bool operator<(const InputEngageGroup&group1,const InputEngageGroup&group2);
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using enum InputEngageGroup::EngageType; |