Move in game key press input reaction to universe update
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@@ -73,7 +73,7 @@ wasdM scancode = case scancode of
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_ -> V2 0 0
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wasdDir :: World -> Point2
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wasdDir = foldl' (flip $ (+.+) . wasdM) (V2 0 0) . _keys . _input
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wasdDir = foldl' (flip $ (+.+) . wasdM) (V2 0 0) . M.keys . _pressedKeys . _input
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-- | Set posture according to mouse presses.
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mouseActionsCr :: M.Map SDL.MouseButton Bool -> Creature -> Creature
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@@ -5,15 +5,19 @@
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module Dodge.Data.Input where
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import Control.Lens
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import qualified Data.Map.Strict as M
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import qualified Data.Set as S
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import Dodge.Data.CWorld
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import Geometry.Data
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import SDL (MouseButton, Scancode)
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import qualified Data.Text as T
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data PressType = InitialPress
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| ShortPress
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| LongPress
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deriving (Eq,Show)
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data Input = Input
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{ _mousePos :: Point2
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, _keys :: S.Set Scancode
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, _pressedKeys :: M.Map Scancode PressType
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, _mouseButtons :: M.Map MouseButton Bool
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, _scrollAmount :: Int
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, _previousScrollAmount :: Int
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@@ -13,7 +13,7 @@ defaultInput :: Input
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defaultInput = Input
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{ _clickMousePos = V2 0 0
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, _textInput = RejectTextInput
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, _keys = S.empty
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, _pressedKeys = mempty
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, _mouseButtons = mempty
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, _mousePos = V2 0 0
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, _scrollAmount = 0
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@@ -6,7 +6,6 @@ module Dodge.Event.Keyboard (
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) where
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import Data.Maybe
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import qualified Data.Set as S
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--import Data.Text (unpack)
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import qualified Data.Text as T
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import Dodge.Base
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@@ -25,6 +24,7 @@ import Dodge.Terminal.LeftButton
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import Dodge.WorldPos
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import LensHelp
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import SDL
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--import qualified Data.Map.Strict as M
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-- annoyingly, the text input event doesn't register backspace, so deletion has to be
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-- dealt with using key presses (handlePressedKey)
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@@ -58,13 +58,16 @@ see 'handlePressedKeyInGame'.
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-}
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handleKeyboardEvent :: KeyboardEventData -> Universe -> IO (Maybe Universe)
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handleKeyboardEvent kev u = case keyboardEventKeyMotion kev of
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Released -> return . Just $ u & uvWorld . input . keys %~ S.delete scode
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Released -> return . Just $ u & uvWorld . input . pressedKeys . at scode .~ Nothing
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Pressed ->
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handlePressedKey
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(keyboardEventRepeat kev)
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scode
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(u & uvWorld . input . keys %~ S.insert scode)
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--(u & uvWorld . input . pressedKeys %~ M.insertWith f scode val)
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(u & uvWorld . input . pressedKeys . at scode ?~ val)
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where
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val | keyboardEventRepeat kev = LongPress
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| otherwise = InitialPress
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scode = (keysymScancode . keyboardEventKeysym) kev
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handlePressedKey :: Bool -> Scancode -> Universe -> IO (Maybe Universe)
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@@ -89,19 +92,7 @@ handlePressedKey _ scode u = case scode of
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handlePressedKeyInGame :: Scancode -> Universe -> Universe
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handlePressedKeyInGame scode uv = case scode of
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ScancodeEscape -> pauseGame $ over uvWorld escapeMap uv
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ScancodeSpace -> over uvWorld spaceAction uv
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ScancodeP -> pauseGame $ over uvWorld escapeMap uv
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ScancodeF -> over uvWorld youDropItem uv
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ScancodeM -> over uvWorld toggleMap uv
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ScancodeR -> over uvWorld (crToggleReloading (you w)) uv
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ScancodeT -> over uvWorld testEvent uv
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ScancodeX -> uv & uvWorld %~ toggleTweakInv
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ScancodeC -> over uvWorld toggleCombineInv uv
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ScancodeI -> uv & uvWorld . cWorld . lWorld . hud . hudElement %~ toggleInspectInv
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_ -> uv
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where
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w = _uvWorld uv
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handlePressedKeyTerminal :: Int -> Scancode -> World -> World
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handlePressedKeyTerminal tmid scode w = case scode of
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@@ -117,36 +108,12 @@ handlePressedKeyTerminal tmid scode w = case scode of
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Nothing -> t
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Just (t', _) -> t'
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toggleTweakInv :: World -> World
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toggleTweakInv w = case w ^. cWorld . lWorld . hud . hudElement of
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DisplayInventory TweakInventory{} -> w & thepointer .~ DisplayInventory NoSubInventory
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_ -> w & thepointer .~ DisplayInventory (TweakInventory mi)
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where
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thepointer = cWorld . lWorld . hud . hudElement
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mi = 0 <$ (yourItem w >>= (^? itTweaks . tweakParams . ix 0))
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toggleInspectInv :: HUDElement -> HUDElement
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toggleInspectInv he = case he of
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DisplayInventory InspectInventory -> DisplayInventory NoSubInventory
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_ -> DisplayInventory InspectInventory
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gotoTerminal :: Universe -> Universe
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gotoTerminal w = case _uvScreenLayers w of
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(InputScreen{} : _) -> w
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_ -> w & uvScreenLayers .:~ InputScreen T.empty "Enter command"
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spaceAction :: World -> World
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spaceAction w = case w ^?! cWorld . lWorld . hud . hudElement of
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DisplayCarte -> w & cWorld . lWorld . hud . carteCenter .~ theLoc
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DisplayInventory NoSubInventory -> case selectedCloseObject w of
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Just (_, Left flit) -> pickUpItem 0 flit w
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Just (_, Right but) -> doButtonEvent (_btEvent but) but w
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_ -> w
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DisplayInventory DisplayTerminal{} -> w & cWorld . lWorld . hud . hudElement .~ DisplayInventory NoSubInventory
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_ -> w & cWorld . lWorld . hud . hudElement .~ DisplayInventory NoSubInventory
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where
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--theLoc = doWorldPos (fst (_seenLocations (_cWorld w) IM.! _selLocation (_cWorld w))) w
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theLoc = doWorldPos (w ^?! cWorld . lWorld . seenLocations . ix (w ^. cWorld . lWorld . selLocation) . _1) w
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pauseGame :: Universe -> Universe
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pauseGame = uvScreenLayers .~ [pauseMenu]
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@@ -4,10 +4,9 @@ import Control.Lens
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import Dodge.Data.Universe
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--import Data.Maybe
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import ShortShow
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import qualified Data.Map.Strict as M
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testStringInit :: Universe -> [String]
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testStringInit u =
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[ show $ u ^. uvWorld . input . scrollAmount
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, show $ u ^. uvWorld . input . previousScrollAmount
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, shortShow $ u ^?! uvWorld . cWorld . lWorld . creatures . ix 0 . crPos
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]
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[ shortShow $ u ^?! uvWorld . cWorld . lWorld . creatures . ix 0 . crPos
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] ++ map show (M.toList (u ^. uvWorld . input . pressedKeys))
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+10
-2
@@ -7,8 +7,7 @@ Description : Simulation update
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module Dodge.Update (updateUniverse) where
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import Color
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--import Dodge.Zone
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import Dodge.Update.Input
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import Dodge.Update.Scroll
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import Control.Applicative
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import Data.List
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@@ -65,14 +64,23 @@ import StrictHelp
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updateUniverse :: Universe -> Universe
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updateUniverse u = updateUniverseLast . updateUniverseMid
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. updateUseInput
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. over uvWorld (updateCamera cfig)
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. over (uvWorld . cWorld . cClock) ( + 1)
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$ updateBounds u -- where should this go? next to update camera?
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where
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cfig = u ^. uvConfig
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updateUseInput :: Universe -> Universe
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updateUseInput u = M.foldlWithKey' updateKeyInGame u (u ^. uvWorld . input . pressedKeys)
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updateUniverseLast :: Universe -> Universe
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updateUniverseLast = over uvWorld (input . mouseButtons . each .~ True) -- to determine if the mouse button is held
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. over uvWorld (input . pressedKeys . each %~ f)
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where
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f LongPress = LongPress
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f _ = ShortPress
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{- For most menus the only way to change the world is using event handling. -}
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updateUniverseMid :: Universe -> Universe
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@@ -14,7 +14,6 @@ import Control.Monad
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import Data.Foldable
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import qualified Data.Set as Set
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import Dodge.Base
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import Dodge.Creature.Test
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import Dodge.Data.Config
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@@ -193,8 +192,8 @@ rotateCamera cfig w
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| keyr = over cWorld (rotateCameraBy (-0.025)) w
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| otherwise = ifConfigWallRotate cfig w
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where
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keyl = SDL.ScancodeQ `Set.member` _keys (_input w) && notAtTerminal w
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keyr = SDL.ScancodeE `Set.member` _keys (_input w) && notAtTerminal w
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keyl = SDL.ScancodeQ `M.member` _pressedKeys (_input w) && notAtTerminal w
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keyr = SDL.ScancodeE `M.member` _pressedKeys (_input w) && notAtTerminal w
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-- TODO check where/how this is used
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notAtTerminal :: World -> Bool
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@@ -0,0 +1,67 @@
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module Dodge.Update.Input
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( updateKeyInGame
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) where
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import Dodge.WorldPos
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import Dodge.Button.Event
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import Dodge.Inventory
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import Dodge.Combine
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import Dodge.Event.Test
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import Dodge.Base.You
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import Dodge.Reloading
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import Dodge.Creature.Action
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import Dodge.Menu
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import Dodge.Data.Universe
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import SDL
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import LensHelp
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updateKeyInGame :: Universe -> Scancode -> PressType -> Universe
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updateKeyInGame uv sc InitialPress = case sc of
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ScancodeEscape -> pauseGame uv
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ScancodeSpace -> over uvWorld spaceAction uv
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ScancodeP -> pauseGame uv
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ScancodeF -> over uvWorld youDropItem uv
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ScancodeM -> over uvWorld toggleMap uv
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ScancodeR -> over uvWorld (crToggleReloading (you w)) uv
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ScancodeT -> over uvWorld testEvent uv
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ScancodeX -> uv & uvWorld %~ toggleTweakInv
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ScancodeC -> over uvWorld toggleCombineInv uv
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ScancodeI -> uv & uvWorld . cWorld . lWorld . hud . hudElement %~ toggleInspectInv
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_ -> uv
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where
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w = _uvWorld uv
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updateKeyInGame uv _ _ = uv
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pauseGame :: Universe -> Universe
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pauseGame = uvScreenLayers .~ [pauseMenu]
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spaceAction :: World -> World
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spaceAction w = case w ^?! cWorld . lWorld . hud . hudElement of
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DisplayCarte -> w & cWorld . lWorld . hud . carteCenter .~ theLoc
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DisplayInventory NoSubInventory -> case selectedCloseObject w of
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Just (_, Left flit) -> pickUpItem 0 flit w
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Just (_, Right but) -> doButtonEvent (_btEvent but) but w
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_ -> w
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DisplayInventory DisplayTerminal{} -> w & cWorld . lWorld . hud . hudElement .~ DisplayInventory NoSubInventory
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_ -> w & cWorld . lWorld . hud . hudElement .~ DisplayInventory NoSubInventory
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where
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--theLoc = doWorldPos (fst (_seenLocations (_cWorld w) IM.! _selLocation (_cWorld w))) w
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theLoc = doWorldPos (w ^?! cWorld . lWorld . seenLocations . ix (w ^. cWorld . lWorld . selLocation) . _1) w
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toggleMap :: World -> World
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toggleMap w = case w ^?! cWorld . lWorld . hud . hudElement of
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DisplayCarte -> w & cWorld . lWorld . hud . hudElement .~ DisplayInventory NoSubInventory
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_ -> w & cWorld . lWorld . hud . hudElement .~ DisplayCarte
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toggleTweakInv :: World -> World
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toggleTweakInv w = case w ^. cWorld . lWorld . hud . hudElement of
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DisplayInventory TweakInventory{} -> w & thepointer .~ DisplayInventory NoSubInventory
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_ -> w & thepointer .~ DisplayInventory (TweakInventory mi)
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where
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thepointer = cWorld . lWorld . hud . hudElement
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mi = 0 <$ (yourItem w >>= (^? itTweaks . tweakParams . ix 0))
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toggleInspectInv :: HUDElement -> HUDElement
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toggleInspectInv he = case he of
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DisplayInventory InspectInventory -> DisplayInventory NoSubInventory
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_ -> DisplayInventory InspectInventory
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@@ -2,7 +2,6 @@ module Dodge.Update.Scroll where
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import qualified Data.Set as S
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import qualified Data.Text as T
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import Dodge.Base
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import Dodge.Combine
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@@ -74,7 +73,7 @@ updateWheelEvent yi w = case w ^. cWorld . lWorld . hud . hudElement of
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numLocs = (fst . IM.findMax $ (w ^. cWorld . lWorld . seenLocations)) + 1
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rbDown = ButtonRight `M.member` _mouseButtons (_input w)
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lbDown = ButtonLeft `M.member` _mouseButtons (_input w)
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invKeyDown = ScancodeCapsLock `S.member` _keys (_input w)
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invKeyDown = ScancodeCapsLock `M.member` _pressedKeys (_input w)
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scrollRBOption :: Float -> World -> World
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scrollRBOption y w
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