Add the ability to respawn and improve controller port mapping (#72)
Reviewed-on: #72 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #72.
This commit is contained in:
+17
-10
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
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Gamepad(Entity),
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}
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/// Maps an input source to a player index
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/// Persistent mapping from physical/menu controller slots to input sources.
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#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
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pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
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@@ -50,6 +50,16 @@ impl LocalInputAssignments {
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}
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}
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/// Match-local mapping from dense GGRS handles to physical input sources.
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#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
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pub struct MatchInputAssignments(pub Vec<Option<LocalInputSource>>);
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impl MatchInputAssignments {
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pub fn get_for_handle(&self, handle: usize) -> Option<LocalInputSource> {
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self.0.get(handle).copied().flatten()
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}
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}
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use crate::game_settings::GameSettings;
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use crate::math::int::FGi32;
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use crate::netcode::GGRSCfg;
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@@ -244,20 +254,17 @@ fn read_local_inputs(
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input_map: Res<BaseInputMap>,
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gc_ports: Res<gamecube::GcPorts>,
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gamepads: Query<&Gamepad>,
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assignments: Res<LocalInputAssignments>,
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assignments: Res<MatchInputAssignments>,
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local_players: Res<LocalPlayers>,
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game_settings: Res<GameSettings>,
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) {
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let mut local_inputs = HashMap::new();
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for handle in &local_players.0 {
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let assigned = assignments
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.0
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.iter()
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.find(|(player_handle, _)| player_handle == handle);
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let assigned = assignments.get_for_handle(*handle);
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let gamepad = match assigned {
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Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
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Some((_, LocalInputSource::Keyboard)) => None,
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Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(),
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Some(LocalInputSource::Keyboard) => None,
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None => gc_ports
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.entities
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.get(*handle)
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@@ -267,8 +274,8 @@ fn read_local_inputs(
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};
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let mut input_frame = match assigned {
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Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
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Some((_, LocalInputSource::Gamepad(_))) => gamepad
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Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map),
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Some(LocalInputSource::Gamepad(_)) => gamepad
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.map(|pad| gamepad::sample_gamepad(pad, &input_map))
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.unwrap_or_default(),
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None => FighterInputFrame::default(),
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