Files
shinespark/src/input/mod.rs
T

148 lines
4.9 KiB
Rust

//! Input, from physical device to the buffered per-fighter state that the
//! state machine reads.
use bevy::platform::collections::HashMap;
use bevy::prelude::*;
use bevy_egui::EguiPrimaryContextPass;
use bevy_ggrs::prelude::*;
use bevy_ggrs::{LocalInputs, LocalPlayers};
pub mod buffer;
pub mod control;
pub mod frame;
pub mod gamecube;
pub mod gamepad;
pub mod keyboard;
pub mod map;
pub mod debug;
pub use buffer::{FighterCommands, FighterInput};
pub use frame::FighterInputFrame;
pub use map::{
BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction,
KeyboardInputMapElement,
};
use crate::game_settings::GameSettings;
use crate::math::int::FGi32;
use crate::netcode::GGRSCfg;
use crate::schedule::GameplaySet;
/// Owns the input map, the local-input collection that feeds GGRS, and the
/// per-fighter input state derived from the rolled-back inputs.
#[derive(Default)]
pub struct FighterInputPlugin;
impl Plugin for FighterInputPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(BaseInputMap {
keyboard: vec![
// right
KeyboardInputMapElement {
key: KeyCode::KeyD,
action: InputMapAction::MovementXDir(1),
},
// left
KeyboardInputMapElement {
key: KeyCode::KeyA,
action: InputMapAction::MovementXDir(-1),
},
// up
KeyboardInputMapElement {
key: KeyCode::KeyW,
action: InputMapAction::MovementYDir(1),
},
// down
KeyboardInputMapElement {
key: KeyCode::KeyS,
action: InputMapAction::MovementYDir(-1),
},
// jump
KeyboardInputMapElement {
key: KeyCode::Space,
action: InputMapAction::Jump,
},
// shield/airdodge
KeyboardInputMapElement {
key: KeyCode::ShiftLeft,
action: InputMapAction::Shield,
},
],
gamepad: vec![
// left stick
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickX, 1),
action: InputMapAction::MovementXDir(1),
},
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickY, 1),
action: InputMapAction::MovementYDir(1),
},
// jump
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
},
// shield/airdodge -- both shoulder buttons, Melee-style
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger),
action: InputMapAction::Shield,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger),
action: InputMapAction::Shield,
},
],
})
.add_plugins(gamecube::GamecubeAdapterPlugin)
.add_systems(ReadInputs, read_local_inputs)
.add_systems(EguiPrimaryContextPass, debug::input_debug)
.add_systems(
GgrsSchedule,
buffer::postprocess_input.in_set(GameplaySet::Input),
)
.rollback_component_with_clone::<FighterInput>();
}
}
fn preprocess_input_frame(frame: &mut FighterInputFrame, game_settings: &GameSettings) {
if frame.movement.x.abs() < game_settings.input_common.stick_deadzone {
frame.movement.x = FGi32::ZERO;
}
if frame.movement.y.abs() < game_settings.input_common.stick_deadzone {
frame.movement.y = FGi32::ZERO;
}
}
fn read_local_inputs(
mut commands: Commands,
key: Res<ButtonInput<KeyCode>>,
input_map: Res<BaseInputMap>,
gc_ports: Res<gamecube::GcPorts>,
gamepads: Query<&Gamepad>,
local_players: Res<LocalPlayers>,
game_settings: Res<GameSettings>
) {
let mut local_inputs = HashMap::new();
for handle in &local_players.0 {
let gamepad = gc_ports
.entities
.get(*handle)
.copied()
.flatten()
.and_then(|entity| gamepads.get(entity).ok());
let mut input_frame = match gamepad {
Some(pad) => gamepad::sample_gamepad(pad, &input_map, &game_settings),
None => keyboard::sample_keyboard(&key, &input_map),
};
// preprocess frame
preprocess_input_frame(&mut input_frame, &game_settings);
local_inputs.insert(*handle, input_frame);
}
commands.insert_resource(LocalInputs::<GGRSCfg>(local_inputs));
}