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if FirstLoad then
LocalPlayersCount = 0
end
DefineClass.CharacterControl = {
__parents = { "OldTerminalTarget", "InitDone" },
active = false,
character = false,
camera_active = true,
terminal_target_priority = -500,
}
function CharacterControl:Init(character)
self.character = character
terminal.AddTarget(self)
end
function CharacterControl:Done()
terminal.RemoveTarget(self)
self:SetActive(false)
end
function CharacterControl:SetActive(active)
if self.active == active then
return
end
if active then
self.active = active
self:OnActivate()
else
self.active = active
self:OnInactivate()
end
ChangeGameState("CharacterControl", active)
end
function CharacterControl:SetCameraActive(active)
self.camera_active = active
end
function CharacterControl:OnActivate()
self:SyncWithCharacter()
end
function CharacterControl:OnInactivate()
if not IsPaused() then
self:SyncWithCharacter()
end
end
function CharacterControl:GetBindingValue(binding)
end
function CharacterControl:GetActionBindings(action)
end
function CharacterControl:GetActionBinding1(action)
local bindings = self:GetActionBindings(action)
local binding = bindings and bindings[1]
return binding and (binding.xbutton or binding.key or binding.mouse_button)
end
function CharacterControl:GetBindingsCombinedValue(action)
local bindings = self:GetActionBindings(action)
if not bindings then return end
local best_value
for i = 1, #bindings do
local value = self:GetBindingValue(bindings[i])
if value then
if value == true then
return true
elseif type(value) == "number" then
best_value = Max(value, best_value or 0)
elseif IsPoint(value) then
if not best_value or value:Len2() > best_value:Len2() then
best_value = value
end
end
end
end
return best_value
end
function CharacterControl:CallBindingsDown(bindings, param, time)
for i = 1, #bindings do
local binding = bindings[i]
if self:BindingModifiersActive(binding) then
local result = binding.func(self.character, self, param, time)
if result ~= "continue" then
return result
end
end
end
return "continue"
end
function CharacterControl:CallBindingsUp(bindings)
for i = 1, #bindings do
local binding = bindings[i]
local value = self:GetBindingsCombinedValue(binding.action)
if not value then
local result = binding.func(self.character, self)
if result ~= "continue" then
return result
end
end
end
return "continue"
end
function CharacterControl:SyncBindingsWithCharacter(bindings)
for i = 1, #bindings do
local binding = bindings[i]
local value = binding.action and self:GetBindingsCombinedValue(binding.action)
binding.func(self.character, self, value)
end
end
function CharacterControl:SyncWithCharacter()
end
function BindToKeyboardAndMouseSync(action)
local class = _G["CCA_"..action]
assert(class)
if class then
class:BindToControllerSync(action, CC_KeyboardAndMouseSync)
end
end
function BindToXboxControllerSync(action)
local class = _G["CCA_"..action]
assert(class)
if class then
class:BindToControllerSync(action, CC_XboxControllerSync)
end
end
-- CharacterControlAction
DefineClass.CharacterControlAction = {
__parents = {},
ActionStop = false,
IsKindOf = IsKindOf,
HasMember = PropObjHasMember,
}
function CharacterControlAction:Action(character)
print("No Action defined: " .. self.class)
return "continue"
end
function OnMsg.ClassesPostprocess()
ClassDescendants("CharacterControlAction", function(class_name, class)
if class.GetAction == CharacterControlAction.GetAction and class.Action then
local f = function(...)
return class:Action(...)
end
class.GetAction = function() return f end
end
if class.GetActionSync == CharacterControlAction.GetActionSync and class.ActionStop then
local action_name = string.sub(class_name, #"CCA_" + 1)
local function f(character, controller)
local value = controller:GetBindingsCombinedValue(action_name)
if not value then
class:ActionStop(character, controller)
end
return "continue"
end
class.GetActionSync = function() return f end
end
end)
end
function CharacterControlAction:GetAction()
end
function CharacterControlAction:GetActionSync()
end
function CharacterControlAction:BindToControllerSync(action, bindings)
local f = self:GetActionSync()
if f and not table.find(bindings, "func", f) then
table.insert(bindings, { action = action, func = f })
end
end
function CharacterControlAction:BindKey(action, key, mod1, mod2)
local f = self:GetAction()
if f then
if mod1 == "double-click" then
BindToKeyboardEvent(action, "double-click", f, key, mod2)
elseif mod1 == "hold" then
BindToKeyboardEvent(action, "hold", f, key, mod2)
else
BindToKeyboardEvent(action, "down", f, key, mod1, mod2)
end
end
if mod1 == "double-click" or mod1 == "hold" then
mod1, mod2 = mod2, nil
end
f = self:GetActionSync()
if f then
BindToKeyboardEvent(action, "up", f, key)
if mod1 then
BindToKeyboardEvent(action, "up", f, mod1)
end
if mod2 then
BindToKeyboardEvent(action, "up", f, mod2)
end
end
end
function CharacterControlAction:BindMouse(action, button, key_mod)
assert(key_mod ~= "double-click" and key_mod ~= "hold", "Not supported mouse modifiers")
local f = self:GetAction()
if f then
if button == "MouseMove" then
BindToMouseEvent(action, "mouse_move", f, nil, key_mod)
else
BindToMouseEvent(action, "down", f, button, key_mod)
end
end
f = self:GetActionSync()
if f then
if button ~= "MouseMove" then
BindToMouseEvent(action, "up", f, button)
end
if key_mod then
BindToKeyboardEvent(action, "up", f, key_mod)
end
end
end
function CharacterControlAction:BindXboxController(action, button, mod1, mod2)
local f = self:GetAction()
if f then
if mod1 == "hold" then
BindToXboxControllerEvent(action, "hold", f, button, mod2)
else
BindToXboxControllerEvent(action, "down", f, button, mod1, mod2)
end
end
if mod1 == "hold" then
mod1, mod2 = mod2, nil
end
f = self:GetActionSync()
if f then
BindToXboxControllerEvent(action, "up", f, button)
if mod1 then
BindToXboxControllerEvent(action, "up", f, mod1)
end
if mod2 then
BindToXboxControllerEvent(action, "up", f, mod2)
end
end
end
-- Navigation
if FirstLoad then
UpdateCharacterNavigationThread = false
end
function OnMsg.DoneMap()
UpdateCharacterNavigationThread = false
end
local function CalcNavigationVector(controller, camera_view)
local pt = controller:GetBindingsCombinedValue("Move_Direction")
if pt then
return Rotate(pt:SetX(-pt:x()), XControlCameraGetYaw(camera_view) - 90*60)
end
local x = (controller:GetBindingsCombinedValue("Move_CameraRight") and 32767 or 0) + (controller:GetBindingsCombinedValue("Move_CameraLeft") and -32767 or 0)
local y = (controller:GetBindingsCombinedValue("Move_CameraForward") and 32767 or 0) + (controller:GetBindingsCombinedValue("Move_CameraBackward") and -32767 or 0)
if x ~= 0 or y ~= 0 then
return Rotate(point(-x,y), XControlCameraGetYaw(camera_view) - 90*60)
end
end
function UpdateCharacterNavigation(character, controller)
local dir = CalcNavigationVector(controller, character.camera_view)
character:SetStateContext("navigation_vector", dir)
if dir and not IsValidThread(UpdateCharacterNavigationThread) then
UpdateCharacterNavigationThread = CreateMapRealTimeThread(function()
repeat
Sleep(20)
if IsPaused() then break end
local update
for loc_player = 1, LocalPlayersCount do
local o = PlayerControlObjects[loc_player]
if o and o.controller then
local dir = CalcNavigationVector(o.controller, o.camera_view)
o:SetStateContext("navigation_vector", dir)
update = update or dir and true
end
end
until not update
UpdateCharacterNavigationThread = false
end)
end
return "continue"
end
DefineClass("CCA_Navigation", "CharacterControlAction")
DefineClass("CCA_Move_CameraForward", "CCA_Navigation")
DefineClass("CCA_Move_CameraBackward", "CCA_Navigation")
DefineClass("CCA_Move_CameraLeft", "CCA_Navigation")
DefineClass("CCA_Move_CameraRight", "CCA_Navigation")
function CCA_Navigation:BindKey(action, key)
BindToKeyboardEvent(action, "down", UpdateCharacterNavigation, key)
BindToKeyboardEvent(action, "up", UpdateCharacterNavigation, key)
end
function CCA_Navigation:BindXboxController(action, button)
BindToXboxControllerEvent(action, "down", UpdateCharacterNavigation, button)
BindToXboxControllerEvent(action, "up", UpdateCharacterNavigation, button)
end
function CCA_Navigation:GetActionSync()
return UpdateCharacterNavigation
end
-- Move_Direction
DefineClass("CCA_Move_Direction", "CharacterControlAction")
function CCA_Move_Direction:BindKey(action, key, mod1, mod2)
assert(false, "Can't bind 2D direction to a key")
end
function CCA_Move_Direction:BindMouse(action, button, key_mod)
assert(false, "Mouse cursor could be converted to a direction. Not implemented.")
end
function CCA_Move_Direction:BindXboxController(action, button)
assert(button == "LeftThumb" or button == "RightThumb")
BindToXboxControllerEvent(action, "change", UpdateCharacterNavigation, button)
end
function CCA_Move_Direction:GetActionSync()
return UpdateCharacterNavigation
end
-- RotateCamera
function UpdateCameraRotate(character, controller)
if not g_LookAtObjectSA then
local dir = (controller:GetBindingsCombinedValue("CameraRotate_Left") and -1 or 0) + (controller:GetBindingsCombinedValue("CameraRotate_Right") and 1 or 0)
camera3p.SetAutoRotate(90*60*dir)
end
return "continue"
end
DefineClass("CCA_CameraRotate", "CharacterControlAction")
DefineClass("CCA_CameraRotate_Left", "CCA_CameraRotate")
DefineClass("CCA_CameraRotate_Right", "CCA_CameraRotate")
function CCA_CameraRotate:BindKey(action, key)
BindToKeyboardEvent(action, "down", UpdateCameraRotate, key)
BindToKeyboardEvent(action, "up", UpdateCameraRotate, key)
end
function CCA_CameraRotate:BindXboxController(action, button)
BindToXboxControllerEvent(action, "down", UpdateCameraRotate, button)
BindToXboxControllerEvent(action, "up", UpdateCameraRotate, button)
end
function CCA_CameraRotate:GetActionSync()
return UpdateCameraRotate
end
if FirstLoad then
InGameMouseCursor = false
end
-- CameraRotate_Mouse
DefineClass("CCA_CameraRotate_Mouse", "CharacterControlAction")
function CCA_CameraRotate_Mouse:Action(character)
if not (character and character.controller and character.controller.camera_active) then
return "continue"
end
if InGameMouseCursor then
HideMouseCursor("InGameCursor") -- although MouseRotate(true) hides the mouse, IsMouseCursorHidden() depends on it
else
SetMouseDeltaMode(false)
end
MouseRotate(true)
Msg("CameraRotateStart", "mouse")
return "break"
end
function CCA_CameraRotate_Mouse:ActionStop(character)
MouseRotate(false)
if InGameMouseCursor then
ShowMouseCursor("InGameCursor")
else
HideMouseCursor("InGameCursor")
SetMouseDeltaMode(true) -- prevents the mouse to leave the game window
end
Msg("CameraRotateStop", "mouse")
return "continue"
end
function CCA_CameraRotate_Mouse:GetActionSync(character, controller)
local function f(character, controller)
local value = not CameraLocked and (MouseRotateCamera == "always" or controller:GetBindingsCombinedValue("CameraRotate_Mouse"))
if value then
return self:Action(character, controller)
else
return self:ActionStop(character, controller)
end
end
return f
end
-- KeyboardAndMouse Control
DefineClass.CC_KeyboardAndMouse = {
__parents = { "CharacterControl" },
KeyHoldButtonTime = 350,
KeyDoubleClickTime = 300,
key_hold_thread = false,
key_last_double_click = false,
key_last_double_click_time = 0,
}
function CC_KeyboardAndMouse:OnActivate()
CharacterControl.OnActivate(self)
if InGameMouseCursor then
ShowMouseCursor("InGameCursor")
end
end
function CC_KeyboardAndMouse:OnInactivate()
CharacterControl.OnInactivate(self)
DeleteThread(self.key_hold_thread)
self.key_hold_thread = nil
self.key_last_double_click = nil
self.key_last_double_click_time = nil
HideMouseCursor("InGameCursor")
MouseRotate(false)
end
function CC_KeyboardAndMouse:SetCameraActive(active)
CharacterControl.SetCameraActive(self, active)
if self.active and not self.camera_active then
MouseRotate(false)
end
end
function CC_KeyboardAndMouse:GetActionBindings(action)
return CC_KeyboardAndMouse_ActionBindings[action]
end
function CC_KeyboardAndMouse:GetBindingValue(binding)
if not self.active or binding.key and not terminal.IsKeyPressed(binding.key) then
return false
end
if binding.mouse_button then
local pressed = self:IsMouseButtonPressed(binding.mouse_button)
if pressed == false then
return false
end
end
if not self:BindingModifiersActive(binding) then
return false
end
return true
end
function CC_KeyboardAndMouse:IsMouseButtonPressed(button)
local pressed, _
if button == "LButton" then
pressed = terminal.IsLRMX1X2MouseButtonPressed()
elseif button == "RButton" then
_, pressed = terminal.IsLRMX1X2MouseButtonPressed()
elseif button == "MButton" then
_, _, pressed = terminal.IsLRMX1X2MouseButtonPressed()
elseif button == "XButton1" then
_, _, _, pressed = terminal.IsLRMX1X2MouseButtonPressed()
elseif button == "XButton2" then
_, _, _, _, pressed = terminal.IsLRMX1X2MouseButtonPressed()
elseif button == "MouseWheelFwd" or button == "MouseWheelBack" then
return false
end
return pressed
end
function CC_KeyboardAndMouse:BindingModifiersActive(binding)
local keys = binding.key_modifiers
if keys then
for i = 1, #keys do
local key_or_button = keys[i]
if key_or_button == "MouseWheelFwd" or key_or_button == "MouseWheelBack" then
return false
end
local pressed = self:IsMouseButtonPressed(key_or_button)
if pressed == nil then
pressed = terminal.IsKeyPressed(key_or_button)
end
if not pressed then
return false
end
end
end
return true
end
-- keyboard events
function CC_KeyboardAndMouse:OnKbdKeyDown(virtual_key, repeated, time)
if repeated or not self.active then
return "continue"
end
-- double click
if CC_KeyboardKeyDoubleClick[virtual_key] then
if self.key_last_double_click == virtual_key and RealTime() - self.key_last_double_click_time < self.KeyDoubleClickTime then
self.key_last_double_click = false
self:CallBindingsDown(CC_KeyboardKeyDoubleClick[virtual_key], true, time)
else
self.key_last_double_click = virtual_key
self.key_last_double_click_time = RealTime()
end
end
-- hold
if CC_KeyboardKeyHold[virtual_key] then
DeleteThread(self.key_hold_thread)
self.key_hold_thread = CreateRealTimeThread(function(self, virtual_key, time)
Sleep(self.KeyHoldButtonTime)
self.key_hold_thread = false
if terminal.IsKeyPressed(virtual_key) then
self:CallBindingsDown(CC_KeyboardKeyHold[virtual_key], true, time)
end
end, self, virtual_key, time)
end
-- down
local result
if CC_KeyboardKeyDown[virtual_key] then
result = self:CallBindingsDown(CC_KeyboardKeyDown[virtual_key], true, time)
end
return result or "continue"
end
function CC_KeyboardAndMouse:OnKbdKeyUp(virtual_key)
if not self.active then
return "continue"
end
if CC_KeyboardKeyHold[virtual_key] and self.key_hold_thread then
DeleteThread(self.key_hold_thread)
self.key_hold_thread = false
end
if CC_KeyboardKeyUp[virtual_key] then
local result = self:CallBindingsUp(CC_KeyboardKeyUp[virtual_key])
return result
end
return "continue"
end
-- mouse events
function CC_KeyboardAndMouse:OnMouseButtonDown(button, pt, time)
if not self.active then
return "continue"
end
if CC_MouseButtonDown[button] then
local result = self:CallBindingsDown(CC_MouseButtonDown[button], true, time)
if result ~= "continue" then
return result
end
end
return "continue"
end
function CC_KeyboardAndMouse:OnMouseButtonUp(button, pt, time)
if not self.active then
return "continue"
end
if CC_MouseButtonUp[button] then
local result = self:CallBindingsUp(CC_MouseButtonUp[button], false, time)
if result ~= "continue" then
return result
end
end
return "continue"
end
function CC_KeyboardAndMouse:OnLButtonDown(...)
return self:OnMouseButtonDown("LButton", ...)
end
function CC_KeyboardAndMouse:OnLButtonUp(...)
return self:OnMouseButtonUp("LButton", ...)
end
function CC_KeyboardAndMouse:OnLButtonDoubleClick(...)
return self:OnMouseButtonDown("LButton", ...)
end
function CC_KeyboardAndMouse:OnRButtonDown(...)
return self:OnMouseButtonDown("RButton", ...)
end
function CC_KeyboardAndMouse:OnRButtonUp(...)
return self:OnMouseButtonUp("RButton", ...)
end
function CC_KeyboardAndMouse:OnRButtonDoubleClick(...)
return self:OnMouseButtonDown("RButton", ...)
end
function CC_KeyboardAndMouse:OnMButtonDown(...)
return self:OnMouseButtonDown("MButton", ...)
end
function CC_KeyboardAndMouse:OnMButtonUp(...)
return self:OnMouseButtonUp("MButton", ...)
end
function CC_KeyboardAndMouse:OnMButtonDoubleClick(...)
return self:OnMouseButtonDown("MButton", ...)
end
function CC_KeyboardAndMouse:OnXButton1Down(...)
return self:OnMouseButtonDown("XButton1", ...)
end
function CC_KeyboardAndMouse:OnXButton1Up(...)
return self:OnMouseButtonUp("XButton1", ...)
end
function CC_KeyboardAndMouse:OnXButton1DoubleClick(...)
return self:OnMouseButtonDown("XButton1", ...)
end
function CC_KeyboardAndMouse:OnXButton2Down(...)
return self:OnMouseButtonDown("XButton2", ...)
end
function CC_KeyboardAndMouse:OnXButton2Up(...)
return self:OnMouseButtonUp("XButton2", ...)
end
function CC_KeyboardAndMouse:OnXButton2DoubleClick(...)
return self:OnMouseButtonDown("XButton2", ...)
end
function CC_KeyboardAndMouse:OnMouseWheelForward(pt, time)
if not self.active then
return "continue"
end
local result = self:CallBindingsDown(CC_MouseWheelFwd, true, time)
if result ~= "break" then
result = self:CallBindingsDown(CC_MouseWheel, 1, time)
end
return result
end
function CC_KeyboardAndMouse:OnMouseWheelBack(pt, time)
if not self.active then
return "continue"
end
local result = self:CallBindingsDown(CC_MouseWheelBack, true, time)
if result ~= "break" then
result = self:CallBindingsDown(CC_MouseWheel, -1, time)
end
return result
end
function CC_KeyboardAndMouse:OnMousePos(pt, time)
if not self.active then
return "continue"
end
local result = self:CallBindingsDown(CC_MouseMove, pt, time)
return result
end
function CC_KeyboardAndMouse:SyncWithCharacter()
self:SyncBindingsWithCharacter(CC_KeyboardAndMouseSync)
end
local function ResetKeyboardAndMouseBindings()
CC_KeyboardKeyDown = {}
CC_KeyboardKeyUp = {}
CC_KeyboardKeyHold = {}
CC_KeyboardKeyDoubleClick = {}
CC_MouseButtonDown = {}
CC_MouseButtonUp = {}
CC_MouseWheel = {}
CC_MouseWheelFwd = {}
CC_MouseWheelBack = {}
CC_MouseMove = {}
CC_KeyboardAndMouse_ActionBindings = {}
CC_KeyboardAndMouseSync = {}
end
if FirstLoad then
ResetKeyboardAndMouseBindings()
end
function BindKey(action, key, mod1, mod2)
local class = _G["CCA_"..action]
assert(class)
if class then
class:BindKey(action, key, mod1, mod2)
end
end
function BindMouse(action, button, key_mod)
local class = _G["CCA_"..action]
assert(class)
if class then
class:BindMouse(action, button, key_mod)
end
end
local function ResolveRefBindings(list, bindings)
for i = 1, #list do
local action = list[i][1]
local blist = bindings[action]
for j = #blist, 1, -1 do
local binding = blist[j]
for k = #binding, 1, -1 do
local ref = bindings[binding[k]]
if ref then
if #ref == 0 then
table.remove(blist,j)
else
table.remove(binding, k)
for m = 2, #ref do
table.insert(blist, j, table.copy(binding))
end
for m = 1, #ref do
local rt = ref[m]
local binding_mod = blist[j+m-1]
for n = #rt, 1, -1 do
table.insert(binding_mod, k+n-1, rt[n])
end
end
end
end
end
end
end
end
function ReloadKeyboardAndMouseBindings(default_bindings, predefined_bindings)
ResetKeyboardAndMouseBindings()
if not default_bindings then
return
end
local bindings = {}
for i = 1, #default_bindings do
local default_list = default_bindings[i]
local action = default_list[1]
bindings[action] = {}
local predefined_list = predefined_bindings and predefined_bindings[action]
for j = 1, Max(predefined_list and #predefined_list or 0, #default_list-1) do
local binding = predefined_list and predefined_list[j] or nil
if binding == nil then
binding = default_list and default_list[j+1]
end
if binding and #binding > 0 then
local t = {}
for k = 1, #binding do
t[k] = type(binding[k]) == "string" and const["vk"..binding[k]] or binding[k]
end
table.insert(bindings[action], t)
end
end
end
ResolveRefBindings(default_bindings, bindings)
for i = 1, #default_bindings do
local action = default_bindings[i][1]
local blist = bindings[action]
for j = 1, #blist do
local binding = blist[j]
if type(binding[1]) == "number" then
BindKey(action, binding[1], binding[2], binding[3])
else
BindMouse(action, binding[1], binding[2], binding[3])
end
if binding[2] then
if type(binding[2]) == "number" then
BindKey(action, binding[2], binding[1], binding[3])
else
BindMouse(action, binding[2], binding[1], binding[3])
end
end
if binding[3] then
if type(binding[3]) == "number" then
BindKey(action, binding[3], binding[1], binding[2])
else
BindMouse(action, binding[3], binding[1], binding[2])
end
end
end
BindToKeyboardAndMouseSync(action)
end
end
function BindToKeyboardEvent(action, event, func, key, mod1, mod2)
local binding = { action = action, key = key, func = func }
if mod1 or mod2 then
binding.key_modifiers = {}
binding.key_modifiers[#binding.key_modifiers+1] = mod1
binding.key_modifiers[#binding.key_modifiers+1] = mod2
end
local list
if event == "down" then
list = CC_KeyboardKeyDown
CC_KeyboardAndMouse_ActionBindings[action] = CC_KeyboardAndMouse_ActionBindings[action] or {}
table.insert(CC_KeyboardAndMouse_ActionBindings[action], binding)
elseif event == "up" then
list = CC_KeyboardKeyUp
elseif event == "hold" then
list = CC_KeyboardKeyHold
elseif event == "double-click" then
list = CC_KeyboardKeyDoubleClick
end
list[key] = list[key] or {}
table.insert(list[key], binding)
end
function BindToMouseEvent(action, event, func, button, key_mod)
local binding = { action = action, mouse_button = button, func = func }
if key_mod then
binding.key_modifiers = {}
binding.key_modifiers[#binding.key_modifiers+1] = key_mod
end
if event == "down" or button == "MouseWheel" then
CC_KeyboardAndMouse_ActionBindings[action] = CC_KeyboardAndMouse_ActionBindings[action] or {}
table.insert(CC_KeyboardAndMouse_ActionBindings[action], binding)
end
if button == "MouseWheel" then
table.insert(CC_MouseWheel, binding)
elseif button == "MouseWheelFwd" then
table.insert(CC_MouseWheelFwd, binding)
elseif button == "MouseWheelBack" then
table.insert(CC_MouseWheelBack, binding)
elseif event == "down" then
CC_MouseButtonDown[button] = CC_MouseButtonDown[button] or {}
table.insert(CC_MouseButtonDown[button], binding)
elseif event == "up" then
CC_MouseButtonUp[button] = CC_MouseButtonUp[button] or {}
table.insert(CC_MouseButtonUp[button], binding)
elseif event == "mouse_move" then
table.insert(CC_MouseMove, binding)
end
end
-- XboxController
DefineClass.CC_XboxController = {
__parents = { "CharacterControl" },
xbox_controller_id = false,
XboxHoldButtonTime = 350,
xbox_hold_thread = false,
XBoxComboButtonsDelay = 100,
xbox_last_combo_button = false,
xbox_last_combo_button_time = 0,
}
function CC_XboxController:Init(character, controller_id)
self.xbox_controller_id = controller_id
end
function CC_XboxController:OnActivate()
CharacterControl.OnActivate(self)
if self.xbox_controller_id and self.camera_active then
camera3p.EnableController(self.xbox_controller_id)
end
end
function CC_XboxController:SetCameraActive(active)
CharacterControl.SetCameraActive(self, active)
if self.xbox_controller_id and self.active then
if self.camera_active then
camera3p.EnableController(self.xbox_controller_id)
else
camera3p.DisableController(self.xbox_controller_id)
end
end
end
function CC_XboxController:OnInactivate()
CharacterControl.OnInactivate(self)
DeleteThread(self.xbox_hold_thread)
self.xbox_hold_thread = nil
if self.xbox_controller_id then
XInput.SetRumble(self.xbox_controller_id, 0, 0)
camera3p.DisableController(self.xbox_controller_id)
end
end
function CC_XboxController:GetActionBindings(action)
return CC_XboxController_ActionBindings[action]
end
function CC_XboxController:GetBindingValue(binding)
if not self.active then
return
end
local button = binding.xbutton
if button and not XInput.IsCtrlButtonPressed(self.xbox_controller_id, button) then
return
end
if not self:BindingModifiersActive(binding) then
return
end
local value = XInput.CurrentState[self.xbox_controller_id][button]
return value
end
function CC_XboxController:BindingModifiersActive(binding)
local buttons = binding.x_modifiers
if buttons then
for i = 1, #buttons do
if not XInput.IsCtrlButtonPressed(self.xbox_controller_id, buttons[i]) then
return false
end
end
end
return true
end
function CC_XboxController:OnXButtonDown(button, controller_id)
if not self.active or controller_id ~= self.xbox_controller_id then
return "continue"
end
-- hold
if CC_XboxButtonHold[button] then
DeleteThread(self.xbox_hold_thread)
self.xbox_hold_thread = CreateRealTimeThread(function(self, button, controller_id)
Sleep(self.XboxHoldButtonTime)
self.xbox_hold_thread = false
if XInput.IsCtrlButtonPressed(self.xbox_controller_id, button) then
local xstate = XInput.CurrentState[controller_id]
self:CallBindingsDown(CC_XboxButtonHold[button], xstate[button])
end
end, self, button, controller_id)
end
local result
if CC_XboxButtonDown[button] then
result = self:CallBindingsDown(CC_XboxButtonDown[button], true)
end
if CC_XboxButtonCombo[button] then
local handlers = self.xbox_last_combo_button and RealTime() - self.xbox_last_combo_button_time < self.XBoxComboButtonsDelay and CC_XboxButtonCombo[button][self.xbox_last_combo_button]
if handlers then
local result = self:CallBindingsDown(handlers, true)
if result and result ~= "continue" then
self.xbox_last_combo_button = false
return result
end
end
self.xbox_last_combo_button = button
self.xbox_last_combo_button_time = RealTime()
end
return result or "continue"
end
function CC_XboxController:OnXButtonUp(button, controller_id)
if not self.active or controller_id ~= self.xbox_controller_id then
return "continue"
end
if self.xbox_last_combo_button == button then
self.xbox_last_combo_button = false
end
if CC_XboxButtonHold[button] and self.xbox_hold_thread then
DeleteThread(self.xbox_hold_thread)
self.xbox_hold_thread = false
end
if CC_XboxButtonUp[button] then
local result = self:CallBindingsUp(CC_XboxButtonUp[button])
if result ~= "continue" then
return result
end
end
return "continue"
end
function CC_XboxController:OnXNewPacket(_, controller_id, last_state, current_state)
if not self.active or controller_id ~= self.xbox_controller_id then
return "continue"
end
for i = 1, #CC_XboxControllerNewPacket do
local button = CC_XboxControllerNewPacket[i]
self:CallBindingsDown(CC_XboxControllerNewPacket[button], current_state[button])
end
return "continue"
end
function CC_XboxController:SyncWithCharacter()
self:SyncBindingsWithCharacter(CC_XboxControllerSync)
end
local function ResetXboxControllerBindings()
CC_XboxButtonDown = {}
CC_XboxButtonUp = {}
CC_XboxButtonHold = {}
CC_XboxButtonCombo = {}
CC_XboxControllerNewPacket = {}
CC_XboxController_ActionBindings = {}
CC_XboxControllerSync = {}
table.insert(CC_XboxControllerSync,{ func = function() MouseRotate(false) end})
end
if FirstLoad then
ResetXboxControllerBindings()
end
function ReloadXboxControllerBindings(default_bindings, predefined_bindings)
ResetXboxControllerBindings()
if not default_bindings then
return
end
local bindings = {}
for i = 1, #default_bindings do
local default_list = default_bindings[i]
local action = default_list[1]
bindings[action] = {}
local predefined_list = predefined_bindings and predefined_bindings[action]
for i = 1, Max(predefined_list and #predefined_list or 0, #default_list-1) do
local binding = predefined_list and predefined_list[i] or nil
if binding == nil then
binding = default_list and default_list[i+1]
end
if binding and #binding > 0 then
local t = {}
for k = 1, #binding do
t[k] = binding[k]
end
table.insert(bindings[action], t)
end
end
end
ResolveRefBindings(default_bindings, bindings)
for i = 1, #default_bindings do
local action = default_bindings[i][1]
local blist = bindings[action]
for j = 1, #blist do
local binding = blist[j]
BindXboxController(action, unpack_params(binding))
end
BindToXboxControllerSync(action)
end
end
function BindXboxController(action, button, mod1, mod2)
local class = _G["CCA_"..action]
assert(class)
if class then
class:BindXboxController(action, button, mod1, mod2)
end
end
function BindToXboxControllerEvent(action, event, func, button, mod1, mod2)
if event == "sync" then
if action or not table.find(CC_XboxControllerSync, "func", func) then
local binding = { action = action, func = func }
table.insert(CC_XboxControllerSync, binding)
end
return
end
local binding = { action = action, xbutton = button, func = func }
if mod1 or mod2 then
binding.x_modifiers = {}
binding.x_modifiers[#binding.x_modifiers+1] = mod1
binding.x_modifiers[#binding.x_modifiers+1] = mod2
end
local list
if event == "down" then
CC_XboxController_ActionBindings[action] = CC_XboxController_ActionBindings[action] or {}
table.insert(CC_XboxController_ActionBindings[action], binding)
list = CC_XboxButtonDown
elseif event == "up" then
list = CC_XboxButtonUp
table.insert_unique(CC_XboxButtonUp, button)
elseif event == "hold" then
list = CC_XboxButtonHold
elseif event == "combo" then
list = CC_XboxButtonCombo
elseif event == "change" then
CC_XboxController_ActionBindings[action] = CC_XboxController_ActionBindings[action] or {}
table.insert(CC_XboxController_ActionBindings[action], binding)
table.insert_unique(CC_XboxControllerNewPacket, button)
list = CC_XboxControllerNewPacket
else
return
end
if not list[button] then
list[button] = {}
end
table.insert(list[button], binding)
end
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