71 lines
1.7 KiB
Lua
71 lines
1.7 KiB
Lua
local utils = require "lib.utils.utils"
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--- @alias Device "mouse" | "key" | "pad"
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--- @param device Device
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--- @param key string
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local function control(device, key)
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--- @type {type: Device, key: string}
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local t = { type = device, key = key }
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return t
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end
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local controls = {}
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controls.keymap = {
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cameraMoveUp = control("key", "w"),
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cameraMoveLeft = control("key", "a"),
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cameraMoveRight = control("key", "d"),
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cameraMoveDown = control("key", "s"),
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cameraMoveScroll = control("mouse", "3"),
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select = control("mouse", "1")
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}
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local currentKeys = {}
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local cachedKeys = {}
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--- polling controls in O(n)
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--- should be called at the beginning of every frame
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function controls:poll()
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for k, v in pairs(self.keymap) do
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local type = v.type
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local idx = v.key
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if type == "key" then
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currentKeys[k] = love.keyboard.isDown(idx)
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end
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if type == "mouse" then
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if not tonumber(idx) then return false end
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currentKeys[k] = love.mouse.isDown(tonumber(idx) --[[@as number]])
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end
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end
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end
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--- store active controls
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--- should be called at the end of every frame
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function controls:cache()
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for k, v in pairs(currentKeys) do
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cachedKeys[k] = v
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end
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end
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--- marks a control consumed for the current frame
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--- the control will no longer be considered active
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--- @param key string
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function controls:consume(key)
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currentKeys[key] = nil
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end
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--- check if a control is active
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--- @param key string
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function controls:isDown(key)
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return not not currentKeys[key]
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end
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--- check if a control was activated during current logical frame
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--- @param key string
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function controls:isJustPressed(key)
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return currentKeys[key] and not cachedKeys[key]
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end
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return controls
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