Files
aego/modules/input/config.go
T
sanspie 2e10968d48 Stage 11f3: landing, Getting started, guides; demo fixes (D347, D289)
Landing page and Install Aego / Your first project in English and Russian; the 2D template matches them. Platformer from scratch and Recipes with every step scene run by docs check. Builtin data and handle methods in the reference, Inspector names in field tables, Markdown copies and llms-full.txt, strict docs check in CI, engine/docs/README.md.
Fixes: a body cast from a touching contact uses the face normal, so characters no longer stick after a respawn or against walls; Respawn.resetVelocity works; a touch gamepad on exported web pages.
2026-10-25 15:31:22 +03:00

203 lines
4.2 KiB
Go

package input
import (
"aego/core/errs"
)
const (
ID = "input"
ScriptModule = "aego/input"
MaxPlayers = 4
DefaultContext = "Default"
DefaultDeadzone = 0.2
)
type Kind uint8
const (
Button Kind = iota
Axis1D
Axis2D
Pointer
PointerDelta
kindCount
)
var kindNames = [kindCount]string{"button", "axis1", "axis2", "pointer", "pointerDelta"}
func (k Kind) String() string {
if k < kindCount {
return kindNames[k]
}
return ""
}
func KindByName(s string) (Kind, bool) {
for i, n := range kindNames {
if n == s {
return Kind(i), true
}
}
return 0, false
}
type Trigger uint8
const (
Press Trigger = iota
Release
Hold
Tap
DoubleTap
Toggle
triggerCount
)
var triggerNames = [triggerCount]string{"press", "release", "hold", "tap", "doubleTap", "toggle"}
func (t Trigger) String() string {
if t < triggerCount {
return triggerNames[t]
}
return ""
}
func TriggerByName(s string) (Trigger, bool) {
for i, n := range triggerNames {
if n == s {
return Trigger(i), true
}
}
return 0, false
}
type Interaction struct {
Trigger Trigger
Time float32
}
type Action struct {
Name string
Kind Kind
Bindings []Binding
Interaction Interaction
Buffer float32
Deadzone float32
Sensitivity float32
Smoothing float32
}
type Context struct {
Name string
Priority int
Consume bool
Release bool
Actions []string
}
type Config struct {
Players int
Deadzone float32
Stack []string
Actions []Action
Contexts []Context
Migrated bool
}
func mustBindings(list ...string) []Binding {
out := make([]Binding, len(list))
for i, s := range list {
b, err := ParseBinding(s)
if err != nil {
panic(err)
}
out[i] = b
}
return out
}
func Default() Config {
return Config{
Players: 1,
Deadzone: DefaultDeadzone,
Stack: []string{DefaultContext},
Actions: []Action{
{Name: "Move", Kind: Axis1D, Bindings: mustBindings("Key.A/Key.D", "Key.Left/Key.Right", "Pad.LeftX")},
{Name: "Jump", Kind: Button, Bindings: mustBindings("Key.Space", "Pad.A")},
{Name: "horizontal", Kind: Axis1D, Bindings: mustBindings("Key.A/Key.D", "Key.Left/Key.Right")},
{Name: "vertical", Kind: Axis1D, Bindings: mustBindings("Key.S/Key.W", "Key.Down/Key.Up")},
},
Contexts: []Context{{Name: DefaultContext, Actions: []string{"Move", "Jump", "horizontal", "vertical"}}},
}
}
func bad(msg string) error {
return errs.New(errs.ProjectBadFile, "input: "+msg)
}
func validName(s string) bool {
if s == "" {
return false
}
for i := 0; i < len(s); i++ {
c := s[i]
switch {
case c >= 'a' && c <= 'z', c >= 'A' && c <= 'Z', c == '_':
case c >= '0' && c <= '9' && i > 0:
default:
return false
}
}
return true
}
func (c *Config) Validate() error {
if c.Players < 1 || c.Players > MaxPlayers {
return bad("players must be from 1 to 4")
}
if c.Deadzone < 0 || c.Deadzone >= 1 {
return bad("deadzone must be in [0, 1)")
}
acts := map[string]bool{}
for i := range c.Actions {
a := &c.Actions[i]
switch {
case !validName(a.Name):
return bad("action name " + a.Name + " is not a valid identifier")
case acts[a.Name]:
return bad("action " + a.Name + " is declared twice")
case a.Buffer < 0 || a.Deadzone < 0 || a.Deadzone >= 1 || a.Smoothing < 0 || a.Interaction.Time < 0:
return bad("action " + a.Name + " has a negative or out-of-range setting")
case (a.Kind == Pointer || a.Kind == PointerDelta) && len(a.Bindings) > 0:
return bad("action " + a.Name + " of type " + a.Kind.String() + " takes no bindings")
}
for j := range a.Bindings {
if !a.Bindings[j].fits(a.Kind) {
return bad("action " + a.Name + ": binding " + a.Bindings[j].String() + " does not fit " + a.Kind.String())
}
}
acts[a.Name] = true
}
ctxs := map[string]bool{}
for _, x := range c.Contexts {
switch {
case !validName(x.Name):
return bad("context name " + x.Name + " is not a valid identifier")
case ctxs[x.Name]:
return bad("context " + x.Name + " is declared twice")
}
for _, a := range x.Actions {
if !acts[a] {
return bad("context " + x.Name + " names the unknown action " + a)
}
}
ctxs[x.Name] = true
}
for _, s := range c.Stack {
if !ctxs[s] {
return bad("stack names the unknown context " + s)
}
}
return nil
}