X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fcontroller.rs;h=2373cb5e5a3b97eb5e5fb4e22f7ceae29b8c20f3;hb=b1002380f9a0de4510043b09d15fec4590365ab0;hp=b3f6201518ea5eae687102f4bd1b10a56281f9e0;hpb=fca4e4f02f42efcfe88104ca221e32302b4f4878;p=kaka%2Frust-sdl-test.git diff --git a/src/core/controller.rs b/src/core/controller.rs index b3f6201..2373cb5 100644 --- a/src/core/controller.rs +++ b/src/core/controller.rs @@ -1,70 +1,292 @@ -use std::cell::RefCell; -use sdl2::haptic::Haptic; -use sdl2::HapticSubsystem; +use geometry::{Angle, ToAngle, Point}; use sdl2::GameControllerSubsystem; +use sdl2::HapticSubsystem; +use sdl2::controller::{GameController, Axis as SDLAxis, Button as SDLButton}; use sdl2::event::Event; -use sdl2::controller::GameController; +use sdl2::haptic::Haptic; +use std::cell::RefCell; +use std::collections::HashMap; use std::rc::Rc; +use time::{Duration, prelude::*}; +use {hashmap, point}; -//#[derive(Debug)] -pub struct ControllerManager { - ctrl: GameControllerSubsystem, - haptic: Rc, - pub controllers: Vec>, +#[derive(Debug)] +pub struct Button { + id: SDLButton, + pub time_pressed: Duration, + pub time_released: Duration, + pub is_pressed: bool, + pub was_pressed: bool, + pub toggle: bool, +} + +impl Button { + pub fn new(id: SDLButton) -> Self { + Button { + id, + time_pressed: Duration::zero(), + time_released: Duration::zero(), + is_pressed: false, + was_pressed: false, + toggle: false, + } + } + + fn update(&mut self, device: &GameController, dt: Duration) { + self.was_pressed = self.is_pressed; + self.is_pressed = match device.button(self.id) { + true => { + if !self.was_pressed { + self.time_pressed = 0.seconds(); + self.toggle = !self.toggle; + } + self.time_pressed += dt; + true + } + false => { + if self.was_pressed { + self.time_released = 0.seconds(); + } + self.time_released += dt; + false + } + } + } } +#[derive(Debug)] +pub struct Axis { + id: SDLAxis, + pub val: f32, +} + +impl Axis { + #[allow(dead_code)] + fn update(&mut self, device: &GameController, _dt: Duration) { + self.val = device.axis(self.id) as f32 / 32768.0; + } +} + +#[derive(Debug)] +pub struct Stick { + id: (SDLAxis, SDLAxis), + pub x: f32, + pub y: f32, + pub a: Angle, +} + +impl Stick { + pub fn new(idx: SDLAxis, idy: SDLAxis) -> Self { + Stick { + id: (idx, idy), + x: 0.0, + y: 0.0, + a: 0.radians(), + } + } + + fn update(&mut self, device: &GameController, _dt: Duration) { + self.x = device.axis(self.id.0) as f32 / 32768.0; + self.y = device.axis(self.id.1) as f32 / 32768.0; + self.a = point!(self.x as f64, self.y as f64).to_angle(); + } + + #[inline(always)] #[allow(dead_code)] pub fn up(&self) -> bool { self.y < -0.99 } + #[inline(always)] #[allow(dead_code)] pub fn down(&self) -> bool { self.y > 0.99 } + #[inline(always)] #[allow(dead_code)] pub fn left(&self) -> bool { self.x < -0.99 } + #[inline(always)] #[allow(dead_code)] pub fn right(&self) -> bool { self.x > 0.99 } + + pub fn to_axis_point(&self) -> Point { + point!(self.x as f64, self.y as f64) + } + + pub fn to_point(&self) -> Point { + let p = point!(self.x as f64, self.y as f64); + if p.length() > 1.0 { + p.normalized() + } else { + p + } + } +} + +impl From<&Stick> for Point { + fn from(item: &Stick) -> Self { + Self { + x: item.x as f64, + y: item.y as f64, + } + } +} + +impl From<&Stick> for (f64, f64) { + fn from(item: &Stick) -> Self { + (item.x as f64, item.y as f64) + } +} + +#[derive(Eq, PartialEq, Hash)] +enum ActionControls { + MovementX, + MovementY, + AimX, + AimY, + Jump, + Shoot, + Start, +} +use self::ActionControls::*; + //#[derive(Debug)] pub struct Controller { - id: u32, - pub ctrl: GameController, + pub device: GameController, haptic: Option>>, + + pub mov: Stick, + pub aim: Stick, + pub jump: Button, + pub start: Button, + pub shoot: Button, +} + +impl Controller { + pub fn new(device: GameController, haptic: Option>>) -> Self { + let map = get_action_mapping(); + let mut ctrl = Controller { + device, + haptic, + mov: Stick::new(*map.axes.get(&MovementX).unwrap(), *map.axes.get(&MovementY).unwrap()), + aim: Stick::new(*map.axes.get(&AimX).unwrap(), *map.axes.get(&AimY).unwrap()), + jump: Button::new(*map.buttons.get(&Jump).unwrap()), + start: Button::new(*map.buttons.get(&Start).unwrap()), + shoot: Button::new(*map.buttons.get(&Shoot).unwrap()), + }; + ctrl.set_mapping(&map); + ctrl + } + + fn set_mapping(&mut self, map: &ActionMapping) { + self.mov.id.0 = *map.axes.get(&MovementX).unwrap(); + self.mov.id.1 = *map.axes.get(&MovementY).unwrap(); + self.aim.id.0 = *map.axes.get(&AimX).unwrap(); + self.aim.id.1 = *map.axes.get(&AimY).unwrap(); + self.jump.id = *map.buttons.get(&Jump).unwrap(); + self.shoot.id = *map.buttons.get(&Shoot).unwrap(); + self.start.id = *map.buttons.get(&Start).unwrap(); + } + + pub fn update(&mut self, dt: Duration) { + self.mov.update(&self.device, dt); + self.aim.update(&self.device, dt); + self.jump.update(&self.device, dt); + self.shoot.update(&self.device, dt); + self.start.update(&self.device, dt); + } + + /// strength [0 - 1] + pub fn rumble(&self, strength: f32, duration: Duration) { + if let Some(h) = &self.haptic { + h.borrow_mut().rumble_play(strength, duration.whole_milliseconds() as u32); + } + } +} + +struct ActionMapping { + axes: HashMap, + buttons: HashMap, +} + +fn get_action_mapping() -> ActionMapping { + ActionMapping { + axes: hashmap!( + MovementX => SDLAxis::LeftX, + MovementY => SDLAxis::LeftY, + AimX => SDLAxis::RightX, + AimY => SDLAxis::RightY + ), + buttons: hashmap!( + Jump => SDLButton::A, + Shoot => SDLButton::RightShoulder, + Start => SDLButton::Start + ) + } +} + +//#[derive(Debug)] +pub struct ControllerManager { + pub subsystem: GameControllerSubsystem, + haptic: Rc, + pub controllers: HashMap>>, } impl ControllerManager { - pub fn new(ctrl: GameControllerSubsystem, haptic: HapticSubsystem) -> Self { - ControllerManager { - ctrl, + pub fn new(subsystem: GameControllerSubsystem, haptic: HapticSubsystem) -> Self { + subsystem.set_event_state(true); + let mut c = ControllerManager { + subsystem, haptic: Rc::new(haptic), - controllers: vec![], + controllers: HashMap::new(), + }; + c.init(); + c + } + + fn init(&mut self) { + for i in 0..self.subsystem.num_joysticks().unwrap() { + self.add_device(i); } } + pub fn update(&mut self, dt: Duration) { + self.controllers.iter().for_each(|(_, v)| v.borrow_mut().update(dt)); + } + pub fn handle_event(&mut self, event: &Event) { match event { Event::ControllerDeviceAdded { which, .. } => { self.add_device(*which) } Event::ControllerDeviceRemoved { which, .. } => { self.remove_device(*which) } - Event::ControllerDeviceRemapped { which, .. } => { println!("device remapped ({})!", *which) } - Event::ControllerButtonDown { button, .. } => { println!("button {} down!", button.string()) } - Event::ControllerButtonUp { button, .. } => { println!("button {} up!", button.string()) } - Event::ControllerAxisMotion { axis, .. } => { println!("axis motion {}!", axis.string()) } + // Event::ControllerButtonDown { which, button_idx, .. } => { println!("device {} button {} down!", which, button_idx) } + // Event::ControllerButtonUp { which, button_idx, .. } => { println!("device {} button {} up!", which, button_idx) } + // Event::ControllerAxisMotion { which, axis_idx, .. } => { println!("device {} axis motion {}!", which, axis_idx) } _ => {} } } - pub fn add_device(&mut self, id: u32) { + fn add_device(&mut self, id: u32) { println!("device added ({})!", id); - let mut ctrl = self.ctrl.open(id).unwrap(); - println!("opened {}", ctrl.name()); - let haptic = match ctrl.set_rumble(500, 1000, 500) { + let mut device = self.subsystem.open(id).unwrap(); + println!("opened {}", device.name()); + + /* + note about set_rumble (for dualshock 3 at least): + the active range for the low frequency is from 65536/4 to 65536 and escalates in large steps throughout the range + the active range for the high frequency is from 256 to 65536 and effect is the same throughout the whole range + */ + let haptic = match device.set_rumble(0, 256, 100) { Ok(_) => self.haptic.open_from_joystick_id(id).ok(), Err(_) => None }; - let c = Rc::new(Controller {id, ctrl, haptic: haptic.map(|h| Rc::new(RefCell::new(h)))}); - c.rumble(0.5, 300); - self.controllers.push(c); - } + if self.controllers.contains_key(&id) { + return; + } - pub fn remove_device(&mut self, id: i32) { - println!("device removed ({})!", id); + let detached = self.controllers.values().find(|c| !c.borrow().device.attached()); + match detached { + Some(c) => { + let mut c = c.borrow_mut(); + c.device = device; + c.haptic = haptic.map(|h| Rc::new(RefCell::new(h))); + } + None => { + let c = Rc::new(RefCell::new(Controller::new(device, haptic.map(|h| Rc::new(RefCell::new(h)))))); + self.controllers.insert(id, c); + } + }; } -} -impl Controller { - /// strength [0 - 1] - pub fn rumble(&self, strength: f32, duration_ms: u32) { - if let Some(h) = &self.haptic { - h.borrow_mut().rumble_play(strength, duration_ms); - } + fn remove_device(&mut self, id: i32) { + println!("device removed ({})!", id); + // TODO } }