using System; using System.Linq; using System.Reflection; using System.IO; using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.InputSystem; using static JSL; using HeavenStudio.Games; namespace HeavenStudio.InputSystem { public class LoadOrder : Attribute { public int Order { get; set; } public LoadOrder(int order) { Order = order; } } } namespace HeavenStudio { public class PlayerInput { //Clockwise public const int UP = 0; public const int RIGHT = 1; public const int DOWN = 2; public const int LEFT = 3; static List inputDevices; static InputController.ControlStyles currentControlStyle = InputController.ControlStyles.Pad; public delegate InputController[] InputControllerInitializer(); public delegate void InputControllerDispose(); public static event InputControllerDispose PlayerInputCleanUp; public delegate InputController[] InputControllerRefresh(); public static List PlayerInputRefresh; static List loadRunners; static void BuildLoadRunnerList() { PlayerInputRefresh = new(); loadRunners = System.Reflection.Assembly.GetExecutingAssembly() .GetTypes() .Where(x => x.Namespace == "HeavenStudio.InputSystem.Loaders" && x.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static) != null) .Select(t => (InputControllerInitializer) Delegate.CreateDelegate( typeof(InputControllerInitializer), null, t.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static), false )) .ToList(); loadRunners.Sort((x, y) => x.Method.GetCustomAttribute().Order.CompareTo(y.Method.GetCustomAttribute().Order)); } public static int InitInputControllers() { inputDevices = new List(); BuildLoadRunnerList(); foreach (InputControllerInitializer runner in loadRunners) { InputController[] controllers = runner(); if (controllers != null) { inputDevices.AddRange(controllers); } } return inputDevices.Count; } public static int RefreshInputControllers() { inputDevices = new List(); if (PlayerInputRefresh != null) { foreach (InputControllerRefresh runner in PlayerInputRefresh) { InputController[] controllers = runner(); if (controllers != null) { inputDevices.AddRange(controllers); } } } return inputDevices.Count; } public static int GetNumControllersConnected() { return inputDevices.Count; } public static List GetInputControllers() { return inputDevices; } public static InputController GetInputController(int player) { // Needed so Keyboard works on MacOS and Linux #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX inputDevices = new List(); if(inputDevices.Count < 1) { InputKeyboard keyboard = new InputKeyboard(); keyboard.SetPlayer(1); keyboard.InitializeController(); inputDevices.Add(keyboard); } #endif //select input controller that has player field set to player //this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons) //so such controllers should have a reference to the other controller in the pair foreach (InputController i in inputDevices) { if (i.GetPlayer() == player) { return i; } } return null; } public static int GetInputControllerId(int player) { //select input controller id that has player field set to player //this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons) //so such controllers should have a reference to the other controller in the pair //controller IDs are determined by connection order (the Keyboard is always first) // Needed so Keyboard works on MacOS and Linux #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX inputDevices = new List(); if(inputDevices.Count < 1) { InputKeyboard keyboard = new InputKeyboard(); keyboard.SetPlayer(1); keyboard.InitializeController(); inputDevices.Add(keyboard); } #endif for (int i = 0; i < inputDevices.Count; i++) { if (inputDevices[i].GetPlayer() == player) { return i; } } return -1; } public static void UpdateInputControllers() { // Needed so Keyboard works on MacOS and Linux #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX inputDevices = new List(); if(inputDevices.Count < 1) { InputKeyboard keyboard = new InputKeyboard(); keyboard.SetPlayer(1); keyboard.InitializeController(); inputDevices.Add(keyboard); } #endif foreach (InputController i in inputDevices) { i.UpdateState(); } } public static void CleanUp() { PlayerInputCleanUp?.Invoke(); } // The autoplay isn't activated AND // The song is actually playing AND // The GameManager allows you to Input public static bool PlayerHasControl() { return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; } /*--------------------*/ /* MAIN INPUT METHODS */ /*--------------------*/ public static bool GetIsAction(string action) { return false; } // BUTTONS //TODO: refactor for controller and custom binds, currently uses temporary button checks public static bool Pressed(bool includeDPad = false) { bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionDown()); return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; } public static bool Pressed(out double dt, bool includeDPad = false) { bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionDown()); return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; } public static bool PressedUp(bool includeDPad = false) { bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionUp()); return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; } public static bool PressedUp(out double dt, bool includeDPad = false) { bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionUp()); return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; } public static bool Pressing(bool includeDPad = false) { bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.East) || (includeDPad && GetAnyDirection()); return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; } public static bool AltPressed() { bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out _); return down && PlayerHasControl(); } public static bool AltPressed(out double dt) { bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out dt); return down && PlayerHasControl(); } public static bool AltPressedUp() { bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out _); return up && PlayerHasControl(); } public static bool AltPressedUp(out double dt) { bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out dt); return up && PlayerHasControl(); } public static bool AltPressing() { bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.South); return pressing && PlayerHasControl(); } //Directions public static bool GetAnyDirectionDown() { InputController c = GetInputController(1); return (c.GetHatDirectionDown((InputController.InputDirection) UP, out _) || c.GetHatDirectionDown((InputController.InputDirection) DOWN, out _) || c.GetHatDirectionDown((InputController.InputDirection) LEFT, out _) || c.GetHatDirectionDown((InputController.InputDirection) RIGHT, out _) ) && PlayerHasControl(); } public static bool GetAnyDirectionDown(out double dt) { InputController c = GetInputController(1); bool r1 = c.GetHatDirectionDown((InputController.InputDirection)UP, out double d1); bool r2 = c.GetHatDirectionDown((InputController.InputDirection)DOWN, out double d2); bool r3 = c.GetHatDirectionDown((InputController.InputDirection)LEFT, out double d3); bool r4 = c.GetHatDirectionDown((InputController.InputDirection)RIGHT, out double d4); bool r = (r1 || r2 || r3 || r4) && PlayerHasControl(); dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4); return r; } public static bool GetAnyDirectionUp() { InputController c = GetInputController(1); return (c.GetHatDirectionUp((InputController.InputDirection) UP, out _) || c.GetHatDirectionUp((InputController.InputDirection) DOWN, out _) || c.GetHatDirectionUp((InputController.InputDirection) LEFT, out _) || c.GetHatDirectionUp((InputController.InputDirection) RIGHT, out _) ) && PlayerHasControl(); } public static bool GetAnyDirectionUp(out double dt) { InputController c = GetInputController(1); bool r1 = c.GetHatDirectionUp((InputController.InputDirection)UP, out double d1); bool r2 = c.GetHatDirectionUp((InputController.InputDirection)DOWN, out double d2); bool r3 = c.GetHatDirectionUp((InputController.InputDirection)LEFT, out double d3); bool r4 = c.GetHatDirectionUp((InputController.InputDirection)RIGHT, out double d4); bool r = (r1 || r2 || r3 || r4) && PlayerHasControl(); dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4); return r; } public static bool GetAnyDirection() { InputController c = GetInputController(1); return (c.GetHatDirection((InputController.InputDirection) UP) || c.GetHatDirection((InputController.InputDirection) DOWN) || c.GetHatDirection((InputController.InputDirection) LEFT) || c.GetHatDirection((InputController.InputDirection) RIGHT) ) && PlayerHasControl(); } public static bool GetSpecificDirection(int direction) { return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && PlayerHasControl(); } public static bool GetSpecificDirectionDown(int direction) { return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out _) && PlayerHasControl(); } public static bool GetSpecificDirectionUp(int direction) { return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out _) && PlayerHasControl(); } public static bool GetSpecificDirectionDown(int direction, out double dt) { return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out dt) && PlayerHasControl(); } public static bool GetSpecificDirectionUp(int direction, out double dt) { return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out dt) && PlayerHasControl(); } } }