mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
dd24a96338
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
328 lines
No EOL
11 KiB
C#
328 lines
No EOL
11 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System.IO;
|
|
|
|
namespace HeavenStudio.InputSystem
|
|
{
|
|
/// <summary>
|
|
/// Generic class to allow adapting any type and combination of HIDs to a universal controller format.
|
|
/// Specifically designed for Heaven Studio, but can be adapted to any use.
|
|
/// </summary>
|
|
public abstract class InputController
|
|
{
|
|
public enum InputAxis : int
|
|
{
|
|
AxisLTrigger = 4,
|
|
AxisRTrigger = 5,
|
|
AxisLStickX = 0,
|
|
AxisLStickY = 1,
|
|
AxisRStickX = 2,
|
|
AxisRStickY = 3,
|
|
PointerX = 6,
|
|
PointerY = 7,
|
|
PointerDeltaX = 8,
|
|
PointerDeltaY = 9
|
|
}
|
|
|
|
public enum InputVector : int
|
|
{
|
|
LStick = 0,
|
|
RStick = 1,
|
|
Pointer = 2,
|
|
PointerSpeed = 3,
|
|
Gyroscope = 4,
|
|
Accelerometer = 5,
|
|
}
|
|
|
|
//D-Pad directions, usable to adapt analogue sticks to cardinal directions
|
|
public enum InputDirection : int
|
|
{
|
|
Up = 0,
|
|
Right = 1,
|
|
Down = 2,
|
|
Left = 3,
|
|
}
|
|
|
|
//Common specific controller features
|
|
[System.Flags]
|
|
public enum InputFeatures
|
|
{
|
|
//readable properties
|
|
Readable_ShellColour = 1 << 0,
|
|
Readable_ButtonColour = 1 << 1,
|
|
Readable_LeftGripColour = 1 << 2,
|
|
Readable_RightGripColour = 1 << 3,
|
|
Readable_AnalogueTriggers = 1 << 4,
|
|
Readable_StringInput = 1 << 5,
|
|
Readable_Pointer = 1 << 6,
|
|
Readable_MotionSensor = 1 << 7,
|
|
|
|
//writable properties
|
|
Writable_PlayerLED = 1 << 8,
|
|
Writable_LightBar = 1 << 9,
|
|
Writable_Chroma = 1 << 10,
|
|
Writable_Speaker = 1 << 11,
|
|
|
|
//other / "special" properties
|
|
Extra_SplitControllerLeft = 1 << 12,
|
|
Extra_SplitControllerRight = 1 << 13,
|
|
Extra_Rumble = 1 << 14,
|
|
Extra_HDRumble = 1 << 15,
|
|
|
|
//supported control styles
|
|
Style_Pad = 1 << 16,
|
|
Style_Baton = 1 << 17,
|
|
Style_Touch = 1 << 18,
|
|
};
|
|
|
|
//Following enums are specific to Heaven Studio, can be removed in other applications
|
|
//Control styles in Heaven Studio
|
|
public enum ControlStyles
|
|
{
|
|
Pad,
|
|
Touch,
|
|
Baton,
|
|
// Move
|
|
}
|
|
|
|
public const int BINDS_MAX = 12; //maximum number of binds per controller
|
|
|
|
//buttons used in Heaven Studio gameplay (Pad Style)
|
|
public enum ActionsPad : int
|
|
{
|
|
Up = 0,
|
|
Down = 1,
|
|
Left = 2,
|
|
Right = 3,
|
|
South = 4,
|
|
East = 5,
|
|
West = 6,
|
|
North = 7,
|
|
ButtonL = 8,
|
|
ButtonR = 9,
|
|
Pause = 10,
|
|
}
|
|
|
|
//buttons used in Heaven Studio gameplay ("Form Baton" / WiiMote Style)
|
|
public enum ActionsBaton : int
|
|
{
|
|
North = 0, //-- all these...
|
|
South = 1, // |
|
|
West = 2, // |
|
|
East = 3, //--
|
|
Trigger = 4, // < ...are also equivalent to this, but with added directionality
|
|
Face = 5,
|
|
Down = 6, // Wiimote 1
|
|
Up = 7, // Wiimote 2
|
|
Pause = 8,
|
|
}
|
|
|
|
//buttons used in Heaven Studio gameplay (Touch Style)
|
|
public enum ActionsTouch : int
|
|
{
|
|
// flicks and swipes are handled as motions, and don't have bindings
|
|
Tap = 0,
|
|
Left = 1, // also maps to tap, but with directionality (tap the left side of the panel). internally, maps to Pointer 1
|
|
Right = 2, // also maps to tap, but with directionality (tap the right side of the panel). internally, maps to Pointer 2
|
|
ButtonL = 3,
|
|
ButtonR = 4,
|
|
PointerReset = 5,
|
|
Pause = 6,
|
|
}
|
|
|
|
//buttons used in Heaven Studio gameplay (Move Style)
|
|
public enum ActionsMove : int
|
|
{
|
|
Button = 0,
|
|
Pause = 1,
|
|
}
|
|
|
|
[System.Serializable]
|
|
public struct ControlBindings
|
|
{
|
|
public int[] Pad;
|
|
public int[] Baton;
|
|
public int[] Touch;
|
|
public int[] Move;
|
|
public float PointerSensitivity;
|
|
}
|
|
|
|
// FUTURE: Move Style needs to be implemented per-game (maybe implement checks for common actions?)
|
|
|
|
protected ControlBindings currentBindings;
|
|
|
|
protected int? playerNum;
|
|
protected int directionStateCurrent = 0;
|
|
protected int directionStateLast = 0;
|
|
|
|
public abstract void InitializeController();
|
|
public abstract void UpdateState(); // Update the state of the controller
|
|
|
|
public abstract void OnSelected();
|
|
|
|
public abstract string GetDeviceName(); // Get the name of the controller
|
|
public abstract string[] GetButtonNames(); // Get the names of the buttons on the controller
|
|
public abstract InputFeatures GetFeatures(); // Get the features of the controller
|
|
public abstract bool GetIsConnected();
|
|
public abstract bool GetIsPoorConnection();
|
|
|
|
public void SaveBindings()
|
|
{
|
|
if (!Directory.Exists($"{Application.persistentDataPath}/controls"))
|
|
Directory.CreateDirectory($"{Application.persistentDataPath}/controls");
|
|
string path = $"{Application.persistentDataPath}/controls/{GetDeviceName()}.json";
|
|
string json = JsonUtility.ToJson(currentBindings);
|
|
File.WriteAllText(path, json);
|
|
}
|
|
|
|
public void LoadBindings()
|
|
{
|
|
string path = $"{Application.persistentDataPath}/controls/{GetDeviceName()}.json";
|
|
if (File.Exists(path))
|
|
{
|
|
string json = File.ReadAllText(path);
|
|
currentBindings = JsonUtility.FromJson<ControlBindings>(json);
|
|
}
|
|
else
|
|
{
|
|
ResetBindings();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the controller's default mappings
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract ControlBindings GetDefaultBindings();
|
|
|
|
/// <summary>
|
|
/// Resets the controller's mappings to default
|
|
/// </summary>
|
|
public abstract void ResetBindings();
|
|
|
|
/// <summary>
|
|
/// Gets the controller's current mappings
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract ControlBindings GetCurrentBindings();
|
|
|
|
/// <summary>
|
|
/// Sets the controller's current mappings
|
|
/// </summary>
|
|
/// <param name="newBinds"></param>
|
|
public abstract void SetCurrentBindings(ControlBindings newBinds);
|
|
|
|
/// <summary>
|
|
/// Whether a given action can have be rebount
|
|
/// </summary>
|
|
/// <param name="action">action to check</param>
|
|
/// <param name="style">control style to check</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetIsActionUnbindable(int action, ControlStyles style);
|
|
|
|
/// <summary>
|
|
/// Gets the last pressed physical button
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int GetLastButtonDown(bool strict = false);
|
|
|
|
/// <summary>
|
|
/// Gets the last pressed virtual action
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int GetLastActionDown();
|
|
|
|
/// <summary>
|
|
/// True if the given action is being held
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <returns></returns>
|
|
public abstract bool GetAction(ControlStyles style, int action);
|
|
|
|
/// <summary>
|
|
/// True if the action was just pressed this Update
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetActionDown(ControlStyles style, int action, out double dt);
|
|
|
|
/// <summary>
|
|
/// True if the action was just released this Update
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetActionUp(ControlStyles style, int action, out double dt);
|
|
|
|
/// <summary>
|
|
/// Get the value of an analogue axis
|
|
/// </summary>
|
|
/// <param name="axis"></param>
|
|
/// <returns></returns>
|
|
public abstract float GetAxis(InputAxis axis);
|
|
|
|
/// <summary>
|
|
/// Get the value of a 3d vector (2d vectors have z set to 0)
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
/// <returns></returns>
|
|
public abstract Vector3 GetVector(InputVector vector);
|
|
|
|
/// <summary>
|
|
/// Get the value of a pointer mapped to world coordinates
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract Vector2 GetPointer();
|
|
public abstract bool GetPointerLeftRight();
|
|
public abstract void TogglePointerLock(bool locked);
|
|
public abstract void RecentrePointer();
|
|
|
|
/// <summary>
|
|
/// True if the current direction is active
|
|
/// </summary>
|
|
/// <param name="direction"></param>
|
|
/// <returns></returns>
|
|
public abstract bool GetHatDirection(InputDirection direction);
|
|
|
|
/// <summary>
|
|
/// True if the current direction just became active this Update
|
|
/// </summary>
|
|
/// <param name="direction"></param>
|
|
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetHatDirectionDown(InputDirection direction, out double dt);
|
|
|
|
/// <summary>
|
|
/// True if the current direction just became inactive this Update
|
|
/// </summary>
|
|
/// <param name="direction"></param>
|
|
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
|
/// <returns></returns>
|
|
public abstract bool GetHatDirectionUp(InputDirection direction, out double dt);
|
|
|
|
public abstract bool GetFlick(out double dt);
|
|
public abstract bool GetSlide(out double dt);
|
|
public abstract bool GetSqueezeDown(out double dt);
|
|
public abstract bool GetSqueezeUp(out double dt);
|
|
public abstract bool GetSqueeze();
|
|
|
|
/// <summary>
|
|
/// Sets the player number (starts at 1, set to -1 or null for no player)
|
|
/// </summary>
|
|
/// <param name="playerNum"></param>
|
|
public abstract void SetPlayer(int? playerNum);
|
|
|
|
/// <summary>
|
|
/// Gets the player number (starts at 1, -1 or null for no player)
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public abstract int? GetPlayer();
|
|
|
|
public abstract void SetMaterialProperties(Material m);
|
|
|
|
public abstract bool GetCurrentStyleSupported();
|
|
public abstract ControlStyles GetDefaultStyle();
|
|
}
|
|
} |