mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 13:03:05 +00:00
199d16cb9f
* fix lag spike when starting playback from middle of chart further optimization to GameManager which considerably reduces garbage generation * let dsp offset be calculated on playback start if needed
341 lines
14 KiB
C#
341 lines
14 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.InputSystem;
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using static JSL;
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using HeavenStudio.Games;
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namespace HeavenStudio.InputSystem
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{
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public class LoadOrder : Attribute {
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public int Order { get; set; }
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public LoadOrder(int order) {
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Order = order;
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}
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}
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}
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namespace HeavenStudio
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{
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public class PlayerInput
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{
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//Clockwise
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public const int UP = 0;
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public const int RIGHT = 1;
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public const int DOWN = 2;
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public const int LEFT = 3;
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static List<InputController> inputDevices;
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static InputController.ControlStyles currentControlStyle = InputController.ControlStyles.Pad;
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public delegate InputController[] InputControllerInitializer();
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public delegate void InputControllerDispose();
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public static event InputControllerDispose PlayerInputCleanUp;
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public delegate InputController[] InputControllerRefresh();
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public static List<InputControllerRefresh> PlayerInputRefresh;
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static List<InputControllerInitializer> loadRunners;
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static void BuildLoadRunnerList() {
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PlayerInputRefresh = new();
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loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
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.GetTypes()
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.Where(x => x.Namespace == "HeavenStudio.InputSystem.Loaders" && x.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static) != null)
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.Select(t => (InputControllerInitializer) Delegate.CreateDelegate(
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typeof(InputControllerInitializer),
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null,
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t.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static),
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false
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))
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.ToList();
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loadRunners.Sort((x, y) => x.Method.GetCustomAttribute<LoadOrder>().Order.CompareTo(y.Method.GetCustomAttribute<LoadOrder>().Order));
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}
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public static int InitInputControllers()
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{
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inputDevices = new List<InputController>();
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BuildLoadRunnerList();
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foreach (InputControllerInitializer runner in loadRunners) {
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InputController[] controllers = runner();
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if (controllers != null) {
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inputDevices.AddRange(controllers);
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}
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}
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return inputDevices.Count;
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}
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public static int RefreshInputControllers()
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{
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inputDevices = new List<InputController>();
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if (PlayerInputRefresh != null) {
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foreach (InputControllerRefresh runner in PlayerInputRefresh) {
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InputController[] controllers = runner();
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if (controllers != null) {
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inputDevices.AddRange(controllers);
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}
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}
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}
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return inputDevices.Count;
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}
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public static int GetNumControllersConnected()
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{
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return inputDevices.Count;
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}
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public static List<InputController> GetInputControllers()
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{
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return inputDevices;
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}
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public static InputController GetInputController(int player)
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{
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// Needed so Keyboard works on MacOS and Linux
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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//select input controller that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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foreach (InputController i in inputDevices)
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{
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if (i.GetPlayer() == player)
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{
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return i;
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}
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}
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return null;
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}
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public static int GetInputControllerId(int player)
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{
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//select input controller id that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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//controller IDs are determined by connection order (the Keyboard is always first)
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// Needed so Keyboard works on MacOS and Linux
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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for (int i = 0; i < inputDevices.Count; i++)
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{
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if (inputDevices[i].GetPlayer() == player)
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{
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return i;
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}
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}
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return -1;
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}
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public static void UpdateInputControllers()
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{
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// Needed so Keyboard works on MacOS and Linux
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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foreach (InputController i in inputDevices)
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{
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i.UpdateState();
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}
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}
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public static void CleanUp()
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{
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PlayerInputCleanUp?.Invoke();
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}
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// The autoplay isn't activated AND
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// The song is actually playing AND
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// The GameManager allows you to Input
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public static bool PlayerHasControl()
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{
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return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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/*--------------------*/
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/* MAIN INPUT METHODS */
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/*--------------------*/
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public static bool GetIsAction(string action)
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{
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return false;
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}
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// BUTTONS
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//TODO: refactor for controller and custom binds, currently uses temporary button checks
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public static bool Pressed(bool includeDPad = false)
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{
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bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionDown());
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return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool Pressed(out double dt, bool includeDPad = false)
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{
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bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionDown());
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return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool PressedUp(bool includeDPad = false)
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{
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bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionUp());
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return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool PressedUp(out double dt, bool includeDPad = false)
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{
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bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionUp());
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return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool Pressing(bool includeDPad = false)
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{
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bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.East) || (includeDPad && GetAnyDirection());
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return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool AltPressed()
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{
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bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out _);
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return down && PlayerHasControl();
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}
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public static bool AltPressed(out double dt)
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{
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bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out dt);
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return down && PlayerHasControl();
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}
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public static bool AltPressedUp()
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{
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bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out _);
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return up && PlayerHasControl();
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}
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public static bool AltPressedUp(out double dt)
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{
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bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out dt);
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return up && PlayerHasControl();
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}
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public static bool AltPressing()
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{
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bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.South);
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return pressing && PlayerHasControl();
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}
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//Directions
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public static bool GetAnyDirectionDown()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirectionDown((InputController.InputDirection) UP, out _)
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|| c.GetHatDirectionDown((InputController.InputDirection) DOWN, out _)
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|| c.GetHatDirectionDown((InputController.InputDirection) LEFT, out _)
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|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT, out _)
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) && PlayerHasControl();
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}
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public static bool GetAnyDirectionDown(out double dt)
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{
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InputController c = GetInputController(1);
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bool r1 = c.GetHatDirectionDown((InputController.InputDirection)UP, out double d1);
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bool r2 = c.GetHatDirectionDown((InputController.InputDirection)DOWN, out double d2);
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bool r3 = c.GetHatDirectionDown((InputController.InputDirection)LEFT, out double d3);
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bool r4 = c.GetHatDirectionDown((InputController.InputDirection)RIGHT, out double d4);
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bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
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dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
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return r;
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}
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public static bool GetAnyDirectionUp()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirectionUp((InputController.InputDirection) UP, out _)
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|| c.GetHatDirectionUp((InputController.InputDirection) DOWN, out _)
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|| c.GetHatDirectionUp((InputController.InputDirection) LEFT, out _)
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|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT, out _)
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) && PlayerHasControl();
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}
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public static bool GetAnyDirectionUp(out double dt)
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{
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InputController c = GetInputController(1);
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bool r1 = c.GetHatDirectionUp((InputController.InputDirection)UP, out double d1);
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bool r2 = c.GetHatDirectionUp((InputController.InputDirection)DOWN, out double d2);
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bool r3 = c.GetHatDirectionUp((InputController.InputDirection)LEFT, out double d3);
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bool r4 = c.GetHatDirectionUp((InputController.InputDirection)RIGHT, out double d4);
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bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
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dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
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return r;
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}
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public static bool GetAnyDirection()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirection((InputController.InputDirection) UP)
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|| c.GetHatDirection((InputController.InputDirection) DOWN)
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|| c.GetHatDirection((InputController.InputDirection) LEFT)
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|| c.GetHatDirection((InputController.InputDirection) RIGHT)
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) && PlayerHasControl();
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}
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public static bool GetSpecificDirection(int direction)
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{
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return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && PlayerHasControl();
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}
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public static bool GetSpecificDirectionDown(int direction)
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{
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return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out _) && PlayerHasControl();
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}
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public static bool GetSpecificDirectionUp(int direction)
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{
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return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out _) && PlayerHasControl();
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}
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public static bool GetSpecificDirectionDown(int direction, out double dt)
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{
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return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out dt) && PlayerHasControl();
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}
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public static bool GetSpecificDirectionUp(int direction, out double dt)
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{
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return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out dt) && PlayerHasControl();
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}
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}
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}
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