mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
fd1df6687e
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
351 lines
12 KiB
C#
351 lines
12 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
using HeavenStudio.InputSystem;
|
|
|
|
using SatorImaging.UnitySourceGenerator;
|
|
|
|
namespace HeavenStudio.InputSystem
|
|
{
|
|
public class LoadOrder : Attribute
|
|
{
|
|
public int Order { get; set; }
|
|
public LoadOrder(int order)
|
|
{
|
|
Order = order;
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
[UnitySourceGenerator(typeof(ControllerLoaderGenerator), OverwriteIfFileExists = false)]
|
|
public partial class PlayerInput
|
|
{
|
|
public class InputAction
|
|
{
|
|
public delegate bool ActionQuery(out double dt);
|
|
|
|
public string name;
|
|
public int[] inputLockCategory;
|
|
public ActionQuery padAction, touchAction, batonAction;
|
|
|
|
public InputAction(string name, int[] inputLockCategory, ActionQuery pad, ActionQuery touch, ActionQuery baton)
|
|
{
|
|
this.name = name;
|
|
this.inputLockCategory = inputLockCategory;
|
|
padAction = pad;
|
|
touchAction = touch;
|
|
batonAction = baton;
|
|
}
|
|
}
|
|
|
|
public static InputController.ControlStyles CurrentControlStyle = InputController.ControlStyles.Pad;
|
|
|
|
static List<InputController> inputDevices = new List<InputController>();
|
|
|
|
public delegate InputController[] InputControllerInitializer();
|
|
|
|
public delegate void InputControllerDispose();
|
|
public static event InputControllerDispose PlayerInputCleanUp;
|
|
|
|
public delegate InputController[] InputControllerRefresh();
|
|
public static List<InputControllerRefresh> PlayerInputRefresh;
|
|
|
|
// static List<InputControllerInitializer> 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<LoadOrder>().Order.CompareTo(y.Method.GetCustomAttribute<LoadOrder>().Order));
|
|
// }
|
|
|
|
// public static int InitInputControllers()
|
|
// {
|
|
// inputDevices = new List<InputController>();
|
|
|
|
// 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<InputController>();
|
|
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<InputController> GetInputControllers()
|
|
{
|
|
return inputDevices;
|
|
}
|
|
|
|
public static InputController GetInputController(int player)
|
|
{
|
|
//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 == null) continue;
|
|
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)
|
|
for (int i = 0; i < inputDevices.Count; i++)
|
|
{
|
|
if (inputDevices[i] == null) continue;
|
|
if (inputDevices[i].GetPlayer() == player)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
public static void UpdateInputControllers()
|
|
{
|
|
if (inputDevices == null) return;
|
|
foreach (InputController i in inputDevices)
|
|
{
|
|
if (i == null) continue;
|
|
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()
|
|
{
|
|
if (GameManager.instance == null || Conductor.instance == null) return true;
|
|
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
|
}
|
|
|
|
/*--------------------*/
|
|
/* MAIN INPUT METHODS */
|
|
/*--------------------*/
|
|
|
|
public static bool GetIsAction(InputAction action, out double dt)
|
|
{
|
|
dt = 0;
|
|
switch (CurrentControlStyle)
|
|
{
|
|
case InputController.ControlStyles.Pad:
|
|
return action.padAction(out dt);
|
|
case InputController.ControlStyles.Touch:
|
|
return action.touchAction(out dt);
|
|
case InputController.ControlStyles.Baton:
|
|
return action.batonAction(out dt);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static bool GetIsAction(InputAction action)
|
|
{
|
|
switch (CurrentControlStyle)
|
|
{
|
|
case InputController.ControlStyles.Pad:
|
|
return action.padAction(out _);
|
|
case InputController.ControlStyles.Touch:
|
|
return action.touchAction(out _);
|
|
case InputController.ControlStyles.Baton:
|
|
return action.batonAction(out _);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static bool GetPadDown(InputController.ActionsPad ac, out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)ac, out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetPadDown(InputController.ActionsPad ac)
|
|
{
|
|
bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)ac, out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetPadUp(InputController.ActionsPad ac, out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)ac, out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetPadUp(InputController.ActionsPad ac)
|
|
{
|
|
bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)ac, out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetPad(InputController.ActionsPad ac)
|
|
{
|
|
bool a = GetInputController(1).GetAction(InputController.ControlStyles.Pad, (int)ac);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetBatonDown(InputController.ActionsBaton ac, out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Baton, (int)ac, out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetBatonDown(InputController.ActionsBaton ac)
|
|
{
|
|
bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Baton, (int)ac, out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetBatonUp(InputController.ActionsBaton ac, out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Baton, (int)ac, out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetBatonUp(InputController.ActionsBaton ac)
|
|
{
|
|
bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Baton, (int)ac, out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetBaton(InputController.ActionsBaton ac)
|
|
{
|
|
bool a = GetInputController(1).GetAction(InputController.ControlStyles.Baton, (int)ac);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSqueeze()
|
|
{
|
|
bool a = GetInputController(1).GetSqueeze();
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSqueezeDown()
|
|
{
|
|
bool a = GetInputController(1).GetSqueezeDown(out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSqueezeDown(out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetSqueezeDown(out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSqueezeUp()
|
|
{
|
|
bool a = GetInputController(1).GetSqueezeUp(out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSqueezeUp(out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetSqueezeUp(out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetTouchDown(InputController.ActionsTouch ac, out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Touch, (int)ac, out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetTouchDown(InputController.ActionsTouch ac)
|
|
{
|
|
bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Touch, (int)ac, out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetTouchUp(InputController.ActionsTouch ac, out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Touch, (int)ac, out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetTouchUp(InputController.ActionsTouch ac)
|
|
{
|
|
bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Touch, (int)ac, out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetTouch(InputController.ActionsTouch ac)
|
|
{
|
|
bool a = GetInputController(1).GetAction(InputController.ControlStyles.Touch, (int)ac);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSlide()
|
|
{
|
|
bool a = GetInputController(1).GetSlide(out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetSlide(out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetSlide(out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetFlick()
|
|
{
|
|
bool a = GetInputController(1).GetFlick(out _);
|
|
return a && PlayerHasControl();
|
|
}
|
|
|
|
public static bool GetFlick(out double dt)
|
|
{
|
|
bool a = GetInputController(1).GetFlick(out dt);
|
|
return a && PlayerHasControl();
|
|
}
|
|
}
|
|
}
|