HeavenStudioPlus/Assets/Scripts/InputSystem/InputController.cs
Rapandrasmus dd24a96338 Title Screen (#454)
* 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>
2023-12-26 05:22:51 +00:00

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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();
}
}