mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2026-03-25 07:15:38 -04:00
108 lines
3.0 KiB
Go
108 lines
3.0 KiB
Go
package d2input
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import "github.com/gravestench/akara"
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// NewInputVector creates a new input vector
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func NewInputVector() *InputVector {
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v := &InputVector{
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KeyVector: akara.NewBitSet(),
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ModifierVector: akara.NewBitSet(),
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MouseButtonVector: akara.NewBitSet(),
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}
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return v.Clear()
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}
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// InputVector represents the state of keys, modifiers, and mouse buttons.
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// It can be used to compare input states, and is intended to be used as such:
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// * whatever manages system input keeps a "current" input vector and updates it
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// * things that are listening for certain inputs will be compared using `Contains` and `Intersects` methods
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type InputVector struct {
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KeyVector *akara.BitSet
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ModifierVector *akara.BitSet
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MouseButtonVector *akara.BitSet
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}
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// SetKey sets the corresponding key bit in the keys bitset
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func (iv *InputVector) SetKey(key Key) *InputVector {
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return iv.SetKeys([]Key{key})
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}
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// SetKeys sets multiple key bits in the keys bitset
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func (iv *InputVector) SetKeys(keys []Key) *InputVector {
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if len(keys) == 0 {
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return iv
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}
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for _, key := range keys {
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iv.KeyVector.Set(key, true)
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}
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return iv
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}
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// SetModifier sets the corresponding modifier bit in the modifier bitset
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func (iv *InputVector) SetModifier(mod Modifier) *InputVector {
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return iv.SetModifiers([]Modifier{mod})
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}
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// SetModifiers sets multiple modifier bits in the modifier bitset
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func (iv *InputVector) SetModifiers(mods []Modifier) *InputVector {
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if len(mods) == 0 {
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return iv
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}
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for _, key := range mods {
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iv.ModifierVector.Set(key, true)
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}
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return iv
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}
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// SetMouseButton sets the corresponding mouse button bit in the mouse button bitset
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func (iv *InputVector) SetMouseButton(button MouseButton) *InputVector {
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return iv.SetMouseButtons([]MouseButton{button})
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}
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// SetMouseButtons sets multiple mouse button bits in the mouse button bitset
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func (iv *InputVector) SetMouseButtons(buttons []MouseButton) *InputVector {
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if len(buttons) == 0 {
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return iv
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}
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for _, key := range buttons {
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iv.MouseButtonVector.Set(key, true)
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}
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return iv
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}
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// Contains returns true if this input vector is a superset of the given input vector
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func (iv *InputVector) Contains(other *InputVector) bool {
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keys := iv.KeyVector.ContainsAll(other.KeyVector)
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buttons := iv.MouseButtonVector.ContainsAll(other.MouseButtonVector)
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// We do Equals here, because we dont want CTRL+X and CTRL+ALT+X to fire at the same time
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mods := iv.ModifierVector.Equals(other.ModifierVector)
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return keys && mods && buttons
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}
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// Intersects returns true if this input vector shares any bits with the given input vector
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func (iv *InputVector) Intersects(other *InputVector) bool {
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keys := iv.KeyVector.Intersects(other.KeyVector)
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mods := iv.ModifierVector.Intersects(other.ModifierVector)
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buttons := iv.MouseButtonVector.Intersects(other.MouseButtonVector)
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return keys || mods || buttons
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}
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// Clear sets all bits in this input vector to 0
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func (iv *InputVector) Clear() *InputVector {
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iv.KeyVector.Clear()
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iv.ModifierVector.Clear()
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iv.MouseButtonVector.Clear()
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return iv
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}
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