better inputs, log config

This commit is contained in:
2019-07-27 16:47:08 +02:00
parent 39b136d799
commit ee01892a22
7 changed files with 289458 additions and 53 deletions

1
config/log.toml Normal file
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@@ -0,0 +1 @@
input = false

14
models/iski51.mtl Normal file
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@@ -0,0 +1,14 @@
# Blender MTL File: 'iski51.blend'
# Material Count: 1
newmtl FullBody
Ns 240.249985
Ka 1.000000 1.000000 1.000000
Kd 0.086497 0.014334 0.005447
Ks 0.433333 0.433333 0.433333
Ke 0.0 0.0 0.0
Ni 1.450000
d 1.000000
illum 2
map_Kd D:\\Nextcloud\\Models\\Iski\\substance\\export\\iski-full_FullBody_BaseColor.jpg
map_Ns D:\\Nextcloud\\Models\\Iski\\substance\\export\\iski-full_FullBody_Roughness.jpg

289333
models/iski51.obj Normal file

File diff suppressed because it is too large Load Diff

14
src/config.rs Normal file
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@@ -0,0 +1,14 @@
use serde_derive::{Serialize, Deserialize};
use toml;
use std::fs;
#[derive(Debug, Serialize, Deserialize)]
pub struct LogConfig {
pub input: bool
}
impl LogConfig {
pub fn from_file(path: &str) -> Self {
toml::from_slice(&fs::read(path).expect("Failed to read log config!")).expect("Failed to parse log config!")
}
}

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@@ -1,5 +1,6 @@
use winit::{ScanCode, ModifiersState, MouseButton, ElementState};
use std::collections::{HashMap};
use std::collections::{HashMap, HashSet};
use std::fs;
use toml;
@@ -11,13 +12,20 @@ pub struct VirtualButton {
}
pub struct VirtualAxis {
pub analog_inputs: Vec<AxisInput>
pub axis_inputs: Vec<AxisInput>
}
pub struct InputState {
pub virtual_buttons: HashMap<String, VirtualButton>,
pub virtual_axes: HashMap<String, VirtualAxis>,
pressed_digital: HashMap<DigitalInput, (bool, bool)>
input_events: HashSet<DigitalInputEvent>,
pressed_buttons: HashSet<ScanCode>
}
#[derive(Debug, PartialEq, Eq, Hash)]
pub enum DigitalInputEvent {
Pressed(DigitalInput),
Released(DigitalInput)
}
#[derive(Debug, Serialize, Deserialize)]
@@ -42,14 +50,14 @@ struct InputConfigAxis {
ctrl_negative: Option<bool>
}
type InputHashmapEntry<'a> = (&'a DigitalInput, (bool, bool));
impl InputState {
pub fn new(toml_path: &str) -> InputState {
let mut state = InputState { virtual_buttons: HashMap::new(), virtual_axes: HashMap::new(), pressed_digital: HashMap::new() };
let mut state = InputState { virtual_buttons: HashMap::new(), virtual_axes: HashMap::new(),
input_events: HashSet::new(), pressed_buttons: HashSet::new() };
let config: InputConfig = toml::from_slice(&fs::read(toml_path).expect("Failed to read input config!")).expect("Failed to parse input config!");
let buttons = config.button.iter().for_each(|bn| {
config.button.iter().for_each(|bn| {
let modifiers = ModifiersState {
shift: false,
ctrl: bn.ctrl.is_some(),
@@ -64,7 +72,7 @@ impl InputState {
}
});
let axes = config.axis.iter().for_each(|a| {
config.axis.iter().for_each(|a| {
let modifiers_positive = ModifiersState {
shift: false,
ctrl: a.ctrl_positive.is_some(),
@@ -82,9 +90,9 @@ impl InputState {
DigitalInput::Keyboard(KeyboardInput { scancode: a.scancode_negative, modifiers: modifiers_negative })
);
if let Some(virtual_axis) = state.virtual_axes.get_mut(&a.name) {
virtual_axis.analog_inputs.push(axis);
virtual_axis.axis_inputs.push(axis);
} else {
state.virtual_axes.insert(a.name.clone(), VirtualAxis { analog_inputs: vec![axis] });
state.virtual_axes.insert(a.name.clone(), VirtualAxis { axis_inputs: vec![axis] });
}
});
@@ -92,39 +100,59 @@ impl InputState {
}
pub fn button_down(self: &Self, button_code: &str) -> bool {
if let Some(input) = self.virtual_buttons.get(button_code) {
self.pressed_digital.iter().any(|(registered_input, _)| input.digital_inputs.iter().any(|digital_input| digital_input == registered_input))
} else {
false
match self.virtual_buttons.get(button_code) {
Some(virtual_button) => {
virtual_button.digital_inputs.iter().any(|vi| self.digital_input_pressed(vi))
}
None => {
assert!(false, format!("Button {:?} not found!", button_code));
false
}
}
}
pub fn button_just_pressed(self: &Self, button_code: &str) -> bool {
if let Some(input) = self.virtual_buttons.get(button_code) {
self.pressed_digital.iter()
.filter(|(_, (pressed, _))| *pressed)
.any(|(registered_input, _)| input.digital_inputs.iter().any(|digital_input| digital_input == registered_input))
} else {
false
match self.virtual_buttons.get(button_code) {
Some(virtual_button) => {
self.input_events.iter().any(|input_event| {
if let DigitalInputEvent::Pressed(digital_input) = input_event {
virtual_button.digital_inputs.iter().any(|virtual_button_input| virtual_button_input == digital_input)
} else {
false
}
})
}
None => {
assert!(false, format!("Button {:?} not found!", button_code));
false
}
}
}
pub fn button_just_released(self: &Self, button_code: &str) -> bool {
if let Some(input) = self.virtual_buttons.get(button_code) {
self.pressed_digital.iter()
.filter(|(_, (_, released))| *released)
.any(|(registered_input, _)| input.digital_inputs.iter().any(|digital_input| digital_input == registered_input))
} else {
false
match self.virtual_buttons.get(button_code) {
Some(virtual_button) => {
self.input_events.iter().any(|input_event| {
if let DigitalInputEvent::Released(digital_input) = input_event {
virtual_button.digital_inputs.iter().any(|virtual_button_input| virtual_button_input == digital_input)
} else {
false
}
})
}
None => {
assert!(false, format!("Button {:?} not found!", button_code));
false
}
}
}
pub fn get_axis(self: &Self, axis_code: &str) -> f32 {
if let Some(axis) = self.virtual_axes.get(axis_code) {
axis.analog_inputs.iter().fold(0.0, |fold, item| {
axis.axis_inputs.iter().fold(0.0, |fold, item| {
let val = match item {
AxisInput::Analog(_) => 0.0,
AxisInput::Digital(positive_button, negative_button) => self.button_to_float(positive_button) - self.button_to_float(negative_button),
AxisInput::Analog(_) => 0.0, //TODO
AxisInput::Digital(positive_button, negative_button) => self.digital_input_to_float(positive_button) - self.digital_input_to_float(negative_button),
};
if f32::abs(val) > fold {
val
@@ -138,32 +166,43 @@ impl InputState {
}
}
fn button_to_float(self: &Self, input: &DigitalInput) -> f32 {
if self.pressed_digital.iter().any(|(registered_input, _)| input == registered_input) {
1.0
} else {
0.0
pub fn digital_input_pressed(self: &Self, digital_input: &DigitalInput) -> bool {
match digital_input {
DigitalInput::Keyboard(keyboard_input) =>
self.pressed_buttons.contains(&keyboard_input.scancode)
&& self.modifiers_are_pressed(keyboard_input.modifiers),
DigitalInput::Mouse(_) => false
}
}
fn modifiers_are_pressed(self: &Self, modifiers: ModifiersState) -> bool {
(!modifiers.ctrl || self.pressed_buttons.contains(&29))
&& (!modifiers.shift || self.pressed_buttons.contains(&42) || self.pressed_buttons.contains(&54))
&& (!modifiers.alt || self.pressed_buttons.contains(&56))
&& (!modifiers.logo || self.pressed_buttons.contains(&91) || self.pressed_buttons.contains(&92))
}
fn digital_input_to_float(self: &Self, input: &DigitalInput) -> f32 {
if self.digital_input_pressed(input) { 1.0 } else { 0.0 }
}
pub fn on_keyboard_event(self: &mut Self, state: ElementState, scancode: ScanCode, modifiers: ModifiersState) {
let input = DigitalInput::Keyboard(KeyboardInput { scancode, modifiers });
match state {
ElementState::Pressed => {
self.pressed_digital.insert(DigitalInput::Keyboard(KeyboardInput { scancode, modifiers }), (true, false));
self.input_events.insert(DigitalInputEvent::Pressed(input));
self.pressed_buttons.insert(scancode);
},
ElementState::Released => {
if let Some((_, recent_release)) = self.pressed_digital.get_mut(&DigitalInput::Keyboard(KeyboardInput { scancode, modifiers })) {
*recent_release = true;
}
self.input_events.insert(DigitalInputEvent::Released(input));
self.pressed_buttons.remove(&scancode);
},
}
}
pub fn frame_end(self: &mut Self) {
self.pressed_digital.iter_mut().for_each(|(_, (recent_press, _))| {
if *recent_press { *recent_press = false }
});
self.pressed_digital.retain(|_, (recent_press, recent_release)| *recent_release == false);
self.input_events.clear();
}
}

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@@ -1,23 +1,26 @@
use crate::vulkan::{GameData, Game, LinePoint};
use winit::{Event, WindowEvent, ElementState};
use winit::{Event, WindowEvent};
use std::iter::FromIterator;
use cgmath::{Matrix4, Rad, Point3, Vector3, Deg};
use crate::input::{InputState, VirtualButton, DigitalInput, VirtualAxis, AxisInput};
mod vulkan;
mod input;
use crate::vulkan::{GameData, Game, LinePoint};
const PRINT_KEYBOARD_INPUT: bool = true;
mod input;
use crate::input::{InputState};
mod config;
use crate::config::LogConfig;
struct TestGame {
input: InputState,
cam_pos: Point3<f32>
cam_pos: Point3<f32>,
log_config: LogConfig,
}
impl Game for TestGame {
fn update(self: &mut Self, game_data: &mut GameData) {
// User interaction
if self.input.button_down("QUIT") {
if self.input.button_just_released("QUIT") {
game_data.shutdown = true;
}
@@ -56,10 +59,10 @@ impl Game for TestGame {
self.input.frame_end();
}
fn on_window_event(self: &mut Self, game_data: &mut GameData, event: &Event) {
fn on_window_event(self: &mut Self, event: &Event) {
match event {
Event::WindowEvent { event: WindowEvent::KeyboardInput { device_id, input }, .. } => {
if PRINT_KEYBOARD_INPUT {
if self.log_config.input {
let mods = String::from_iter(
vec!["shift", "ctrl", "alt", "logo"].iter()
.zip(vec![input.modifiers.shift, input.modifiers.ctrl, input.modifiers.alt, input.modifiers.logo])
@@ -85,7 +88,8 @@ impl Game for TestGame {
fn main() {
let mut game = TestGame {
input: InputState::new("config/input.toml"),
cam_pos: Point3::new(2.0, 2.0, 2.0)
cam_pos: Point3::new(2.0, 2.0, 2.0),
log_config: LogConfig::from_file("config/log.toml"),
};
vulkan::init(

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@@ -64,7 +64,7 @@ pub trait Game {
fn update(self: &mut Self, game_data: &mut GameData);
/// Returns true if event should be ignored by the vulkan handler
fn on_window_event(self: &mut Self, game_data: &mut GameData, event: &Event);
fn on_window_event(self: &mut Self, event: &Event);
}
pub struct GameData {
@@ -365,7 +365,7 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
// wait would happen. Blocking may be the desired behavior, but if you don't want to
// block you should spawn a separate thread dedicated to submissions.
events_loop.poll_events(|ev| {
game.on_window_event(&mut data, &ev);
game.on_window_event(&ev);
match ev {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => data.shutdown = true,
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,