Add custom input mapping on top of Godot's InputMap
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This commit is contained in:
Nick Guy 2024-06-02 17:10:15 +01:00
parent de59b2486a
commit c98d7739aa
6 changed files with 281 additions and 28 deletions

View file

@ -1,7 +1,10 @@
using System.Collections.Generic;
using Carotrauma.scripts.libs.input;
using Godot;
using System;
public partial class SandboxPlayer : CharacterBody3D
namespace Carotrauma.scenes.sandbox.player;
public partial class SandboxPlayer : CharacterBody3D, IInputProvider
{
[Export]
@ -9,36 +12,52 @@ public partial class SandboxPlayer : CharacterBody3D
[Export]
public float JumpVelocity = 4.5f;
[Export] public float MouseSensitivity = 0.05f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
private float camera_anglev = 0;
private Node3D pivot;
private Camera3D cam;
public override void _Ready() {
cam = GetChild<Camera3D>(3, true);
private KeyInputAction GrabCursor;
private KeyInputAction Jump;
private VectorInputAction Movement;
public void CreateInputs() {
GrabCursor = this.KeyInput(Key.Escape);
Jump = this.KeyInput(Key.Space);
Movement = this.VectorKeyInput(Key.D, Key.A, Key.S, Key.W);
}
public override void _EnterTree() {
CreateInputs();
}
public static float ToRadians (float degrees) {
// Angle in 10th of a degree
return (float)((degrees * Math.PI)/180.0f);
public override void _Ready() {
pivot = GetChild<Node3D>(2, true);
cam = pivot.GetChild<Camera3D>(0, true);
}
public override void _Input(InputEvent @event) {
if (@event is InputEventMouseMotion) {
if (@event is InputEventMouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured) {
var M = (InputEventMouseMotion)@event;
cam.RotateY(ToRadians(-M.Relative.X * 0.3f));
var changeV = -M.Relative.Y * 0.3f;
if (camera_anglev + changeV > -50 && camera_anglev + changeV < 50) {
camera_anglev += changeV;
cam.RotateX(ToRadians(changeV));
}
GetViewport().SetInputAsHandled();
pivot.RotateX(Mathf.DegToRad(-M.Relative.Y * MouseSensitivity));
RotateY(Mathf.DegToRad(-M.Relative.X * MouseSensitivity));
Vector3 cameraRot = pivot.RotationDegrees;
cameraRot.X = Mathf.Clamp(cameraRot.X, -70, 70);
pivot.RotationDegrees = cameraRot;
}
}
public override void _PhysicsProcess(double delta) {
if (GrabCursor.IsJustPressed())
Input.MouseMode = Input.MouseMode == Input.MouseModeEnum.Visible ? Input.MouseModeEnum.Captured : Input.MouseModeEnum.Visible;
Vector3 velocity = Velocity;
// Add the gravity.
@ -46,12 +65,12 @@ public partial class SandboxPlayer : CharacterBody3D
velocity.Y -= gravity * (float)delta;
// Handle Jump.
if (Input.IsActionJustPressed("jump") && IsOnFloor())
if (Jump.IsJustPressed() && IsOnFloor())
velocity.Y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_back");;
Vector2 inputDir = Movement.GetStrength();
Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
@ -67,4 +86,7 @@ public partial class SandboxPlayer : CharacterBody3D
Velocity = velocity;
MoveAndSlide();
}
}
public List<InputAction> Actions => _actions;
private List<InputAction> _actions = new();
}

View file

@ -1,13 +1,10 @@
[gd_scene load_steps=4 format=3 uid="uid://v5iatrrwgror"]
[ext_resource type="Script" path="res://scenes/sandbox/player/SandboxPlayer.cs" id="1_auraj"]
[gd_scene load_steps=3 format=3 uid="uid://v5iatrrwgror"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_orax3"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_4fhb2"]
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_auraj")
[node name="CSGMesh3D" type="CSGMesh3D" parent="."]
mesh = SubResource("CapsuleMesh_orax3")
@ -15,9 +12,12 @@ mesh = SubResource("CapsuleMesh_orax3")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_4fhb2")
[node name="CSGBox3D" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.436351, 0.458557, 0)
size = Vector3(0.5, 0.25, 0.25)
[node name="Pivot" type="Node3D" parent="."]
[node name="Camera" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.944686, 0.327976, 0, -0.327976, 0.944686, 0, 1.61751, 2.35265)
[node name="Camera" type="Camera3D" parent="Pivot"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
[node name="CSGBox3D" type="CSGBox3D" parent="Pivot"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, -0.5)
visibility_range_begin = 0.5
size = Vector3(0.25, 0.25, 0.5)

View file

@ -1,6 +1,8 @@
[gd_scene load_steps=6 format=3 uid="uid://c3hv3mdy52mar"]
[gd_scene load_steps=8 format=3 uid="uid://c3hv3mdy52mar"]
[ext_resource type="PackedScene" uid="uid://v5iatrrwgror" path="res://scenes/sandbox/player/player_scene.tscn" id="1_6lr48"]
[ext_resource type="Script" path="res://scenes/sandbox/player/SandboxPlayer.cs" id="2_3mcgf"]
[ext_resource type="Script" path="res://scripts/libs/input/InputContext.cs" id="2_mp2vp"]
[sub_resource type="BoxShape3D" id="BoxShape3D_tcgka"]
size = Vector3(60, 2, 60)
@ -38,3 +40,7 @@ mesh = SubResource("SphereMesh_gsyqq")
[node name="Player" parent="." instance=ExtResource("1_6lr48")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.04543, 0)
script = ExtResource("2_3mcgf")
[node name="Node" type="Node" parent="Player"]
script = ExtResource("2_mp2vp")

View file

@ -0,0 +1,48 @@
using System;
using System.Collections.Generic;
using Godot;
namespace Carotrauma.scripts.libs.input;
public interface IInputProvider {
void CreateInputs();
List<InputAction> Actions { get; }
}
public static class IInputProviderExtensions {
public static KeyInputAction KeyInput(this IInputProvider self, Key key) {
var A = new KeyInputAction
{
Key = key
};
self.Actions.Add(A);
return A;
}
public static MouseButtonInputAction MouseButtonInput(this IInputProvider self, MouseButton button) {
var A = new MouseButtonInputAction
{
Button = button
};
self.Actions.Add(A);
return A;
}
public static AxisInputAction AxisKeyInput(this IInputProvider self, Key axisPos,
Key axisNeg) {
var pos = self.KeyInput(axisPos);
var neg = self.KeyInput(axisNeg);
return new AxisInputAction(pos.Name, neg.Name);
}
public static VectorInputAction VectorKeyInput(this IInputProvider self, Key xPos,
Key xNeg, Key yPos, Key yNeg) {
return new VectorInputAction(self.KeyInput(xPos), self.KeyInput(xNeg), self.KeyInput(yPos), self.KeyInput(yNeg));
}
}

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@ -0,0 +1,112 @@
using System;
using System.Collections.Generic;
using Godot;
namespace Carotrauma.scripts.libs.input;
public abstract class InputAction {
public string Name = Guid.NewGuid().ToString();
public InputEvent Event => getEvent();
protected abstract InputEvent getEvent();
public float GetStrength() {
return Input.GetActionStrength(Name);
}
public static implicit operator String(InputAction a) {
return a.Name;
}
public bool IsPressed() {
return Input.IsActionPressed(Name);
}
public bool IsJustPressed() {
return Input.IsActionJustPressed(Name);
}
public bool IsJustReleased() {
return Input.IsActionJustReleased(Name);
}
}
public class InputAction<T> : InputAction where T : new() {
protected override InputEvent getEvent() {
var evt = new T();
populateEvent(ref evt);
return evt as InputEvent;
}
protected virtual void populateEvent(ref T evt) {}
}
public class KeyInputAction : InputAction<InputEventKey> {
public Key Key;
protected override void populateEvent(ref InputEventKey evt) {
evt.Keycode = Key;
}
//
// public bool IsPressed() {
// LastPolledPressed = Input.IsKeyPressed(Key);
// return LastPolledPressed;
// }
//
// public bool IsJustPressed() {
// bool Pressed = Input.IsActionPressed(Key);
// bool JustPressed = Pressed && !LastPolledPressed;
// LastPolledPressed = Pressed;
// return JustPressed;
// }
//
// public bool IsJustReleased() {
// bool Pressed = Input.IsKeyPressed(Key);
// bool JustReleased = !Pressed && LastPolledPressed;
// LastPolledPressed = Pressed;
// return JustReleased;
// }
}
public class MouseButtonInputAction : InputAction<InputEventMouseButton> {
public MouseButton Button;
protected override void populateEvent(ref InputEventMouseButton evt) {
evt.ButtonIndex = Button;
}
}
public class AxisInputAction {
public AxisInputAction(string positiveActionName, string negativeActionName) {
PositiveActionName = positiveActionName;
NegativeActionName = negativeActionName;
}
public string PositiveActionName;
public string NegativeActionName;
public float GetStrength() {
return Input.GetAxis(NegativeActionName, PositiveActionName);
}
}
public class VectorInputAction {
private readonly string _positiveXName;
private readonly string _negativeXName;
private readonly string _positiveYName;
private readonly string _negativeYName;
public VectorInputAction(string positiveXName, string negativeXName, string positiveYName, string negativeYName) {
_positiveXName = positiveXName;
_negativeXName = negativeXName;
_positiveYName = positiveYName;
_negativeYName = negativeYName;
}
public Vector2 GetStrength() {
return Input.GetVector(_negativeXName, _positiveXName, _negativeYName, _positiveYName);
}
}

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@ -0,0 +1,65 @@
using System;
using System.Collections.Generic;
using System.Text;
using Godot;
namespace Carotrauma.scripts.libs.input;
public partial class InputContext : Node {
public override void _Ready() {
LoadContext();
}
public override void _ExitTree() {
UnloadContext();
base._ExitTree();
}
private List<InputAction> _actions;
private double cooldown = 1;
public override void _Process(double delta) {
cooldown -= delta;
if (cooldown > 0) return;
cooldown = 5;
GD.Print(ToString());
}
public void LoadContext() {
var provider = GetParentOrNull<Node3D>();
if (provider is not IInputProvider inputProvider) return;
_actions = inputProvider.Actions;
_actions.ForEach(LoadAction);
}
public void UnloadContext() {
_actions?.ForEach(UnloadAction);
}
private void LoadAction(InputAction action) {
GD.Print("Add action: " + action.Name);
InputMap.AddAction(action.Name);
GD.Print("Add event to action: " + action.Name);
InputMap.ActionAddEvent(action.Name, action.Event);
}
private void UnloadAction(InputAction action) {
InputMap.ActionEraseEvent(action.Name, action.Event);
InputMap.EraseAction(action.Name);
}
public override string ToString() {
if (_actions == null) return "No Actions";
StringBuilder sb = new();
sb.AppendLine("Input Context:");
foreach (InputAction action in _actions) {
sb.Append(" - ").AppendLine(action.Name);
foreach (var inputEvent in InputMap.ActionGetEvents(action.Name))
sb.Append(" - ").AppendLine(inputEvent.AsText());
}
return sb.ToString();
}
}