Reuse input engine handlers in menu scripts

ini_importer_tests
uramer 12 months ago
parent d1d430b431
commit 2107bbc01d

@ -64,7 +64,7 @@ add_openmw_dir (mwlua
context menuscripts globalscripts localscripts playerscripts luabindings objectbindings cellbindings
mwscriptbindings camerabindings vfsbindings uibindings soundbindings inputbindings nearbybindings
postprocessingbindings stats debugbindings corebindings worldbindings worker magicbindings factionbindings
classbindings itemdata
classbindings itemdata inputprocessor
types/types types/door types/item types/actor types/container types/lockable types/weapon types/npc
types/creature types/player types/activator types/book types/lockpick types/probe types/apparatus
types/potion types/ingredient types/misc types/repair types/armor types/light types/static

@ -0,0 +1,73 @@
#ifndef MWLUA_INPUTPROCESSOR_H
#define MWLUA_INPUTPROCESSOR_H
#include <SDL_events.h>
#include <components/lua/luastate.hpp>
#include <components/lua/scriptscontainer.hpp>
#include <components/sdlutil/events.hpp>
#include "../mwbase/luamanager.hpp"
namespace MWLua
{
class InputProcessor
{
public:
InputProcessor(LuaUtil::ScriptsContainer* scriptsContainer)
: mScriptsContainer(scriptsContainer)
{
mScriptsContainer->registerEngineHandlers({ &mKeyPressHandlers, &mKeyReleaseHandlers,
&mControllerButtonPressHandlers, &mControllerButtonReleaseHandlers, &mActionHandlers, &mTouchpadPressed,
&mTouchpadReleased, &mTouchpadMoved });
}
void processInputEvent(const MWBase::LuaManager::InputEvent& event)
{
using InputEvent = MWBase::LuaManager::InputEvent;
switch (event.mType)
{
case InputEvent::KeyPressed:
mScriptsContainer->callEngineHandlers(mKeyPressHandlers, std::get<SDL_Keysym>(event.mValue));
break;
case InputEvent::KeyReleased:
mScriptsContainer->callEngineHandlers(mKeyReleaseHandlers, std::get<SDL_Keysym>(event.mValue));
break;
case InputEvent::ControllerPressed:
mScriptsContainer->callEngineHandlers(mControllerButtonPressHandlers, std::get<int>(event.mValue));
break;
case InputEvent::ControllerReleased:
mScriptsContainer->callEngineHandlers(
mControllerButtonReleaseHandlers, std::get<int>(event.mValue));
break;
case InputEvent::Action:
mScriptsContainer->callEngineHandlers(mActionHandlers, std::get<int>(event.mValue));
break;
case InputEvent::TouchPressed:
mScriptsContainer->callEngineHandlers(
mTouchpadPressed, std::get<SDLUtil::TouchEvent>(event.mValue));
break;
case InputEvent::TouchReleased:
mScriptsContainer->callEngineHandlers(
mTouchpadReleased, std::get<SDLUtil::TouchEvent>(event.mValue));
break;
case InputEvent::TouchMoved:
mScriptsContainer->callEngineHandlers(mTouchpadMoved, std::get<SDLUtil::TouchEvent>(event.mValue));
break;
}
}
private:
LuaUtil::ScriptsContainer* mScriptsContainer;
LuaUtil::ScriptsContainer::EngineHandlerList mKeyPressHandlers{ "onKeyPress" };
LuaUtil::ScriptsContainer::EngineHandlerList mKeyReleaseHandlers{ "onKeyRelease" };
LuaUtil::ScriptsContainer::EngineHandlerList mControllerButtonPressHandlers{ "onControllerButtonPress" };
LuaUtil::ScriptsContainer::EngineHandlerList mControllerButtonReleaseHandlers{ "onControllerButtonRelease" };
LuaUtil::ScriptsContainer::EngineHandlerList mActionHandlers{ "onInputAction" };
LuaUtil::ScriptsContainer::EngineHandlerList mTouchpadPressed{ "onTouchPress" };
LuaUtil::ScriptsContainer::EngineHandlerList mTouchpadReleased{ "onTouchRelease" };
LuaUtil::ScriptsContainer::EngineHandlerList mTouchpadMoved{ "onTouchMove" };
};
}
#endif // MWLUA_INPUTPROCESSOR_H

@ -229,7 +229,9 @@ namespace MWLua
PlayerScripts* playerScripts
= mPlayer.isEmpty() ? nullptr : dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
// TODO: handle main menu input events
for (const auto& event : mInputEvents)
mMenuScripts.processInputEvent(event);
if (playerScripts && !windowManager->containsMode(MWGui::GM_MainMenu))
{
for (const auto& event : mInputEvents)

@ -10,6 +10,7 @@
#include "../mwbase/luamanager.hpp"
#include "context.hpp"
#include "inputprocessor.hpp"
namespace MWLua
{
@ -21,10 +22,16 @@ namespace MWLua
public:
MenuScripts(LuaUtil::LuaState* lua)
: LuaUtil::ScriptsContainer(lua, "Menu")
, mInputProcessor(this)
{
registerEngineHandlers({ &mStateChanged, &mConsoleCommandHandlers, &mUiModeChanged });
}
void processInputEvent(const MWBase::LuaManager::InputEvent& event)
{
mInputProcessor.processInputEvent(event);
}
void stateChanged() { callEngineHandlers(mStateChanged); }
bool consoleCommand(const std::string& consoleMode, const std::string& command)
@ -36,6 +43,7 @@ namespace MWLua
void uiModeChanged() { callEngineHandlers(mUiModeChanged); }
private:
MWLua::InputProcessor mInputProcessor;
EngineHandlerList mStateChanged{ "onStateChanged" };
EngineHandlerList mConsoleCommandHandlers{ "onConsoleCommand" };
EngineHandlerList mUiModeChanged{ "_onUiModeChanged" };

@ -7,6 +7,7 @@
#include "../mwbase/luamanager.hpp"
#include "inputprocessor.hpp"
#include "localscripts.hpp"
namespace MWLua
@ -17,42 +18,14 @@ namespace MWLua
public:
PlayerScripts(LuaUtil::LuaState* lua, const LObject& obj)
: LocalScripts(lua, obj)
, mInputProcessor(this)
{
registerEngineHandlers({ &mConsoleCommandHandlers, &mKeyPressHandlers, &mKeyReleaseHandlers,
&mControllerButtonPressHandlers, &mControllerButtonReleaseHandlers, &mActionHandlers, &mOnFrameHandlers,
&mTouchpadPressed, &mTouchpadReleased, &mTouchpadMoved, &mQuestUpdate, &mUiModeChanged });
registerEngineHandlers({ &mConsoleCommandHandlers, &mOnFrameHandlers, &mQuestUpdate, &mUiModeChanged });
}
void processInputEvent(const MWBase::LuaManager::InputEvent& event)
{
using InputEvent = MWBase::LuaManager::InputEvent;
switch (event.mType)
{
case InputEvent::KeyPressed:
callEngineHandlers(mKeyPressHandlers, std::get<SDL_Keysym>(event.mValue));
break;
case InputEvent::KeyReleased:
callEngineHandlers(mKeyReleaseHandlers, std::get<SDL_Keysym>(event.mValue));
break;
case InputEvent::ControllerPressed:
callEngineHandlers(mControllerButtonPressHandlers, std::get<int>(event.mValue));
break;
case InputEvent::ControllerReleased:
callEngineHandlers(mControllerButtonReleaseHandlers, std::get<int>(event.mValue));
break;
case InputEvent::Action:
callEngineHandlers(mActionHandlers, std::get<int>(event.mValue));
break;
case InputEvent::TouchPressed:
callEngineHandlers(mTouchpadPressed, std::get<SDLUtil::TouchEvent>(event.mValue));
break;
case InputEvent::TouchReleased:
callEngineHandlers(mTouchpadReleased, std::get<SDLUtil::TouchEvent>(event.mValue));
break;
case InputEvent::TouchMoved:
callEngineHandlers(mTouchpadMoved, std::get<SDLUtil::TouchEvent>(event.mValue));
break;
}
mInputProcessor.processInputEvent(event);
}
void onFrame(float dt) { callEngineHandlers(mOnFrameHandlers, dt); }
@ -75,16 +48,9 @@ namespace MWLua
}
private:
InputProcessor mInputProcessor;
EngineHandlerList mConsoleCommandHandlers{ "onConsoleCommand" };
EngineHandlerList mKeyPressHandlers{ "onKeyPress" };
EngineHandlerList mKeyReleaseHandlers{ "onKeyRelease" };
EngineHandlerList mControllerButtonPressHandlers{ "onControllerButtonPress" };
EngineHandlerList mControllerButtonReleaseHandlers{ "onControllerButtonRelease" };
EngineHandlerList mActionHandlers{ "onInputAction" };
EngineHandlerList mOnFrameHandlers{ "onFrame" };
EngineHandlerList mTouchpadPressed{ "onTouchPress" };
EngineHandlerList mTouchpadReleased{ "onTouchRelease" };
EngineHandlerList mTouchpadMoved{ "onTouchMove" };
EngineHandlerList mQuestUpdate{ "onQuestUpdate" };
EngineHandlerList mUiModeChanged{ "_onUiModeChanged" };
};

@ -157,7 +157,8 @@ namespace LuaUtil
void collectStats(std::vector<ScriptStats>& stats) const;
static int64_t getInstanceCount() { return sInstanceCount; }
protected:
public: // TODO: public to be available to MWLua::InputProcessor. Consider other ways of reusing engine handlers
// between containers
struct Handler
{
int mScriptId;
@ -198,6 +199,7 @@ namespace LuaUtil
// a public function (see how ScriptsContainer::update is implemented) that calls `callEngineHandlers`.
void registerEngineHandlers(std::initializer_list<EngineHandlerList*> handlers);
protected:
const std::string mNamePrefix;
LuaUtil::LuaState& mLua;

@ -80,23 +80,16 @@ Engine handler is a function defined by a script, that can be called by the engi
| Similarly to onActivated, the item has already been removed
| from the actor's inventory, and the count was set to zero.
**Only for local scripts attached to a player**
**Only menu scripts and local scripts attached to a player**
.. list-table::
:widths: 20 80
* - onFrame(dt)
- | Called every frame (even if the game is paused) right after
| processing user input. Use it only for latency-critical stuff
| and for UI that should work on pause.
| `dt` is simulation time delta (0 when on pause).
* - onKeyPress(key)
* - onKeyPress(key)
- | `Key <openmw_input.html##(KeyboardEvent)>`_ is pressed.
| Usage example:
| ``if key.symbol == 'z' and key.withShift then ...``
* - onQuestUpdate(questId, stage)
- | Called when a quest is updated.
* - onKeyRelease(key)
* - onKeyRelease(key)
- | `Key <openmw_input.html##(KeyboardEvent)>`_ is released.
| Usage example:
| ``if key.symbol == 'z' and key.withShift then ...``
@ -127,6 +120,24 @@ Engine handler is a function defined by a script, that can be called by the engi
- | User entered `command` in in-game console. Called if either
| `mode` is not default or `command` starts with prefix `lua`.
**Only for local scripts attached to a player**
.. list-table::
:widths: 20 80
* - onFrame(dt)
- | Called every frame (even if the game is paused) right after
| processing user input. Use it only for latency-critical stuff
| and for UI that should work on pause.
| `dt` is simulation time delta (0 when on pause).
* - onKeyPress(key)
- | `Key <openmw_input.html##(KeyboardEvent)>`_ is pressed.
| Usage example:
| ``if key.symbol == 'z' and key.withShift then ...``
* - onQuestUpdate(questId, stage)
- | Called when a quest is updated.
**Only for menu scripts**
.. list-table::
@ -134,7 +145,3 @@ Engine handler is a function defined by a script, that can be called by the engi
* - onStateChanged()
- | Called whenever the current game changes
| (i. e. the result of `getState <openmw_menu.html##(getState)>`_ changes)
* - | onConsoleCommand(
| mode, command, selectedObject)
- | User entered `command` in in-game console. Called if either
| `mode` is not default or `command` starts with prefix `lua`.

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