mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 12:26:39 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			234 lines
		
	
	
	
		
			8.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
	
		
			8.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| local core = require('openmw.core')
 | |
| local input = require('openmw.input')
 | |
| local self = require('openmw.self')
 | |
| local util = require('openmw.util')
 | |
| local ui = require('openmw.ui')
 | |
| local Actor = require('openmw.types').Actor
 | |
| local Player = require('openmw.types').Player
 | |
| 
 | |
| local storage = require('openmw.storage')
 | |
| local I = require('openmw.interfaces')
 | |
| 
 | |
| local settingsGroup = 'SettingsOMWControls'
 | |
| 
 | |
| local function boolSetting(key, default)
 | |
|     return {
 | |
|         key = key,
 | |
|         renderer = 'checkbox',
 | |
|         name = key,
 | |
|         description = key..'Description',
 | |
|         default = default,
 | |
|     }
 | |
| end
 | |
| 
 | |
| I.Settings.registerPage({
 | |
|   key = 'OMWControls',
 | |
|   l10n = 'OMWControls',
 | |
|   name = 'ControlsPage',
 | |
|   description = 'ControlsPageDescription',
 | |
| })
 | |
| 
 | |
| I.Settings.registerGroup({
 | |
|     key = settingsGroup,
 | |
|     page = 'OMWControls',
 | |
|     l10n = 'OMWControls',
 | |
|     name = 'MovementSettings',
 | |
|     permanentStorage = true,
 | |
|     settings = {
 | |
|         boolSetting('alwaysRun', false),
 | |
|         boolSetting('toggleSneak', false),
 | |
|     },
 | |
| })
 | |
| 
 | |
| local settings = storage.playerSection(settingsGroup)
 | |
| 
 | |
| local attemptJump = false
 | |
| local startAttack = false
 | |
| local autoMove = false
 | |
| local movementControlsOverridden = false
 | |
| local combatControlsOverridden = false
 | |
| local uiControlsOverridden = false
 | |
| 
 | |
| local function processMovement()
 | |
|     local controllerMovement = -input.getAxisValue(input.CONTROLLER_AXIS.MoveForwardBackward)
 | |
|     local controllerSideMovement = input.getAxisValue(input.CONTROLLER_AXIS.MoveLeftRight)
 | |
|     if controllerMovement ~= 0 or controllerSideMovement ~= 0 then
 | |
|         -- controller movement
 | |
|         if util.vector2(controllerMovement, controllerSideMovement):length2() < 0.25
 | |
|            and not self.controls.sneak and Actor.isOnGround(self) and not Actor.isSwimming(self) then
 | |
|             self.controls.run = false
 | |
|             self.controls.movement = controllerMovement * 2
 | |
|             self.controls.sideMovement = controllerSideMovement * 2
 | |
|         else
 | |
|             self.controls.run = true
 | |
|             self.controls.movement = controllerMovement
 | |
|             self.controls.sideMovement = controllerSideMovement
 | |
|         end
 | |
|     else
 | |
|         -- keyboard movement
 | |
|         self.controls.movement = 0
 | |
|         self.controls.sideMovement = 0
 | |
|         if input.isActionPressed(input.ACTION.MoveLeft) then
 | |
|             self.controls.sideMovement = self.controls.sideMovement - 1
 | |
|         end
 | |
|         if input.isActionPressed(input.ACTION.MoveRight) then
 | |
|             self.controls.sideMovement = self.controls.sideMovement + 1
 | |
|         end
 | |
|         if input.isActionPressed(input.ACTION.MoveBackward) then
 | |
|             self.controls.movement = self.controls.movement - 1
 | |
|         end
 | |
|         if input.isActionPressed(input.ACTION.MoveForward) then
 | |
|             self.controls.movement = self.controls.movement + 1
 | |
|         end
 | |
|         self.controls.run = input.isActionPressed(input.ACTION.Run) ~= settings:get('alwaysRun')
 | |
|     end
 | |
|     if self.controls.movement ~= 0 or not Actor.canMove(self) then
 | |
|         autoMove = false
 | |
|     elseif autoMove then
 | |
|         self.controls.movement = 1
 | |
|     end
 | |
|     self.controls.jump = attemptJump and Player.getControlSwitch(self, Player.CONTROL_SWITCH.Jumping)
 | |
|     if not settings:get('toggleSneak') then
 | |
|         self.controls.sneak = input.isActionPressed(input.ACTION.Sneak)
 | |
|     end
 | |
| end
 | |
| 
 | |
| local function processAttacking()
 | |
|     if startAttack then
 | |
|         self.controls.use = 1
 | |
|     elseif Actor.stance(self) == Actor.STANCE.Spell then
 | |
|         self.controls.use = 0
 | |
|     elseif input.getAxisValue(input.CONTROLLER_AXIS.TriggerRight) < 0.6
 | |
|            and not input.isActionPressed(input.ACTION.Use) then
 | |
|         -- The value "0.6" shouldn't exceed the triggering threshold in BindingsManager::actionValueChanged.
 | |
|         -- TODO: Move more logic from BindingsManager to Lua and consider to make this threshold configurable.
 | |
|         self.controls.use = 0
 | |
|     end
 | |
| end
 | |
| 
 | |
| local function onFrame(dt)
 | |
|     local controlsAllowed = Player.getControlSwitch(self, Player.CONTROL_SWITCH.Controls)
 | |
|                             and not core.isWorldPaused() and not I.UI.getMode()
 | |
|     if not movementControlsOverridden then
 | |
|         if controlsAllowed then
 | |
|             processMovement()
 | |
|         else
 | |
|             self.controls.movement = 0
 | |
|             self.controls.sideMovement = 0
 | |
|             self.controls.jump = false
 | |
|         end
 | |
|     end
 | |
|     if controlsAllowed and not combatControlsOverridden then
 | |
|         processAttacking()
 | |
|     end
 | |
|     attemptJump = false
 | |
|     startAttack = false
 | |
| end
 | |
| 
 | |
| local function checkNotWerewolf()
 | |
|     if Player.isWerewolf(self) then
 | |
|         ui.showMessage(core.getGMST('sWerewolfRefusal'))
 | |
|         return false
 | |
|     else
 | |
|         return true
 | |
|     end
 | |
| end
 | |
| 
 | |
| local function isJournalAllowed()
 | |
|     -- During chargen journal is not allowed until magic window is allowed
 | |
|     return I.UI.getWindowsForMode(I.UI.MODE.Interface)[I.UI.WINDOW.Magic]
 | |
| end
 | |
| 
 | |
| local function onInputAction(action)
 | |
|     if not Player.getControlSwitch(self, Player.CONTROL_SWITCH.Controls) then
 | |
|         return
 | |
|     end
 | |
| 
 | |
|     if not uiControlsOverridden then
 | |
|         if action == input.ACTION.Inventory then
 | |
|             if I.UI.getMode() == nil then
 | |
|                 I.UI.setMode(I.UI.MODE.Interface)
 | |
|             elseif I.UI.getMode() == I.UI.MODE.Interface or I.UI.getMode() == I.UI.MODE.Container then
 | |
|                 I.UI.removeMode(I.UI.getMode())
 | |
|             end
 | |
|         elseif action == input.ACTION.Journal then
 | |
|             if I.UI.getMode() == I.UI.MODE.Journal then
 | |
|                 I.UI.removeMode(I.UI.MODE.Journal)
 | |
|             elseif isJournalAllowed() then
 | |
|                 I.UI.addMode(I.UI.MODE.Journal)
 | |
|             end
 | |
|         elseif action == input.ACTION.QuickKeysMenu then
 | |
|             if I.UI.getMode() == I.UI.MODE.QuickKeysMenu then
 | |
|                 I.UI.removeMode(I.UI.MODE.QuickKeysMenu)
 | |
|             elseif checkNotWerewolf() and Player.isCharGenFinished(self) then
 | |
|                 I.UI.addMode(I.UI.MODE.QuickKeysMenu)
 | |
|             end
 | |
|         end
 | |
|     end
 | |
| 
 | |
|     if core.isWorldPaused() or I.UI.getMode() then
 | |
|         return
 | |
|     end
 | |
| 
 | |
|     if action == input.ACTION.Jump then
 | |
|         attemptJump = true
 | |
|     elseif action == input.ACTION.Use then
 | |
|         startAttack = Actor.stance(self) ~= Actor.STANCE.Nothing
 | |
|     elseif action == input.ACTION.AutoMove and not movementControlsOverridden then
 | |
|         autoMove = not autoMove
 | |
|     elseif action == input.ACTION.AlwaysRun and not movementControlsOverridden then
 | |
|         settings:set('alwaysRun', not settings:get('alwaysRun'))
 | |
|     elseif action == input.ACTION.Sneak and not movementControlsOverridden then
 | |
|         if settings:get('toggleSneak') then
 | |
|             self.controls.sneak = not self.controls.sneak
 | |
|         end
 | |
|     elseif action == input.ACTION.ToggleSpell and not combatControlsOverridden then
 | |
|         if Actor.stance(self) == Actor.STANCE.Spell then
 | |
|             Actor.setStance(self, Actor.STANCE.Nothing)
 | |
|         elseif Player.getControlSwitch(self, Player.CONTROL_SWITCH.Magic) then
 | |
|             if checkNotWerewolf() then
 | |
|                 Actor.setStance(self, Actor.STANCE.Spell)
 | |
|             end
 | |
|         end
 | |
|     elseif action == input.ACTION.ToggleWeapon and not combatControlsOverridden then
 | |
|         if Actor.stance(self) == Actor.STANCE.Weapon then
 | |
|             Actor.setStance(self, Actor.STANCE.Nothing)
 | |
|         elseif Player.getControlSwitch(self, Player.CONTROL_SWITCH.Fighting) then
 | |
|             Actor.setStance(self, Actor.STANCE.Weapon)
 | |
|         end
 | |
|     end
 | |
| end
 | |
| 
 | |
| return {
 | |
|     engineHandlers = {
 | |
|         onFrame = onFrame,
 | |
|         onInputAction = onInputAction,
 | |
|     },
 | |
|     interfaceName = 'Controls',
 | |
|     ---
 | |
|     -- @module Controls
 | |
|     -- @usage require('openmw.interfaces').Controls
 | |
|     interface = {
 | |
|         --- Interface version
 | |
|         -- @field [parent=#Controls] #number version
 | |
|         version = 1,
 | |
| 
 | |
|         --- When set to true then the movement controls including jump and sneak are not processed and can be handled by another script.
 | |
|         -- If movement should be disallowed completely, consider to use `types.Player.setControlSwitch` instead.
 | |
|         -- @function [parent=#Controls] overrideMovementControls
 | |
|         -- @param #boolean value
 | |
|         overrideMovementControls = function(v) movementControlsOverridden = v end,
 | |
| 
 | |
|         --- When set to true then the controls "attack", "toggle spell", "toggle weapon" are not processed and can be handled by another script.
 | |
|         -- If combat should be disallowed completely, consider to use `types.Player.setControlSwitch` instead.
 | |
|         -- @function [parent=#Controls] overrideCombatControls
 | |
|         -- @param #boolean value
 | |
|         overrideCombatControls = function(v) combatControlsOverridden = v end,
 | |
| 
 | |
|         --- When set to true then the controls "open inventory", "open journal" and so on are not processed and can be handled by another script.
 | |
|         -- @function [parent=#Controls] overrideUiControls
 | |
|         -- @param #boolean value
 | |
|         overrideUiControls = function(v) uiControlsOverridden = v end,
 | |
|     }
 | |
| }
 | |
| 
 |