document the code

baton's code, while not incredibly complicated, isn't exactly self-explanatory, and i've already made different mistakes multiple times throughout baton's development process, so i think the code deserves some detailed comments.
This commit is contained in:
Andrew Minnich
2019-02-20 02:05:48 -05:00
parent 72a2bd3014
commit 6753632615

View File

@@ -27,41 +27,75 @@ local baton = {
]]
}
-- string parsing functions --
-- splits a source definition into type and value
-- example: 'button:a' -> 'button', 'a'
local function parseSource(source)
return source:match '(.+):(.+)'
end
-- splits an axis value into axis and direction
-- example: 'leftx-' -> 'leftx', '-'
local function parseAxis(value)
return value:match '(.+)([%+%-])'
end
-- splits a joystick hat value into hat number and direction
-- example: '2rd' -> '2', 'rd'
local function parseHat(value)
return value:match '(%d)(.+)'
end
--[[
-- source functions --
each source function checks the state of one type of input
and returns a value from 0 to 1. for binary controls, such
as keyboard keys and gamepad buttons, they return 1 if the
input is held down and 0 if not. for analog controls, such
as "leftx+" (the left analog stick held to the right), they
return a number from 0 to 1.
source functions are split into keyboard/mouse functions
and joystick/gamepad functions. baton treats these two
categories slightly differently.
]]
local sourceFunction = {keyboardMouse = {}, joystick = {}}
-- checks whether a keyboard key is down or not
function sourceFunction.keyboardMouse.key(key)
return love.keyboard.isDown(key) and 1 or 0
end
-- checks whether a keyboard key is down or not,
-- but it takes a scancode as an input
function sourceFunction.keyboardMouse.sc(sc)
return love.keyboard.isScancodeDown(sc) and 1 or 0
end
-- checks whether a mouse buttons is down or not.
-- note that baton doesn't detect mouse movement, just the buttons
function sourceFunction.keyboardMouse.mouse(button)
return love.mouse.isDown(tonumber(button)) and 1 or 0
end
-- checks the position of a joystick axis
function sourceFunction.joystick.axis(joystick, value)
local axis, direction = parseAxis(value)
-- "a and b or c" is ok here because b will never be boolean
value = tonumber(axis) and joystick:getAxis(tonumber(axis))
or joystick:getGamepadAxis(axis)
if direction == '-' then value = -value end
return value > 0 and value or 0
end
-- checks whether a joystick button is held down or not
-- can take a number or a GamepadButton string
function sourceFunction.joystick.button(joystick, button)
-- i'm intentionally not using the "a and b or c" idiom here
-- because joystick.isDown returns a boolean
if tonumber(button) then
return joystick:isDown(tonumber(button)) and 1 or 0
else
@@ -69,14 +103,29 @@ function sourceFunction.joystick.button(joystick, button)
end
end
-- checks the direction of a joystick hat
function sourceFunction.joystick.hat(joystick, value)
local hat, direction = parseHat(value)
return joystick:getHat(hat) == direction and 1 or 0
end
--[[
-- player class --
the player object takes a configuration table and handles input
accordingly. it's called a "player" because it makes sense to use
multiple of these for each player in a multiplayer game, but
you can use separate player objects to organize inputs
however you want.
]]
local Player = {}
Player.__index = Player
-- internal functions --
-- sets the player's config to a user-defined config table
-- and sets some defaults if they're not already defined
function Player:_loadConfig(config)
if not config then
error('No config table provided', 4)
@@ -90,6 +139,7 @@ function Player:_loadConfig(config)
self.config = config
end
-- initializes a control object for each control defined in the config
function Player:_initControls()
self._controls = {}
for controlName, sources in pairs(self.config.controls) do
@@ -105,6 +155,7 @@ function Player:_initControls()
end
end
-- initializes an axis pair object for each axis pair defined in the config
function Player:_initPairs()
self._pairs = {}
for pairName, controls in pairs(self.config.pairs) do
@@ -129,6 +180,16 @@ function Player:_init(config)
self._activeDevice = 'none'
end
--[[
detects the active device (keyboard/mouse or joystick).
if the keyboard or mouse is currently being used, joystick
inputs will be ignored. this is to prevent slight axis movements
from adding errant inputs when someone's using the keyboard.
the active device is saved to player._activeDevice, which is then
used throughout the rest of the update loop to check only
keyboard or joystick inputs.
]]
function Player:_setActiveDevice()
for _, control in pairs(self._controls) do
for _, source in ipairs(control.sources) do
@@ -147,6 +208,10 @@ function Player:_setActiveDevice()
end
end
--[[
gets the value of a control by running the appropriate source functions
for all of its sources. does not apply deadzone.
]]
function Player:_getControlRawValue(control)
local rawValue = 0
for _, source in ipairs(control.sources) do
@@ -165,6 +230,10 @@ function Player:_getControlRawValue(control)
return rawValue
end
--[[
updates each control in a player. saves the value with and without deadzone
and the down/pressed/released state.
]]
function Player:_updateControls()
for _, control in pairs(self._controls) do
control.rawValue = self:_getControlRawValue(control)
@@ -176,6 +245,10 @@ function Player:_updateControls()
end
end
--[[
updates each axis pair in a player. saves the value with and without deadzone
and the down/pressed/released state.
]]
function Player:_updatePairs()
for _, pair in pairs(self._pairs) do
-- get raw x and y
@@ -208,12 +281,16 @@ function Player:_updatePairs()
end
end
-- public API --
-- checks for changes in inputs
function Player:update()
self:_setActiveDevice()
self:_updateControls()
self:_updatePairs()
end
-- gets the value of a control or axis pair without deadzone applied
function Player:getRaw(name)
if self._pairs[name] then
return self._pairs[name].rawX, self._pairs[name].rawY
@@ -224,6 +301,7 @@ function Player:getRaw(name)
end
end
-- gets the value of a control or axis pair with deadzone applied
function Player:get(name)
if self._pairs[name] then
return self._pairs[name].x, self._pairs[name].y
@@ -234,6 +312,7 @@ function Player:get(name)
end
end
-- gets whether a control or axis pair is "held down"
function Player:down(name)
if self._pairs[name] then
return self._pairs[name].down
@@ -244,6 +323,7 @@ function Player:down(name)
end
end
-- gets whether a control or axis pair was pressed this frame
function Player:pressed(name)
if self._pairs[name] then
return self._pairs[name].pressed
@@ -254,6 +334,7 @@ function Player:pressed(name)
end
end
-- gets whether a control or axis pair was released this frame
function Player:released(name)
if self._pairs[name] then
return self._pairs[name].released
@@ -264,10 +345,20 @@ function Player:released(name)
end
end
--[[
gets the currently active device (either "kbm", "joy", or "none").
this is useful for displaying instructional text. you may have
a menu that says "press ENTER to confirm" or "press A to confirm"
depending on whether the player is using their keyboard or gamepad.
this function allows you to detect which they used most recently.
]]
function Player:getActiveDevice()
return self._activeDevice
end
-- main functions --
-- creates a new player with the user-provided config table
function baton.new(config)
local player = setmetatable({}, Player)
player:_init(config)