add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later

This commit is contained in:
2025-02-21 11:57:29 +00:00
parent 603d6fa139
commit 40fff7729f
4 changed files with 22 additions and 43 deletions

View File

@@ -8,5 +8,6 @@ struct
, attackHeld: bool
, jumpHeld: bool
, escapeHeld: bool
, newKeys: CoreKey.key_code list
}
end

View File

@@ -190,7 +190,7 @@ struct
else
helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc)
fun getInputPatches (player: player, input) =
fun getInputPatches (player: player, input: FrameInputType.t) =
let
val
{ x
@@ -206,15 +206,8 @@ struct
, ...
} = player
val
{ leftHeld
, rightHeld
, upHeld
, downHeld
, attackHeld
, jumpHeld
, escapeHeld
} = input
val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, jumpHeld, ...} =
input
val xAxis = getXAxis (leftHeld, rightHeld)
val facing = getFacing (facing, xAxis)

22
oms.mlb
View File

@@ -13,15 +13,6 @@ vendored/brolib-sml/src/gap_map.sml
fcore/bin-search.sml
fcore/bin-vec.sml
ann
"allowVectorExps true"
in
vendored/cozette-sml/fonts/cozette-ascii.mlb
fcore/block.sml
fcore/level/player/player-sprite.sml
fcore/field.sml
fcore/level/chain-edge.sml
end
fcore/make-text-vec.sml
fcore/level/wall.sml
@@ -69,19 +60,6 @@ fcore/game-update.sml
(* shell *)
$(SML_LIB)/basis/mlton.mlb
ann
"allowFFI true"
in
ffi/gles3-import.sml
ffi/glfw-import.sml
ffi/glfw-input.sml
end
ann
"allowVectorExps true"
in
shell/glfw-key-map.sml
end
shell/input-state.sml
shell/parse-controls.sml

View File

@@ -21,19 +21,27 @@ struct
, jumpHeld = ref false
, attackHeld = ref false
, escapeHeld = ref false
, newKeys = ref []
, width = ref (1920.0 : Real32.real)
, height = ref (1080.0 : Real32.real)
}
fun getSnapshot () =
{ leftHeld = !(#leftHeld state)
, rightHeld = !(#rightHeld state)
, upHeld = !(#upHeld state)
, downHeld = !(#downHeld state)
, attackHeld = !(#attackHeld state)
, jumpHeld = !(#jumpHeld state)
, escapeHeld = !(#escapeHeld state)
}
let
val input =
{ leftHeld = !(#leftHeld state)
, rightHeld = !(#rightHeld state)
, upHeld = !(#upHeld state)
, downHeld = !(#downHeld state)
, attackHeld = !(#attackHeld state)
, jumpHeld = !(#jumpHeld state)
, escapeHeld = !(#escapeHeld state)
, newKeys = !(#newKeys state)
}
val () = #newKeys state := []
in
input
end
(* there are three action states reported by OS: PRESS, REPEAT and RELEASE.
* If input is PRESS or REPEAT, then return true, or else return false. *)
@@ -43,6 +51,7 @@ struct
case GlfwKeyMap.codeFromKey key of
SOME code =>
let
val () = #newKeys state := code :: !(#newKeys state)
val {left, right, down, up, attack, jump, escape} = !keyMappings
val action = actionToBool action
in
@@ -58,9 +67,7 @@ struct
| NONE => ()
fun keyCallback (key, scancode, action, mods) =
let open Input
in if mods = 0 then handleKey (key, action) else ()
end
if mods = 0 then handleKey (key, action) else ()
fun getWidth () =
!(#width state)