Noah Petherbridge
e80a3f0446
* Recolor some of the region doodads * Add command: `doodad edit-level --remove-actor` to remove actors from your level. * Tweak the player jump velocity from playtesting levels.
281 lines
6.6 KiB
Go
281 lines
6.6 KiB
Go
// Package keybind centralizes the global hotkey bindings.
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//
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// Whenever the app would need to query a hotkey like "F3" or "Ctrl-Z"
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// is held down, it should use a method in this file. It can be
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// expanded later to allow user customizable bindings or something.
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//
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// NOTE: arrow key and gameplay controls not yet ported to here.
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package keybind
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import "git.kirsle.net/go/render/event"
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// State returns a version of event.State which is domain specific
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// to what the game actually cares about.
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type State struct {
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State *event.State
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Shutdown bool // Escape key
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Help bool // F1
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DebugOverlay bool // F3
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DebugCollision bool // F4
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Undo bool // Ctrl-Z
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Redo bool // Ctrl-Y
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NewLevel bool // Ctrl-N
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Save bool // Ctrl-S
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SaveAs bool // Shift-Ctrl-S
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Open bool // Ctrl-O
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ZoomIn bool // +
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ZoomOut bool // -
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ZoomReset bool // 1
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Origin bool // 0
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GotoPlay bool // p
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GotoEdit bool // e
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PencilTool bool
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LineTool bool
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RectTool bool
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EllipseTool bool
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EraserTool bool
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DoodadDropper bool
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ShellKey bool
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Enter bool
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Left bool
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Right bool
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Up bool
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Down bool
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Use bool
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}
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// FromEvent converts a render.Event readout of the current keys
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// being pressed but formats them in the way the game uses them.
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// For example, WASD and arrow keys both move the player and the
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// game only cares which direction.
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func FromEvent(ev *event.State) State {
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return State{
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State: ev,
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Shutdown: Shutdown(ev),
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Help: Help(ev),
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DebugOverlay: DebugOverlay(ev),
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DebugCollision: DebugCollision(ev), // F4
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Undo: Undo(ev), // Ctrl-Z
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Redo: Redo(ev), // Ctrl-Y
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NewLevel: NewLevel(ev), // Ctrl-N
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Save: Save(ev), // Ctrl-S
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SaveAs: SaveAs(ev), // Shift-Ctrl-S
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Open: Open(ev), // Ctrl-O
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ZoomIn: ZoomIn(ev), // +
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ZoomOut: ZoomOut(ev), // -
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ZoomReset: ZoomReset(ev), // 1
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Origin: Origin(ev), // 0
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GotoPlay: GotoPlay(ev), // p
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GotoEdit: GotoEdit(ev), // e
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PencilTool: PencilTool(ev),
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LineTool: LineTool(ev),
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RectTool: RectTool(ev),
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EllipseTool: EllipseTool(ev),
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EraserTool: EraserTool(ev),
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DoodadDropper: DoodadDropper(ev),
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ShellKey: ShellKey(ev),
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Enter: Enter(ev),
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Left: Left(ev),
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Right: Right(ev),
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Up: Up(ev),
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Down: Down(ev),
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Use: Use(ev),
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}
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}
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// Shutdown (Escape) signals the game to start closing down.
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func Shutdown(ev *event.State) bool {
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return ev.Escape
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}
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// Help (F1) can be checked one time.
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func Help(ev *event.State) bool {
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result := ev.KeyDown("F1")
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ev.SetKeyDown("F1", false)
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return result
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}
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// DebugOverlay (F3) can be checked one time.
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func DebugOverlay(ev *event.State) bool {
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result := ev.KeyDown("F3")
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ev.SetKeyDown("F3", false)
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return result
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}
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// DebugCollision (F4) can be checked one time.
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func DebugCollision(ev *event.State) bool {
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result := ev.KeyDown("F4")
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ev.SetKeyDown("F4", false)
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return result
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}
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// CloseTopmostWindow (Backspace)
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func CloseTopmostWindow(ev *event.State) bool {
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result := ev.KeyDown(`\b`)
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ev.SetKeyDown(`\b`, false)
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return result
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}
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// CloseAllWindows (Shift+Backspace)
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func CloseAllWindows(ev *event.State) bool {
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result := ev.KeyDown(`\b`) && ev.Shift
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if result {
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ev.SetKeyDown(`\b`, false)
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}
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return result
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}
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// NewViewport (V)
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func NewViewport(ev *event.State) bool {
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result := ev.KeyDown("v")
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if result {
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ev.SetKeyDown("v", false)
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}
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return result
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}
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// Undo (Ctrl-Z)
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func Undo(ev *event.State) bool {
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return ev.Ctrl && ev.KeyDown("z")
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}
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// Redo (Ctrl-Y)
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func Redo(ev *event.State) bool {
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return ev.Ctrl && ev.KeyDown("y")
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}
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// New Level (Ctrl-N)
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func NewLevel(ev *event.State) bool {
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return ev.Ctrl && ev.KeyDown("n")
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}
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// Save (Ctrl-S)
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func Save(ev *event.State) bool {
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var result = ev.Ctrl && ev.KeyDown("s")
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if result {
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ev.SetKeyDown("s", false)
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}
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return result
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}
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// SaveAs (Shift-Ctrl-S)
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func SaveAs(ev *event.State) bool {
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return ev.Ctrl && ev.Shift && ev.KeyDown("s")
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}
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// Open (Ctrl-O)
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func Open(ev *event.State) bool {
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return ev.Ctrl && ev.KeyDown("o")
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}
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// ZoomIn (+)
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func ZoomIn(ev *event.State) bool {
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return ev.KeyDown("=") || ev.KeyDown("+")
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}
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// ZoomOut (-)
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func ZoomOut(ev *event.State) bool {
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return ev.KeyDown("-")
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}
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// ZoomReset (1)
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func ZoomReset(ev *event.State) bool {
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return ev.KeyDown("1")
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}
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// Origin (0) -- scrolls the canvas back to 0,0 in Editor Mode.
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func Origin(ev *event.State) bool {
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return ev.KeyDown("0")
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}
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// GotoPlay (P) play tests the current level in the editor.
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func GotoPlay(ev *event.State) bool {
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return ev.KeyDown("p")
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}
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// GotoEdit (E) opens the current played level in Edit Mode, if the
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// player has come from the editor originally.
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func GotoEdit(ev *event.State) bool {
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return ev.KeyDown("e")
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}
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// LineTool (L) selects the Line Tool in the editor.
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func LineTool(ev *event.State) bool {
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return ev.KeyDown("l")
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}
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// PencilTool (F) selects the freehand pencil tool in the editor.
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// GotoPlay (P) play tests the current level in the editor.
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func PencilTool(ev *event.State) bool {
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return ev.KeyDown("f")
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}
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// RectTool (R) selects the rectangle in the editor.
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func RectTool(ev *event.State) bool {
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return ev.KeyDown("r")
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}
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// EllipseTool (C) selects this tool in the editor.
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func EllipseTool(ev *event.State) bool {
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return ev.KeyDown("c")
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}
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// EraserTool (X) selects this tool in the editor.
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func EraserTool(ev *event.State) bool {
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return ev.KeyDown("x")
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}
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// DoodadDropper (D) opens the doodad dropper in the editor.
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func DoodadDropper(ev *event.State) bool {
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return ev.KeyDown("q")
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}
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// ShellKey (`) opens the developer console.
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func ShellKey(ev *event.State) bool {
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v := ev.KeyDown("`")
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ev.SetKeyDown("`", false)
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return v
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}
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// Enter key.
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func Enter(ev *event.State) bool {
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v := ev.Enter
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ev.Enter = false
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return v
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}
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// Shift key.
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func Shift(ev *event.State) bool {
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return ev.Shift
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}
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// Left arrow.
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func Left(ev *event.State) bool {
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return ev.Left || ev.KeyDown("a")
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}
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// Right arrow.
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func Right(ev *event.State) bool {
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return ev.Right || ev.KeyDown("d")
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}
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// Up arrow.
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func Up(ev *event.State) bool {
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return ev.Up || ev.KeyDown("w")
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}
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// Down arrow.
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func Down(ev *event.State) bool {
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return ev.Down || ev.KeyDown("s")
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}
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// "Use" button.
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func Use(ev *event.State) bool {
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return ev.Space || ev.KeyDown("q")
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}
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// MiddleClick of the mouse for panning the level.
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func MiddleClick(ev *event.State) bool {
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return ev.Button2
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}
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