historical/toontown-classic.git/panda/direct/controls/InputState.py
2024-01-16 11:20:27 -06:00

250 lines
9 KiB
Python

from direct.directnotify import DirectNotifyGlobal
from direct.showbase import DirectObject
# internal class, don't create these on your own
class InputStateToken:
_SerialGen = SerialNumGen()
Inval = 'invalidatedToken'
def __init__(self, inputState):
self._id = InputStateToken._SerialGen.next()
self._hash = self._id
self._inputState = inputState
def release(self):
# subclasses will override
assert False
def isValid(self):
return self._id != InputStateToken.Inval
def invalidate(self):
self._id = InputStateToken.Inval
def __hash__(self):
return self._hash
#snake_case alias:
is_valid = isValid
class InputStateWatchToken(InputStateToken, DirectObject.DirectObject):
def release(self):
self._inputState._ignore(self)
self.ignoreAll()
class InputStateForceToken(InputStateToken):
def release(self):
self._inputState._unforce(self)
class InputStateTokenGroup:
def __init__(self):
self._tokens = []
def addToken(self, token):
self._tokens.append(token)
def release(self):
for token in self._tokens:
token.release()
self._tokens = []
#snake_case alias:
add_token = addToken
class InputState(DirectObject.DirectObject):
"""
InputState is for tracking the on/off state of some events.
The initial usage is to watch some keyboard keys so that another
task can poll the key states. By the way, in general polling is
not a good idea, but it is useful in some situations. Know when
to use it:) If in doubt, don't use this class and listen for
events instead.
"""
notify = DirectNotifyGlobal.directNotify.newCategory("InputState")
# standard input sources
WASD = 'WASD'
QE = 'QE'
ArrowKeys = 'ArrowKeys'
Keyboard = 'Keyboard'
Mouse = 'Mouse'
def __init__(self):
# stateName->set(SourceNames)
self._state = {}
# stateName->set(SourceNames)
self._forcingOn = {}
# stateName->set(SourceNames)
self._forcingOff = {}
# tables to look up the info needed to undo operations
self._token2inputSource = {}
self._token2forceInfo = {}
# inputSource->token->(name, eventOn, eventOff)
self._watching = {}
assert self.debugPrint("InputState()")
def delete(self):
del self._watching
del self._token2forceInfo
del self._token2inputSource
del self._forcingOff
del self._forcingOn
del self._state
self.ignoreAll()
def isSet(self, name, inputSource=None):
"""
returns True/False
"""
#assert self.debugPrint("isSet(name=%s)"%(name))
if name in self._forcingOn:
return True
elif name in self._forcingOff:
return False
if inputSource:
s = self._state.get(name)
if s:
return inputSource in s
else:
return False
else:
return name in self._state
def getEventName(self, name):
return "InputState-%s" % (name,)
def set(self, name, isActive, inputSource=None):
assert self.debugPrint("set(name=%s, isActive=%s, inputSource=%s)"%(name, isActive, inputSource))
# inputSource is a string that identifies where this input change
# is coming from (like 'WASD', 'ArrowKeys', etc.)
# Each unique inputSource is allowed to influence this input item
# once: it's either 'active' or 'not active'. If at least one source
# activates this input item, the input item is considered to be active
if inputSource is None:
inputSource = 'anonymous'
if isActive:
self._state.setdefault(name, set())
self._state[name].add(inputSource)
else:
if name in self._state:
self._state[name].discard(inputSource)
if len(self._state[name]) == 0:
del self._state[name]
# We change the name before sending it because this may
# be the same name that messenger used to call InputState.set()
# this avoids running in circles:
messenger.send(self.getEventName(name), [self.isSet(name)])
def releaseInputs(self, name):
# call this to act as if all inputs affecting this state have been released
del self._state[name]
def watch(self, name, eventOn, eventOff, startState=False, inputSource=None):
"""
This returns a token; hold onto the token and call token.release() when you
no longer want to watch for these events.
# set up
token = inputState.watch('forward', 'w', 'w-up', inputSource=inputState.WASD)
...
# tear down
token.release()
"""
assert self.debugPrint(
"watch(name=%s, eventOn=%s, eventOff=%s, startState=%s)"%(
name, eventOn, eventOff, startState))
if inputSource is None:
inputSource = "eventPair('%s','%s')" % (eventOn, eventOff)
# Do we really need to reset the input state just because
# we're watching it? Remember, there may be multiple things
# watching this input state.
self.set(name, startState, inputSource)
token = InputStateWatchToken(self)
# make the token listen for the events, to allow multiple listeners for the same event
token.accept(eventOn, self.set, [name, True, inputSource])
token.accept(eventOff, self.set, [name, False, inputSource])
self._token2inputSource[token] = inputSource
self._watching.setdefault(inputSource, {})
self._watching[inputSource][token] = (name, eventOn, eventOff)
return token
def watchWithModifiers(self, name, event, startState=False, inputSource=None):
patterns = ('%s', 'control-%s', 'shift-control-%s', 'alt-%s',
'control-alt-%s', 'shift-%s', 'shift-alt-%s')
tGroup = InputStateTokenGroup()
for pattern in patterns:
tGroup.addToken(self.watch(name, pattern % event, '%s-up' % event, startState=startState, inputSource=inputSource))
return tGroup
def _ignore(self, token):
"""
Undo a watch(). Don't call this directly, call release() on the token that watch() returned.
"""
inputSource = self._token2inputSource.pop(token)
name, eventOn, eventOff = self._watching[inputSource].pop(token)
token.invalidate()
DirectObject.DirectObject.ignore(self, eventOn)
DirectObject.DirectObject.ignore(self, eventOff)
if len(self._watching[inputSource]) == 0:
del self._watching[inputSource]
# I commented this out because we shouldn't be modifying an
# input state simply because we're not looking at it anymore.
# self.set(name, False, inputSource)
def force(self, name, value, inputSource):
"""
Force isSet(name) to return 'value'.
This returns a token; hold onto the token and call token.release() when you
no longer want to force the state.
example:
# set up
token=inputState.force('forward', True, inputSource='myForwardForcer')
...
# tear down
token.release()
"""
token = InputStateForceToken(self)
self._token2forceInfo[token] = (name, inputSource)
if value:
if name in self._forcingOff:
self.notify.error(
"%s is trying to force '%s' to ON, but '%s' is already being forced OFF by %s" %
(inputSource, name, name, self._forcingOff[name])
)
self._forcingOn.setdefault(name, set())
self._forcingOn[name].add(inputSource)
else:
if name in self._forcingOn:
self.notify.error(
"%s is trying to force '%s' to OFF, but '%s' is already being forced ON by %s" %
(inputSource, name, name, self._forcingOn[name])
)
self._forcingOff.setdefault(name, set())
self._forcingOff[name].add(inputSource)
return token
def _unforce(self, token):
"""
Stop forcing a value. Don't call this directly, call release() on your token.
"""
name, inputSource = self._token2forceInfo[token]
token.invalidate()
if name in self._forcingOn:
self._forcingOn[name].discard(inputSource)
if len(self._forcingOn[name]) == 0:
del self._forcingOn[name]
if name in self._forcingOff:
self._forcingOff[name].discard(inputSource)
if len(self._forcingOff[name]) == 0:
del self._forcingOff[name]
def debugPrint(self, message):
"""for debugging"""
return self.notify.debug(
"%s (%s) %s"%(id(self), len(self._state), message))
#snake_case alias:
watch_with_modifiers = watchWithModifiers
is_set = isSet
get_event_name = getEventName
debug_print = debugPrint
release_inputs = releaseInputs