Added improved player input contexts.

This commit is contained in:
Andrew Lalis 2022-08-01 15:08:27 +02:00
parent 3e26a33f5a
commit 606d0ea674
15 changed files with 555 additions and 351 deletions

View File

@ -29,6 +29,7 @@ public class Client implements Runnable {
private final ClientConfig config;
private final CommunicationHandler communicationHandler;
private final InputHandler inputHandler;
private final Camera camera;
private GameRenderer gameRenderer;
private SoundManager soundManager;
private long lastPlayerUpdate = 0;
@ -43,11 +44,12 @@ public class Client implements Runnable {
public Client(ClientConfig config) {
this.config = config;
this.camera = new Camera();
this.players = new ConcurrentHashMap<>();
this.teams = new ConcurrentHashMap<>();
this.projectiles = new ConcurrentHashMap<>();
this.communicationHandler = new CommunicationHandler(this);
this.inputHandler = new InputHandler(this, communicationHandler);
this.inputHandler = new InputHandler(this, communicationHandler, camera);
this.chat = new Chat();
this.mainThreadActions = new ConcurrentLinkedQueue<>();
}
@ -78,7 +80,7 @@ public class Client implements Runnable {
return;
}
gameRenderer = new GameRenderer(this, inputHandler);
gameRenderer = new GameRenderer(this, inputHandler, camera);
soundManager = new SoundManager();
long lastFrameAt = System.currentTimeMillis();

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@ -0,0 +1,23 @@
package nl.andrewl.aos2_client.control;
/**
* Represents a particular context in which player input is obtained. Different
* contexts do different things with the input. The main game, for example, will
* move the player when WASD keys are pressed, and a chatting context might type
* out the keys the player presses into a chat buffer. Contexts may choose to
* implement only some specified methods here.
*/
public interface InputContext {
default void onEnable() {}
default void onDisable() {}
default void keyPress(long window, int key, int mods) {}
default void keyRelease(long window, int key, int mods) {}
default void keyRepeat(long window, int key, int mods) {}
default void charInput(long window, int codePoint) {}
default void mouseButtonPress(long window, int button, int mods) {}
default void mouseButtonRelease(long window, int button, int mods) {}
default void mouseScroll(long window, double xOffset, double yOffset) {}
default void mouseCursorPos(long window, double xPos, double yPos) {}
}

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@ -1,14 +1,11 @@
package nl.andrewl.aos2_client.control;
import nl.andrewl.aos2_client.Camera;
import nl.andrewl.aos2_client.Client;
import nl.andrewl.aos2_client.CommunicationHandler;
import nl.andrewl.aos2_client.model.ClientPlayer;
import nl.andrewl.aos_core.model.item.BlockItemStack;
import nl.andrewl.aos_core.model.item.GunItemStack;
import nl.andrewl.aos_core.model.world.Hit;
import nl.andrewl.aos_core.net.client.BlockColorMessage;
import nl.andrewl.aos_core.net.client.ChatWrittenMessage;
import nl.andrewl.aos_core.net.client.ClientInputState;
import nl.andrewl.aos2_client.control.context.ChattingContext;
import nl.andrewl.aos2_client.control.context.ExitMenuContext;
import nl.andrewl.aos2_client.control.context.NormalContext;
/**
* Class which manages the player's input, and sending it to the server.
@ -19,236 +16,81 @@ public class InputHandler {
private long windowId;
private ClientInputState lastInputState = null;
private final NormalContext normalContext;
private final ChattingContext chattingContext;
private final ExitMenuContext exitMenuContext;
private boolean forward;
private boolean backward;
private boolean left;
private boolean right;
private boolean jumping;
private boolean crouching;
private boolean sprinting;
private boolean hitting;
private boolean interacting;
private boolean reloading;
private int selectedInventoryIndex;
private InputContext activeContext;
private boolean debugEnabled;
private boolean chatting;
private StringBuffer chatText = new StringBuffer();
public InputHandler(Client client, CommunicationHandler comm) {
public InputHandler(Client client, CommunicationHandler comm, Camera cam) {
this.client = client;
this.comm = comm;
this.normalContext = new NormalContext(this, cam);
this.chattingContext = new ChattingContext(this);
this.exitMenuContext = new ExitMenuContext(this);
this.activeContext = normalContext;
}
public void setWindowId(long windowId) {
this.windowId = windowId;
}
public void updateInputState() {
ClientInputState currentInputState = new ClientInputState(
comm.getClientId(),
forward, backward, left, right,
jumping, crouching, sprinting,
hitting, interacting, reloading,
selectedInventoryIndex
);
if (!currentInputState.equals(lastInputState)) {
comm.sendDatagramPacket(currentInputState);
lastInputState = currentInputState;
}
ClientPlayer player = client.getMyPlayer();
public InputContext getActiveContext() {
return activeContext;
}
public boolean isForward() {
return forward;
private void switchToContext(InputContext newContext) {
if (newContext.equals(activeContext)) return;
activeContext.onDisable();
newContext.onEnable();
activeContext = newContext;
}
public void setForward(boolean forward) {
if (chatting) return;
this.forward = forward;
updateInputState();
public void switchToNormalContext() {
switchToContext(normalContext);
}
public boolean isBackward() {
return backward;
public void switchToChattingContext() {
switchToContext(chattingContext);
}
public void setBackward(boolean backward) {
if (chatting) return;
this.backward = backward;
updateInputState();
public void switchToExitMenuContext() {
switchToContext(exitMenuContext);
}
public boolean isLeft() {
return left;
public NormalContext getNormalContext() {
return normalContext;
}
public void setLeft(boolean left) {
if (chatting) return;
this.left = left;
updateInputState();
public ChattingContext getChattingContext() {
return chattingContext;
}
public boolean isRight() {
return right;
public ExitMenuContext getExitMenuContext() {
return exitMenuContext;
}
public void setRight(boolean right) {
if (chatting) return;
this.right = right;
updateInputState();
public boolean isNormalContextActive() {
return normalContext.equals(activeContext);
}
public boolean isJumping() {
return jumping;
public boolean isChattingContextActive() {
return chattingContext.equals(activeContext);
}
public void setJumping(boolean jumping) {
if (chatting) return;
this.jumping = jumping;
updateInputState();
public boolean isExitMenuContextActive() {
return exitMenuContext.equals(activeContext);
}
public boolean isCrouching() {
return crouching;
public Client getClient() {
return client;
}
public void setCrouching(boolean crouching) {
if (chatting) return;
this.crouching = crouching;
updateInputState();
public CommunicationHandler getComm() {
return comm;
}
public boolean isSprinting() {
return sprinting;
}
public void setSprinting(boolean sprinting) {
if (chatting) return;
this.sprinting = sprinting;
updateInputState();
}
public boolean isHitting() {
return hitting;
}
public void setHitting(boolean hitting) {
if (chatting) return;
this.hitting = hitting;
updateInputState();
}
public boolean isInteracting() {
return interacting;
}
public void setInteracting(boolean interacting) {
if (chatting) return;
this.interacting = interacting;
updateInputState();
}
public boolean isReloading() {
return reloading;
}
public void setReloading(boolean reloading) {
if (chatting) return;
this.reloading = reloading;
updateInputState();
}
public int getSelectedInventoryIndex() {
return selectedInventoryIndex;
}
public void setSelectedInventoryIndex(int selectedInventoryIndex) {
if (chatting) return;
this.selectedInventoryIndex = selectedInventoryIndex;
updateInputState();
}
public boolean isDebugEnabled() {
return debugEnabled;
}
public void toggleDebugEnabled() {
this.debugEnabled = !debugEnabled;
}
public void enableChatting() {
if (chatting) return;
setForward(false);
setBackward(false);
setLeft(false);
setRight(false);
setJumping(false);
setCrouching(false);
setSprinting(false);
setReloading(false);
chatting = true;
chatText = new StringBuffer();
}
public boolean isChatting() {
return chatting;
}
public void cancelChatting() {
chatting = false;
chatText.delete(0, chatText.length());
}
public void appendToChat(int codePoint) {
if (!chatting || chatText.length() + 1 > 120) return;
chatText.appendCodePoint(codePoint);
}
public void appendToChat(String s) {
if (!chatting || chatText.length() + s.length() > 120) return;
chatText.append(s);
}
public void deleteFromChat() {
if (!chatting || chatText.length() == 0) return;
chatText.deleteCharAt(chatText.length() - 1);
}
public String getChatText() {
return chatText.toString();
}
public void sendChat() {
if (!chatting) return;
String text = chatText.toString().trim();
cancelChatting();
if (!text.isBlank()) {
client.getCommunicationHandler().sendMessage(new ChatWrittenMessage(text));
}
}
public boolean isScopeEnabled() {
return interacting &&
client.getMyPlayer().getInventory().getSelectedItemStack() instanceof GunItemStack;
}
public void pickBlock() {
var player = client.getMyPlayer();
if (player.getInventory().getSelectedItemStack() instanceof BlockItemStack stack) {
Hit hit = client.getWorld().getLookingAtPos(player.getEyePosition(), player.getViewVector(), 50);
if (hit != null) {
byte selectedBlock = client.getWorld().getBlockAt(hit.pos().x, hit.pos().y, hit.pos().z);
if (selectedBlock > 0) {
stack.setSelectedValue(selectedBlock);
comm.sendDatagramPacket(new BlockColorMessage(player.getId(), selectedBlock));
}
}
}
public long getWindowId() {
return windowId;
}
}

View File

@ -11,8 +11,6 @@ public class PlayerCharacterInputCallback implements GLFWCharCallbackI {
@Override
public void invoke(long window, int codepoint) {
if (inputHandler.isChatting()) {
inputHandler.appendToChat(codepoint);
}
inputHandler.getActiveContext().charInput(window, codepoint);
}
}

View File

@ -13,58 +13,10 @@ public class PlayerInputKeyCallback implements GLFWKeyCallbackI {
@Override
public void invoke(long window, int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS) {
switch (key) {
case GLFW_KEY_W -> inputHandler.setForward(true);
case GLFW_KEY_A -> inputHandler.setLeft(true);
case GLFW_KEY_S -> inputHandler.setBackward(true);
case GLFW_KEY_D -> inputHandler.setRight(true);
case GLFW_KEY_SPACE -> inputHandler.setJumping(true);
case GLFW_KEY_LEFT_CONTROL -> inputHandler.setCrouching(true);
case GLFW_KEY_LEFT_SHIFT -> inputHandler.setSprinting(true);
case GLFW_KEY_R -> inputHandler.setReloading(true);
case GLFW_KEY_BACKSPACE -> inputHandler.deleteFromChat();
case GLFW_KEY_ENTER -> inputHandler.sendChat();
case GLFW_KEY_1 -> inputHandler.setSelectedInventoryIndex(0);
case GLFW_KEY_2 -> inputHandler.setSelectedInventoryIndex(1);
case GLFW_KEY_3 -> inputHandler.setSelectedInventoryIndex(2);
case GLFW_KEY_4 -> inputHandler.setSelectedInventoryIndex(3);
case GLFW_KEY_F3 -> inputHandler.toggleDebugEnabled();
case GLFW_KEY_ESCAPE -> {
if (inputHandler.isChatting()) {
inputHandler.cancelChatting();
} else {
glfwSetWindowShouldClose(window, true);
}
}
}
} else if (action == GLFW_RELEASE) {
switch (key) {
case GLFW_KEY_W -> inputHandler.setForward(false);
case GLFW_KEY_A -> inputHandler.setLeft(false);
case GLFW_KEY_S -> inputHandler.setBackward(false);
case GLFW_KEY_D -> inputHandler.setRight(false);
case GLFW_KEY_SPACE -> inputHandler.setJumping(false);
case GLFW_KEY_LEFT_CONTROL -> inputHandler.setCrouching(false);
case GLFW_KEY_LEFT_SHIFT -> inputHandler.setSprinting(false);
case GLFW_KEY_R -> inputHandler.setReloading(false);
case GLFW_KEY_T -> inputHandler.enableChatting();
case GLFW_KEY_SLASH -> {
if (!inputHandler.isChatting()) {
inputHandler.enableChatting();
inputHandler.appendToChat("/");
}
}
}
} else if (action == GLFW_REPEAT) {
switch (key) {
case GLFW_KEY_BACKSPACE -> inputHandler.deleteFromChat();
}
switch (action) {
case GLFW_PRESS -> inputHandler.getActiveContext().keyPress(window, key, mods);
case GLFW_RELEASE -> inputHandler.getActiveContext().keyRelease(window, key, mods);
case GLFW_REPEAT -> inputHandler.getActiveContext().keyRepeat(window, key, mods);
}
}
}

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@ -2,7 +2,8 @@ package nl.andrewl.aos2_client.control;
import org.lwjgl.glfw.GLFWMouseButtonCallbackI;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.glfw.GLFW.GLFW_PRESS;
import static org.lwjgl.glfw.GLFW.GLFW_RELEASE;
/**
* Callback that's called when the player clicks with their mouse.
@ -16,17 +17,9 @@ public class PlayerInputMouseClickCallback implements GLFWMouseButtonCallbackI {
@Override
public void invoke(long window, int button, int action, int mods) {
if (action == GLFW_PRESS) {
switch (button) {
case GLFW_MOUSE_BUTTON_1 -> inputHandler.setHitting(true);
case GLFW_MOUSE_BUTTON_2 -> inputHandler.setInteracting(true);
case GLFW_MOUSE_BUTTON_3 -> inputHandler.pickBlock();
}
} else if (action == GLFW_RELEASE) {
switch (button) {
case GLFW_MOUSE_BUTTON_1 -> inputHandler.setHitting(false);
case GLFW_MOUSE_BUTTON_2 -> inputHandler.setInteracting(false);
}
switch (action) {
case GLFW_PRESS -> inputHandler.getActiveContext().mouseButtonPress(window, button, mods);
case GLFW_RELEASE -> inputHandler.getActiveContext().mouseButtonRelease(window, button, mods);
}
}
}

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@ -1,29 +1,16 @@
package nl.andrewl.aos2_client.control;
import nl.andrewl.aos2_client.Client;
import nl.andrewl.aos2_client.CommunicationHandler;
import nl.andrewl.aos_core.model.item.BlockItemStack;
import nl.andrewl.aos_core.net.client.BlockColorMessage;
import org.lwjgl.glfw.GLFWScrollCallbackI;
public class PlayerInputMouseScrollCallback implements GLFWScrollCallbackI {
private final Client client;
private final CommunicationHandler comm;
private final InputHandler inputHandler;
public PlayerInputMouseScrollCallback(Client client) {
this.client = client;
this.comm = client.getCommunicationHandler();
public PlayerInputMouseScrollCallback(InputHandler inputHandler) {
this.inputHandler = inputHandler;
}
@Override
public void invoke(long window, double xoffset, double yoffset) {
if (client.getMyPlayer().getInventory().getSelectedItemStack() instanceof BlockItemStack stack) {
if (yoffset < 0) {
stack.setSelectedValue((byte) (stack.getSelectedValue() - 1));
} else if (yoffset > 0) {
stack.setSelectedValue((byte) (stack.getSelectedValue() + 1));
}
comm.sendDatagramPacket(new BlockColorMessage(client.getMyPlayer().getId(), stack.getSelectedValue()));
}
inputHandler.getActiveContext().mouseScroll(window, xoffset, yoffset);
}
}

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@ -1,64 +1,17 @@
package nl.andrewl.aos2_client.control;
import nl.andrewl.aos2_client.Camera;
import nl.andrewl.aos2_client.Client;
import nl.andrewl.aos2_client.CommunicationHandler;
import nl.andrewl.aos2_client.config.ClientConfig;
import nl.andrewl.aos_core.net.client.ClientOrientationState;
import org.lwjgl.glfw.GLFWCursorPosCallbackI;
import java.util.concurrent.ForkJoinPool;
import static org.lwjgl.glfw.GLFW.glfwGetCursorPos;
/**
* Callback that's called when the player's cursor position updates. This means
* the player is looking around.
*/
public class PlayerViewCursorCallback implements GLFWCursorPosCallbackI {
/**
* The number of milliseconds to wait before sending orientation updates,
* to prevent overloading the server.
*/
private static final int ORIENTATION_UPDATE_LIMIT = 20;
private final ClientConfig.InputConfig config;
private final Client client;
private final Camera camera;
private final CommunicationHandler comm;
private float lastMouseCursorX;
private float lastMouseCursorY;
private long lastOrientationUpdateSentAt = 0L;
private final InputHandler inputHandler;
public PlayerViewCursorCallback(Client client, Camera cam) {
this.config = client.getConfig().input;
this.client = client;
this.camera = cam;
this.comm = client.getCommunicationHandler();
public PlayerViewCursorCallback(InputHandler inputHandler) {
this.inputHandler = inputHandler;
}
@Override
public void invoke(long window, double xpos, double ypos) {
double[] xb = new double[1];
double[] yb = new double[1];
glfwGetCursorPos(window, xb, yb);
float x = (float) xb[0];
float y = (float) yb[0];
float dx = x - lastMouseCursorX;
float dy = y - lastMouseCursorY;
lastMouseCursorX = x;
lastMouseCursorY = y;
float trueSensitivity = config.mouseSensitivity;
if (client.getInputHandler().isScopeEnabled()) trueSensitivity *= 0.1f;
client.getMyPlayer().setOrientation(
client.getMyPlayer().getOrientation().x - dx * trueSensitivity,
client.getMyPlayer().getOrientation().y - dy * trueSensitivity
);
camera.setOrientationToPlayer(client.getMyPlayer());
long now = System.currentTimeMillis();
if (lastOrientationUpdateSentAt + ORIENTATION_UPDATE_LIMIT < now) {
ForkJoinPool.commonPool().submit(() -> comm.sendDatagramPacket(ClientOrientationState.fromPlayer(client.getMyPlayer())));
lastOrientationUpdateSentAt = now;
}
inputHandler.getActiveContext().mouseCursorPos(window, xpos, ypos);
}
}

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@ -0,0 +1,88 @@
package nl.andrewl.aos2_client.control.context;
import nl.andrewl.aos2_client.control.InputContext;
import nl.andrewl.aos2_client.control.InputHandler;
import nl.andrewl.aos2_client.util.WindowUtils;
import nl.andrewl.aos_core.net.client.ChatWrittenMessage;
import static org.lwjgl.glfw.GLFW.*;
public class ChattingContext implements InputContext {
private static final int MAX_LENGTH = 120;
private final InputHandler inputHandler;
private final StringBuffer chatBuffer = new StringBuffer(MAX_LENGTH);
public ChattingContext(InputHandler inputHandler) {
this.inputHandler = inputHandler;
}
public void appendToChat(int codePoint) {
appendToChat(Character.toString(codePoint));
}
public void appendToChat(String content) {
if (chatBuffer.length() + content.length() > MAX_LENGTH) return;
chatBuffer.append(content);
}
private void deleteFromChat() {
if (chatBuffer.length() > 0) {
chatBuffer.deleteCharAt(chatBuffer.length() - 1);
}
}
private void clearChatBuffer() {
chatBuffer.delete(0, chatBuffer.length());
}
private void sendChat() {
String text = chatBuffer.toString().trim();
if (!text.isBlank()) {
inputHandler.getComm().sendMessage(new ChatWrittenMessage(text));
}
inputHandler.switchToNormalContext();
}
public String getChatBufferText() {
return new String(chatBuffer);
}
@Override
public void onEnable() {
clearChatBuffer();
if (inputHandler.getClient().getConfig().display.captureCursor) {
WindowUtils.freeCursor(inputHandler.getWindowId());
}
}
@Override
public void onDisable() {
clearChatBuffer();
if (inputHandler.getClient().getConfig().display.captureCursor) {
WindowUtils.captureCursor(inputHandler.getWindowId());
}
}
@Override
public void keyPress(long window, int key, int mods) {
switch (key) {
case GLFW_KEY_BACKSPACE -> deleteFromChat();
case GLFW_KEY_ENTER -> sendChat();
case GLFW_KEY_ESCAPE -> inputHandler.switchToNormalContext();
}
}
@Override
public void keyRepeat(long window, int key, int mods) {
switch (key) {
case GLFW_KEY_BACKSPACE -> deleteFromChat();
}
}
@Override
public void charInput(long window, int codePoint) {
appendToChat(codePoint);
}
}

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@ -0,0 +1,38 @@
package nl.andrewl.aos2_client.control.context;
import nl.andrewl.aos2_client.control.InputContext;
import nl.andrewl.aos2_client.control.InputHandler;
import nl.andrewl.aos2_client.util.WindowUtils;
import static org.lwjgl.glfw.GLFW.GLFW_KEY_ESCAPE;
import static org.lwjgl.glfw.GLFW.glfwSetWindowShouldClose;
public class ExitMenuContext implements InputContext {
private final InputHandler inputHandler;
public ExitMenuContext(InputHandler inputHandler) {
this.inputHandler = inputHandler;
}
@Override
public void onEnable() {
if (inputHandler.getClient().getConfig().display.captureCursor) {
WindowUtils.freeCursor(inputHandler.getWindowId());
}
}
@Override
public void onDisable() {
if (inputHandler.getClient().getConfig().display.captureCursor) {
WindowUtils.captureCursor(inputHandler.getWindowId());
}
}
@Override
public void keyPress(long window, int key, int mods) {
switch (key) {
case GLFW_KEY_ESCAPE -> glfwSetWindowShouldClose(window, true);
default -> inputHandler.switchToNormalContext();
}
}
}

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@ -0,0 +1,283 @@
package nl.andrewl.aos2_client.control.context;
import nl.andrewl.aos2_client.Camera;
import nl.andrewl.aos2_client.control.InputContext;
import nl.andrewl.aos2_client.control.InputHandler;
import nl.andrewl.aos_core.model.item.BlockItemStack;
import nl.andrewl.aos_core.model.item.GunItemStack;
import nl.andrewl.aos_core.model.item.ItemStack;
import nl.andrewl.aos_core.model.world.Hit;
import nl.andrewl.aos_core.net.client.BlockColorMessage;
import nl.andrewl.aos_core.net.client.ClientInputState;
import nl.andrewl.aos_core.net.client.ClientOrientationState;
import java.util.concurrent.ForkJoinPool;
import static org.lwjgl.glfw.GLFW.*;
/**
* The normal input context that occurs when the player is active in the game.
* This includes moving around, interacting with their inventory, moving their
* view, and so on.
*/
public class NormalContext implements InputContext {
/**
* The number of milliseconds to wait before sending orientation updates,
* to prevent overloading the server.
*/
private static final int ORIENTATION_UPDATE_LIMIT = 20;
private final InputHandler inputHandler;
private final Camera camera;
private ClientInputState lastInputState = null;
private boolean forward;
private boolean backward;
private boolean left;
private boolean right;
private boolean jumping;
private boolean crouching;
private boolean sprinting;
private boolean hitting;
private boolean interacting;
private boolean reloading;
private int selectedInventoryIndex;
private boolean debugEnabled;
private float lastMouseCursorX;
private float lastMouseCursorY;
private long lastOrientationUpdateSentAt = 0L;
public NormalContext(InputHandler inputHandler, Camera camera) {
this.inputHandler = inputHandler;
this.camera = camera;
}
public void updateInputState() {
var comm = inputHandler.getComm();
ClientInputState currentInputState = new ClientInputState(
comm.getClientId(),
forward, backward, left, right,
jumping, crouching, sprinting,
hitting, interacting, reloading,
selectedInventoryIndex
);
if (!currentInputState.equals(lastInputState)) {
comm.sendDatagramPacket(currentInputState);
lastInputState = currentInputState;
}
}
public void resetInputState() {
forward = false;
backward = false;
left = false;
right = false;
jumping = false;
crouching = false;
sprinting = false;
hitting = false;
interacting = false;
reloading = false;
updateInputState();
}
public void setForward(boolean forward) {
this.forward = forward;
updateInputState();
}
public void setBackward(boolean backward) {
this.backward = backward;
updateInputState();
}
public void setLeft(boolean left) {
this.left = left;
updateInputState();
}
public void setRight(boolean right) {
this.right = right;
updateInputState();
}
public void setJumping(boolean jumping) {
this.jumping = jumping;
updateInputState();
}
public void setCrouching(boolean crouching) {
this.crouching = crouching;
updateInputState();
}
public void setSprinting(boolean sprinting) {
this.sprinting = sprinting;
updateInputState();
}
public void setHitting(boolean hitting) {
this.hitting = hitting;
updateInputState();
}
public void setInteracting(boolean interacting) {
this.interacting = interacting;
updateInputState();
}
public void setReloading(boolean reloading) {
this.reloading = reloading;
updateInputState();
}
public void setSelectedInventoryIndex(int selectedInventoryIndex) {
this.selectedInventoryIndex = selectedInventoryIndex;
updateInputState();
}
public void toggleDebugEnabled() {
this.debugEnabled = !debugEnabled;
}
public void enableChatting() {
inputHandler.switchToChattingContext();
}
@Override
public void onEnable() {
resetInputState();
}
@Override
public void onDisable() {
resetInputState();
}
@Override
public void keyPress(long window, int key, int mods) {
switch (key) {
case GLFW_KEY_W -> setForward(true);
case GLFW_KEY_A -> setLeft(true);
case GLFW_KEY_S -> setBackward(true);
case GLFW_KEY_D -> setRight(true);
case GLFW_KEY_SPACE -> setJumping(true);
case GLFW_KEY_LEFT_CONTROL -> setCrouching(true);
case GLFW_KEY_LEFT_SHIFT -> setSprinting(true);
case GLFW_KEY_R -> setReloading(true);
case GLFW_KEY_1 -> setSelectedInventoryIndex(0);
case GLFW_KEY_2 -> setSelectedInventoryIndex(1);
case GLFW_KEY_3 -> setSelectedInventoryIndex(2);
case GLFW_KEY_4 -> setSelectedInventoryIndex(3);
case GLFW_KEY_F3 -> toggleDebugEnabled();
case GLFW_KEY_ESCAPE -> inputHandler.switchToExitMenuContext();
}
}
@Override
public void keyRelease(long window, int key, int mods) {
switch (key) {
case GLFW_KEY_W -> setForward(false);
case GLFW_KEY_A -> setLeft(false);
case GLFW_KEY_S -> setBackward(false);
case GLFW_KEY_D -> setRight(false);
case GLFW_KEY_SPACE -> setJumping(false);
case GLFW_KEY_LEFT_CONTROL -> setCrouching(false);
case GLFW_KEY_LEFT_SHIFT -> setSprinting(false);
case GLFW_KEY_R -> setReloading(false);
case GLFW_KEY_T -> enableChatting();
case GLFW_KEY_SLASH -> {
enableChatting();
inputHandler.getChattingContext().appendToChat("/");
}
}
}
@Override
public void mouseButtonPress(long window, int button, int mods) {
switch (button) {
case GLFW_MOUSE_BUTTON_1 -> setHitting(true);
case GLFW_MOUSE_BUTTON_2 -> setInteracting(true);
case GLFW_MOUSE_BUTTON_3 -> pickBlock();
}
}
@Override
public void mouseButtonRelease(long window, int button, int mods) {
switch (button) {
case GLFW_MOUSE_BUTTON_1 -> setHitting(false);
case GLFW_MOUSE_BUTTON_2 -> setInteracting(false);
}
}
@Override
public void mouseScroll(long window, double xOffset, double yOffset) {
var player = inputHandler.getClient().getMyPlayer();
ItemStack stack = player.getInventory().getSelectedItemStack();
if (stack instanceof BlockItemStack blockStack) {
if (yOffset < 0) {
blockStack.setSelectedValue((byte) (blockStack.getSelectedValue() - 1));
} else if (yOffset > 0) {
blockStack.setSelectedValue((byte) (blockStack.getSelectedValue() + 1));
}
inputHandler.getComm().sendDatagramPacket(new BlockColorMessage(player.getId(), blockStack.getSelectedValue()));
}
}
@Override
public void mouseCursorPos(long window, double xPos, double yPos) {
double[] xb = new double[1];
double[] yb = new double[1];
glfwGetCursorPos(window, xb, yb);
float x = (float) xb[0];
float y = (float) yb[0];
float dx = x - lastMouseCursorX;
float dy = y - lastMouseCursorY;
lastMouseCursorX = x;
lastMouseCursorY = y;
var client = inputHandler.getClient();
float trueSensitivity = inputHandler.getClient().getConfig().input.mouseSensitivity;
if (isScopeEnabled()) trueSensitivity *= 0.1f;
client.getMyPlayer().setOrientation(
client.getMyPlayer().getOrientation().x - dx * trueSensitivity,
client.getMyPlayer().getOrientation().y - dy * trueSensitivity
);
camera.setOrientationToPlayer(client.getMyPlayer());
long now = System.currentTimeMillis();
if (lastOrientationUpdateSentAt + ORIENTATION_UPDATE_LIMIT < now) {
ForkJoinPool.commonPool().submit(() -> inputHandler.getComm().sendDatagramPacket(ClientOrientationState.fromPlayer(client.getMyPlayer())));
lastOrientationUpdateSentAt = now;
}
}
public void pickBlock() {
var client = inputHandler.getClient();
var comm = inputHandler.getComm();
var player = client.getMyPlayer();
if (player.getInventory().getSelectedItemStack() instanceof BlockItemStack stack) {
Hit hit = client.getWorld().getLookingAtPos(player.getEyePosition(), player.getViewVector(), 50);
if (hit != null) {
byte selectedBlock = client.getWorld().getBlockAt(hit.pos().x, hit.pos().y, hit.pos().z);
if (selectedBlock > 0) {
stack.setSelectedValue(selectedBlock);
comm.sendDatagramPacket(new BlockColorMessage(player.getId(), selectedBlock));
}
}
}
}
public boolean isScopeEnabled() {
return interacting &&
inputHandler.getClient().getMyPlayer().getInventory().getSelectedItemStack() instanceof GunItemStack;
}
public boolean isDebugEnabled() {
return debugEnabled;
}
}

View File

@ -48,7 +48,7 @@ public class ClientPlayer extends Player {
.translate(cam.getPosition())
.rotate((float) (cam.getOrientation().x + Math.PI), Camera.UP)
.rotate(-cam.getOrientation().y + (float) Math.PI / 2, Camera.RIGHT);
if (inputHandler.isScopeEnabled()) {
if (inputHandler.isNormalContextActive() && inputHandler.getNormalContext().isScopeEnabled()) {
heldItemTransform.translate(0, -0.12f, 0);
} else {
heldItemTransform.translate(-0.35f, -0.4f, 0.5f);

View File

@ -39,6 +39,7 @@ public class GameRenderer {
private final ModelRenderer modelRenderer;
private final Camera camera;
private final Client client;
private final InputHandler inputHandler;
// Standard models for various game components.
private final Model playerModel;
@ -56,10 +57,11 @@ public class GameRenderer {
private final Matrix4f perspectiveTransform;
private final float[] perspectiveTransformData = new float[16];
public GameRenderer(Client client, InputHandler inputHandler) {
public GameRenderer(Client client, InputHandler inputHandler, Camera camera) {
this.config = client.getConfig().display;
this.client = client;
this.camera = new Camera();
this.inputHandler = inputHandler;
this.camera = camera;
camera.setToPlayer(client.getMyPlayer());
this.perspectiveTransform = new Matrix4f();
@ -88,9 +90,9 @@ public class GameRenderer {
// Setup callbacks.
glfwSetKeyCallback(windowHandle, new PlayerInputKeyCallback(inputHandler));
glfwSetCursorPosCallback(windowHandle, new PlayerViewCursorCallback(client, camera));
glfwSetCursorPosCallback(windowHandle, new PlayerViewCursorCallback(inputHandler));
glfwSetMouseButtonCallback(windowHandle, new PlayerInputMouseClickCallback(inputHandler));
glfwSetScrollCallback(windowHandle, new PlayerInputMouseScrollCallback(client));
glfwSetScrollCallback(windowHandle, new PlayerInputMouseScrollCallback(inputHandler));
glfwSetCharCallback(windowHandle, new PlayerCharacterInputCallback(inputHandler));
if (config.captureCursor) {
glfwSetInputMode(windowHandle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
@ -168,7 +170,7 @@ public class GameRenderer {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ClientPlayer myPlayer = client.getMyPlayer();
if (client.getInputHandler().isScopeEnabled()) {
if (inputHandler.isNormalContextActive() && inputHandler.getNormalContext().isScopeEnabled()) {
updatePerspective(15);
} else {
updatePerspective(config.fov);

View File

@ -2,7 +2,6 @@ package nl.andrewl.aos2_client.render.gui;
import nl.andrewl.aos2_client.Camera;
import nl.andrewl.aos2_client.Client;
import nl.andrewl.aos2_client.model.Chat;
import nl.andrewl.aos2_client.model.ClientPlayer;
import nl.andrewl.aos2_client.model.OtherPlayer;
import nl.andrewl.aos2_client.render.ShaderProgram;
@ -223,15 +222,19 @@ public class GuiRenderer {
nvgBeginFrame(vgId, width, height, width / height);
nvgSave(vgId);
drawCrosshair(width, height, client.getInputHandler().isScopeEnabled());
boolean scopeEnabled = client.getInputHandler().getNormalContext().isScopeEnabled();
drawCrosshair(width, height, scopeEnabled);
drawHeldItemStackInfo(width, height, client.getMyPlayer());
if (!client.getInputHandler().isScopeEnabled()) {
if (!scopeEnabled) {
drawChat(width, height, client);
drawHealthBar(width, height, client.getMyPlayer());
}
if (client.getInputHandler().isDebugEnabled()) {
if (client.getInputHandler().getNormalContext().isDebugEnabled()) {
drawDebugInfo(width, height, client);
}
if (client.getInputHandler().isExitMenuContextActive()) {
drawExitMenu(width, height);
}
nvgRestore(vgId);
nvgEndFrame(vgId);
@ -353,13 +356,13 @@ public class GuiRenderer {
y -= 16;
}
var input = client.getInputHandler();
if (input.isChatting()) {
if (input.isChattingContextActive()) {
nvgFillColor(vgId, GuiUtils.rgba(0, 0, 0, 0.5f, colorA));
nvgBeginPath(vgId);
nvgRect(vgId, 0, h - 16, w, 16);
nvgFill(vgId);
nvgFillColor(vgId, GuiUtils.rgba(1, 1, 1, 1, colorA));
nvgText(vgId, 5, h - 14, "> " + input.getChatText() + "_");
nvgText(vgId, 5, h - 14, "> " + input.getChattingContext().getChatBufferText() + "_");
}
}
@ -394,4 +397,17 @@ public class GuiRenderer {
nvgText(vgId, 5, y, String.format("Looking at: x=%d, y=%d, z=%d", hit.pos().x, hit.pos().y, hit.pos().z));
}
}
private void drawExitMenu(float width, float height) {
nvgFillColor(vgId, GuiUtils.rgba(0, 0, 0, 0.5f, colorA));
nvgBeginPath(vgId);
nvgRect(vgId, 0, 0, width, height);
nvgFill(vgId);
nvgFontSize(vgId, 12f);
nvgFontFaceId(vgId, jetbrainsMonoFont);
nvgTextAlign(vgId, NVG_ALIGN_LEFT | NVG_ALIGN_TOP);
nvgFillColor(vgId, GuiUtils.rgba(1, 1, 1, 1, colorA));
nvgText(vgId, width / 2f, height / 2f, "Press ESC to quit. Press any other key to return to the game.");
}
}

View File

@ -0,0 +1,27 @@
package nl.andrewl.aos2_client.util;
import nl.andrewl.aos_core.Pair;
import org.lwjgl.BufferUtils;
import java.nio.IntBuffer;
import static org.lwjgl.glfw.GLFW.*;
public class WindowUtils {
public static Pair<Integer, Integer> getSize(long id) {
IntBuffer wBuf = BufferUtils.createIntBuffer(1);
IntBuffer hBuf = BufferUtils.createIntBuffer(1);
glfwGetWindowSize(id, wBuf, hBuf);
return new Pair<>(wBuf.get(0), hBuf.get(0));
}
public static void captureCursor(long id) {
glfwSetInputMode(id, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
public static void freeCursor(long id) {
glfwSetInputMode(id, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
var size = WindowUtils.getSize(id);
glfwSetCursorPos(id, size.first() / 2.0, size.second() / 2.0);
}
}