Enable option to turn on mouselook

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-17 20:45:29 +01:00
parent 55cf73f7f5
commit c424e10475
5 changed files with 199 additions and 70 deletions

View File

@@ -25,3 +25,16 @@ abstract class Wolf3dInput {
requestedWeapon: requestedWeapon,
);
}
enum WolfInputAction {
forward,
backward,
turnLeft,
turnRight,
fire,
interact,
weapon1,
weapon2,
weapon3,
weapon4,
}

View File

@@ -4,6 +4,7 @@ import 'package:wolf_3d_dart/wolf_3d_data.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
class Wolf3d {
Wolf3d();
@@ -14,6 +15,7 @@ class Wolf3d {
// --- Core Systems ---
final EngineAudio audio = WolfAudio();
final Wolf3dFlutterInput input = Wolf3dFlutterInput();
// --- Getters ---
WolfensteinData get activeGame {

View File

@@ -1,38 +1,146 @@
import 'package:flutter/gestures.dart';
import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_entities.dart';
import 'package:wolf_3d_dart/wolf_3d_input.dart';
class Wolf3dFlutterInput extends Wolf3dInput {
// 1. Customizable Key Bindings (Multiple keys per action)
Map<WolfInputAction, Set<LogicalKeyboardKey>> bindings = {
WolfInputAction.forward: {
LogicalKeyboardKey.keyW,
LogicalKeyboardKey.arrowUp,
},
WolfInputAction.backward: {
LogicalKeyboardKey.keyS,
LogicalKeyboardKey.arrowDown,
},
WolfInputAction.turnLeft: {
LogicalKeyboardKey.keyA,
LogicalKeyboardKey.arrowLeft,
},
WolfInputAction.turnRight: {
LogicalKeyboardKey.keyD,
LogicalKeyboardKey.arrowRight,
},
WolfInputAction.fire: {
LogicalKeyboardKey.controlLeft,
LogicalKeyboardKey.controlRight,
},
WolfInputAction.interact: {LogicalKeyboardKey.space},
WolfInputAction.weapon1: {LogicalKeyboardKey.digit1},
WolfInputAction.weapon2: {LogicalKeyboardKey.digit2},
WolfInputAction.weapon3: {LogicalKeyboardKey.digit3},
WolfInputAction.weapon4: {LogicalKeyboardKey.digit4},
};
// 2. Mouse State Variables
bool isMouseLeftDown = false;
bool isMouseRightDown = false;
double _mouseDeltaX = 0.0;
double _mouseDeltaY = 0.0;
bool _previousMouseRightDown = false;
// 3. Mouselook Toggle
bool _isMouseLookEnabled = false;
bool get mouseLookEnabled => _isMouseLookEnabled;
set mouseLookEnabled(bool value) {
_isMouseLookEnabled = value;
// Clear any built-up delta when turning it off so it doesn't
// suddenly jump if they turn it back on.
if (!value) {
_mouseDeltaX = 0.0;
_mouseDeltaY = 0.0;
}
}
Set<LogicalKeyboardKey> _previousKeys = {};
// --- Customization Helpers ---
void bindKey(WolfInputAction action, LogicalKeyboardKey key) =>
bindings[action]?.add(key);
void unbindKey(WolfInputAction action, LogicalKeyboardKey key) =>
bindings[action]?.remove(key);
// --- Mouse Event Handlers ---
void onPointerDown(PointerDownEvent event) {
if (event.buttons & kPrimaryMouseButton != 0) isMouseLeftDown = true;
if (event.buttons & kSecondaryMouseButton != 0) isMouseRightDown = true;
}
void onPointerUp(PointerUpEvent event) {
if (event.buttons & kPrimaryMouseButton == 0) isMouseLeftDown = false;
if (event.buttons & kSecondaryMouseButton == 0) isMouseRightDown = false;
}
void onPointerMove(PointerEvent event) {
// Only capture movement if mouselook is actually enabled
if (_isMouseLookEnabled) {
_mouseDeltaX += event.delta.dx;
_mouseDeltaY += event.delta.dy;
}
}
// --- Input Helpers ---
bool _isActive(WolfInputAction action, Set<LogicalKeyboardKey> pressedKeys) {
return bindings[action]!.any((key) => pressedKeys.contains(key));
}
bool _isNewlyPressed(
WolfInputAction action,
Set<LogicalKeyboardKey> newlyPressed,
) {
return bindings[action]!.any((key) => newlyPressed.contains(key));
}
@override
void update() {
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
final newlyPressedKeys = pressedKeys.difference(_previousKeys);
isMovingForward = pressedKeys.contains(LogicalKeyboardKey.keyW);
isMovingBackward = pressedKeys.contains(LogicalKeyboardKey.keyS);
isTurningLeft = pressedKeys.contains(LogicalKeyboardKey.keyA);
isTurningRight = pressedKeys.contains(LogicalKeyboardKey.keyD);
// Evaluate keyboard first
bool kbForward = _isActive(WolfInputAction.forward, pressedKeys);
bool kbBackward = _isActive(WolfInputAction.backward, pressedKeys);
bool kbLeft = _isActive(WolfInputAction.turnLeft, pressedKeys);
bool kbRight = _isActive(WolfInputAction.turnRight, pressedKeys);
isInteracting = newlyPressedKeys.contains(LogicalKeyboardKey.space);
// Add mouse delta if mouselook is enabled
isMovingForward = kbForward || (_isMouseLookEnabled && _mouseDeltaY < -1.5);
isMovingBackward =
kbBackward || (_isMouseLookEnabled && _mouseDeltaY > 1.5);
isTurningLeft = kbLeft || (_isMouseLookEnabled && _mouseDeltaX < -1.5);
isTurningRight = kbRight || (_isMouseLookEnabled && _mouseDeltaX > 1.5);
// Reset mouse deltas after consumption for digital engine movement
_mouseDeltaX = 0.0;
_mouseDeltaY = 0.0;
// Right click or Spacebar to interact
isInteracting =
_isNewlyPressed(WolfInputAction.interact, newlyPressedKeys) ||
(mouseLookEnabled && isMouseRightDown && !_previousMouseRightDown);
// Left click or Ctrl to fire
isFiring =
pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
!pressedKeys.contains(LogicalKeyboardKey.space);
_isActive(WolfInputAction.fire, pressedKeys) ||
(mouseLookEnabled && isMouseLeftDown);
requestedWeapon = null;
for (final LogicalKeyboardKey key in newlyPressedKeys) {
if (key == LogicalKeyboardKey.digit1) requestedWeapon = WeaponType.knife;
if (key == LogicalKeyboardKey.digit2) requestedWeapon = WeaponType.pistol;
if (key == LogicalKeyboardKey.digit3) {
requestedWeapon = WeaponType.machineGun;
}
if (key == LogicalKeyboardKey.digit4) {
requestedWeapon = WeaponType.chainGun;
}
if (_isNewlyPressed(WolfInputAction.weapon1, newlyPressedKeys)) {
requestedWeapon = WeaponType.knife;
}
if (_isNewlyPressed(WolfInputAction.weapon2, newlyPressedKeys)) {
requestedWeapon = WeaponType.pistol;
}
if (_isNewlyPressed(WolfInputAction.weapon3, newlyPressedKeys)) {
requestedWeapon = WeaponType.machineGun;
}
if (_isNewlyPressed(WolfInputAction.weapon4, newlyPressedKeys)) {
requestedWeapon = WeaponType.chainGun;
}
_previousKeys = Set.from(pressedKeys);
_previousMouseRightDown = isMouseRightDown;
}
}