This commit is contained in:
bryanthaboi
2026-08-21 08:23:21 -04:00
parent 8c0d0ace4d
commit 48b39c8519
2 changed files with 201 additions and 23 deletions
+96 -23
View File
@@ -18,6 +18,7 @@ local Chrome = require("src.ui.gen2.Chrome")
local Clock = require("src.core.gen2.Clock") local Clock = require("src.core.gen2.Clock")
local FixedStep = require("src.core.FixedStep") local FixedStep = require("src.core.FixedStep")
local Font = require("src.render.Font") local Font = require("src.render.Font")
local GamepadMap = require("src.core.GamepadMap")
local Input = require("src.core.Input") local Input = require("src.core.Input")
local Music = require("src.core.Music") local Music = require("src.core.Music")
local Save = require("src.core.gen2.Save") local Save = require("src.core.gen2.Save")
@@ -57,20 +58,6 @@ Game2.__index = Game2
local function noop() end local function noop() end
for _, name in ipairs({
"joystickpressed", "joystickreleased", "joystickaxis", "joystickhat",
"joystickadded",
}) do
Game2[name] = noop
end
-- Not a noop, because the overlay has to come back on its own: a player who
-- unplugs the only controller would otherwise have to tap a blind screen to
-- get the pad back (src/core/Game.lua:869 does the same).
function Game2:joystickremoved()
TouchControls:joystickremoved()
end
-- THE FRAME AND INPUT SEAMS. -- THE FRAME AND INPUT SEAMS.
-- --
-- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad -- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad
@@ -1993,6 +1980,13 @@ function Game2:applyOptions()
end end
end end
function Game2:_cycleSpeed(dir)
local GameSpeed = require("src.core.GameSpeed")
self.options.speed = GameSpeed.cycle(self.options.speed, dir)
if self.save then self.save.options = self.options end
self:persistOptions()
end
-- `back` -- SDL's name for the small left-hand menu button: Xbox VIEW, the PS -- `back` -- SDL's name for the small left-hand menu button: Xbox VIEW, the PS
-- CREATE/SHARE beside the touchpad, the Switch MINUS -- is SELECT, and has been -- CREATE/SHARE beside the touchpad, the Switch MINUS -- is SELECT, and has been
-- since src/core/GamepadMap.lua's DEFAULT_GAMEPAD_BINDINGS was written -- since src/core/GamepadMap.lua's DEFAULT_GAMEPAD_BINDINGS was written
@@ -2003,27 +1997,49 @@ end
-- the PACK's move-item, the party menu's reorder and half the soft-reset chord -- the PACK's move-item, the party menu's reorder and half the soft-reset chord
-- (A+B+SELECT+START) were all unreachable from a pad, and pressing the button -- (A+B+SELECT+START) were all unreachable from a pad, and pressing the button
-- to find out killed the process. It reaches Input like every other button now. -- to find out killed the process. It reaches Input like every other button now.
function Game2:gamepadpressed(_joystick, button) function Game2:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the next -- a controller is being used: the touch overlay steps aside until the next
-- screen touch (mobile only; a no-op elsewhere) -- screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad() TouchControls:noteGamepad()
-- The shoulders cycle GAME SPEED, as they do in the Gen 1 path. local selectHeld = Input:isDown("select")
if button == "rightshoulder" or button == "leftshoulder" then if not selectHeld and joystick and joystick.isGamepadDown then
local GameSpeed = require("src.core.GameSpeed") local ok, down = pcall(function()
local dir = button == "rightshoulder" and 1 or -1 return joystick:isGamepadDown("back")
self.options.speed = GameSpeed.cycle(self.options.speed, dir) end)
if self.save then self.save.options = self.options end selectHeld = ok and down == true
self:persistOptions() end
-- shoulders and triggers cycle GAME SPEED, as in src/core/Game.lua:881
if not selectHeld then
if button == "rightshoulder" or button == "righttrigger" then
self:_cycleSpeed(1)
return return
elseif button == "leftshoulder" or button == "lefttrigger" then
self:_cycleSpeed(-1)
return
end
end
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
top:onGamepadPressed(button)
return
end
if selectHeld then
local digit = GamepadMap.displayChordDigit(button)
if digit then
self:keypressed(digit)
return
end
end end
-- START opens the start menu in the overworld; it used to quit, from before -- START opens the start menu in the overworld; it used to quit, from before
-- there was a menu to open. -- there was a menu to open.
Input:gamepadpressed(_joystick, button) Input:gamepadpressed(joystick, button)
end end
function Game2:gamepadreleased(joystick, button) function Game2:gamepadreleased(joystick, button)
Input:gamepadreleased(joystick, button) Input:gamepadreleased(joystick, button)
local top = self.stack and self.stack:top()
if top and top.onGamepadReleased then top:onGamepadReleased(button) end
end end
function Game2:gamepadaxis(joystick, axis, value) function Game2:gamepadaxis(joystick, axis, value)
@@ -2032,4 +2048,61 @@ function Game2:gamepadaxis(joystick, axis, value)
Input:gamepadaxis(joystick, axis, value) Input:gamepadaxis(joystick, axis, value)
end end
-- The raw joystick road, same bodies as src/core/Game.lua:935 (#620, #632, #1570).
local function isRawStick(joystick)
return not (joystick and joystick.isGamepad and joystick:isGamepad())
end
function Game2:joystickpressed(joystick, button)
if GamepadMap.isAccelerometer(joystick) then return end
TouchControls:noteGamepad()
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickPressed then
top:onJoystickPressed(button)
return
end
Input:joystickpressed(joystick, button)
end
function Game2:joystickreleased(joystick, button)
if GamepadMap.isAccelerometer(joystick) then return end
Input:joystickreleased(joystick, button)
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickReleased then
top:onJoystickReleased(button)
end
end
function Game2:joystickaxis(joystick, axis, value)
if GamepadMap.isAccelerometer(joystick) then return end
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
Input:joystickaxis(joystick, axis, value)
end
function Game2:joystickhat(joystick, hat, direction)
if GamepadMap.isAccelerometer(joystick) then return end
if direction ~= "c" then TouchControls:noteGamepad() end
Input:joystickhat(joystick, hat, direction)
end
-- src/core/Game.lua:1015 (#799)
function Game2:recoverInput()
Input:reset()
Input:reconcile()
TouchControls:reset()
if self.mods and self.mods.releaseModInput then self.mods:releaseModInput() end
self:cancelPointers()
end
function Game2:joystickadded()
self:recoverInput()
end
-- The overlay comes back on its own when the last pad is unplugged
-- (src/core/Game.lua:1044).
function Game2:joystickremoved()
self:recoverInput()
TouchControls:joystickremoved()
end
return Game2 return Game2
@@ -0,0 +1,105 @@
-- Gold noop'd the raw joystick road, so a stick with no SDL game-controller-db
-- entry pressed nothing in Gold while working in Gen 1 (#1570).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local T = require("tests.harness")
local check = T.check
local eq = T.eq
local Game = require("src.core.Game")
local Game2 = require("src.core.Game2")
local Input = require("src.core.Input")
local CALLBACKS = {
"keypressed", "keyreleased",
"gamepadpressed", "gamepadreleased", "gamepadaxis",
"joystickpressed", "joystickreleased", "joystickaxis", "joystickhat",
"joystickadded", "joystickremoved",
}
for _, name in ipairs(CALLBACKS) do
eq(type(Game[name]), "function", "Gen 1 routes " .. name)
eq(type(Game2[name]), "function", "Gold routes " .. name)
end
local rawJoy = { isGamepad = function() return false end }
local gamepadJoy = { isGamepad = function() return true end }
local function newGold(top)
return setmetatable({
options = {},
stack = { top = function() return top end },
}, Game2)
end
Input:init()
local gold = newGold(nil)
gold:joystickpressed(rawJoy, 1)
Input:step()
check(Input:wasPressed("a"), "raw stick button 1 presses GB A in Gold")
check(Input:isDown("a"), "raw stick hold survives the step in Gold")
gold:joystickreleased(rawJoy, 1)
Input:step()
check(not Input:isDown("a"), "raw stick release clears the hold in Gold")
gold:joystickhat(rawJoy, 1, "l")
Input:step()
check(Input:wasPressed("left"), "raw hat left presses GB LEFT in Gold")
gold:joystickhat(rawJoy, 1, "c")
Input:step()
check(not Input:isDown("left"), "raw hat centre clears GB LEFT in Gold")
gold:joystickaxis(rawJoy, 2, 1)
Input:step()
check(Input:wasPressed("down"), "raw axis 2 presses GB DOWN in Gold")
gold:joystickaxis(rawJoy, 2, 0)
Input:step()
check(not Input:isDown("down"), "raw axis 2 back to centre clears GB DOWN")
-- A recognized pad raises BOTH roads for one press; the raw half must not
-- re-assert the factory map underneath a rebind (#620, #632).
Input:init()
gold = newGold(nil)
gold:gamepadpressed(gamepadJoy, "a")
gold:joystickpressed(gamepadJoy, 1)
gold:joystickpressed(gamepadJoy, 2)
Input:step()
check(Input:wasPressed("a"), "recognized pad A reaches Input in Gold")
check(not Input:wasPressed("b"), "raw must not stack B onto a recognized pad")
-- src/ui/BindingsMenu.lua's capture slots: Gold now hands the top state first
-- refusal on both roads, the way src/core/Game.lua does.
Input:init()
local captured = {}
local capturingTop = {
onJoystickPressed = function(_, button) captured.joy = button end,
onGamepadPressed = function(_, button) captured.pad = button end,
}
gold = newGold(capturingTop)
gold:joystickpressed(rawJoy, 3)
gold:gamepadpressed(gamepadJoy, "y")
Input:step()
eq(captured.joy, 3, "an armed CONTROLS row captures the raw button")
eq(captured.pad, "y", "an armed CONTROLS row captures the pad button")
check(not Input:wasPressed("a"), "a captured press never reaches gameplay")
-- Hotplug: the reset+reconcile Gen 1 runs, so a pad that vanished mid-hold
-- cannot strand a direction down (#799).
Input:init()
gold = newGold(nil)
gold:joystickpressed(rawJoy, 1)
Input:step()
check(Input:isDown("a"), "held before the hotplug")
gold:joystickadded(rawJoy)
Input:step()
check(not Input:isDown("a"), "joystickadded drops stranded holds in Gold")
gold:joystickpressed(rawJoy, 1)
Input:step()
gold:joystickremoved(rawJoy)
Input:step()
check(not Input:isDown("a"), "joystickremoved drops stranded holds in Gold")
T.finish()