haskanoid-0.1.2: src/Input.hs
{-# LANGUAGE ExistentialQuantification #-}
-- | Defines an abstraction for the game controller and the functions to read
-- it.
--
-- Lower-level devices replicate the higher-level API, and should accomodate to
-- it. Each device should:
--
-- - Upon initialisation, return any necessary information to poll it again.
--
-- - Update the controller with its own values upon sensing.
--
-- In this case, we only have two: a wiimote and a mouse/keyboard combination.
-- If the wiimote is available, then the mouse isn't used.
--
-- It's very easy to add new devices. In particular, adding a Kinect using the
-- freenect library is easy (see github.com/keera-studios/freenect) for an
-- updated version.
--
-- Limitations:
--
-- - Device failures are not handled.
--
-- - Falling back to the next available device when there's a problem.
--
-- - Keymap configuration (having an intermediate Action-based layer).
--
-- - Using more than one device at a time. Changing that would be a one-line
-- patch.
--
module Input where
import Control.Monad
import Control.Monad.IfElse
import Data.IORef
import Data.Maybe (fromJust)
import Graphics.UI.SDL as SDL
import System.CWiid
import Control.Extra.Monad
import Graphics.UI.Extra.SDL
import Constants
-- * Game controller
-- | Controller info at any given point.
data Controller = Controller
{ controllerPos :: (Double, Double)
, controllerClick :: Bool
, controllerPause :: Bool
}
-- | Controller info at any given point, plus a pointer
-- to poll the main device again. This is safe,
-- since there is only one writer at a time (the device itself).
newtype ControllerRef =
ControllerRef (IORef Controller, Controller -> IO Controller)
-- * General API
-- | Initialize the available input devices. This operation
-- returns a reference to a controller, which enables
-- getting its state as many times as necessary. It does
-- not provide any information about its nature, abilities, etc.
initializeInputDevices :: IO ControllerRef
initializeInputDevices = do
dev <- do wm <- wiimoteDev
case wm of
Nothing -> fmap fromJust sdlMouseKB
Just wm' -> return wm'
nr <- newIORef defaultInfo
return $ ControllerRef (nr, dev)
where defaultInfo = Controller (0,0) False False
-- | Sense from the controller, providing its current
-- state. This should return a new Controller state
-- if available, or the last one there was.
--
-- It is assumed that the sensing function is always
-- callable, and that it knows how to update the
-- Controller info if necessary.
senseInput :: ControllerRef -> IO Controller
senseInput (ControllerRef (cref, sensor)) = do
cinfo <- readIORef cref
cinfo' <- sensor cinfo
writeIORef cref cinfo'
return cinfo'
type ControllerDev = IO (Maybe (Controller -> IO Controller))
-- * WiiMote API (mid-level)
-- | The wiimote controller as defined using this
-- abstract interface. See 'initializeWiimote'.
wiimoteDev :: ControllerDev
wiimoteDev = initializeWiimote
-- ** Initialisation
-- | Initializes the wiimote, optionally returning the sensing function. It
-- returns Nothing if the Wiimote cannot be detected. Users should have a BT
-- device and press 1+2 to connect to it. A message is shown on stdout.
initializeWiimote :: ControllerDev
initializeWiimote = do
putStrLn "Initializing WiiMote. Please press 1+2 to connect."
wm <- cwiidOpen
awhen wm (void . (`cwiidSetRptMode` 15)) -- Enable button reception, acc and IR
case wm of
Nothing -> return Nothing
Just wm' -> return $ Just $ senseWiimote wm'
-- ** Sensing
-- | Sense the Wiimote and update the controller.
--
-- This operation uses the IR for the controller's position,
-- and the main (A) button for the click.
--
-- TODO: Allow configuring the button and using other motion mechamisms
-- (accelerometers).
--
-- TODO: This should be split in two operations. One that presents a nice
-- Wii-like interface and one that actually updates the controller
senseWiimote :: CWiidWiimote -> Controller -> IO Controller
senseWiimote wiimote controller = do
flags <- cwiidGetBtnState wiimote
irs <- cwiidGetIR wiimote
-- Obtain positions of leds 1 and 2 (with a normal wii bar, those
-- will be the ones we use).
let led1 = irs!!0
led2 = irs!!1
-- Calculate mid point between sensor bar leds
let posX = ((cwiidIRSrcPosX led1) + (cwiidIRSrcPosX led2)) `div` 2
posY = ((cwiidIRSrcPosY led1) + (cwiidIRSrcPosY led2)) `div` 2
-- Calculate proportional coordinates
let propX = fromIntegral (1024 - posX) / 1024.0
propY = fromIntegral (max 0 (posY - 384)) / 384.0
-- Calculate game area coordinates
let finX = width * propX
finY = height * propY
-- Direction (old system based on buttons)
-- let isLeft = cwiidIsBtnPushed flags cwiidBtnLeft
-- isRight = cwiidIsBtnPushed flags cwiidBtnRight
-- (x,y) = controllerPos controller
-- x' = if isLeft then x - wiiXDiff else if isRight then x + wiiXDiff else x
-- x'' = inRange (0, gameWidth) x'
-- pos' = (x'', y)
-- wiiXDiff :: Float
-- wiiXDiff = 6
-- Clicks
let isClick = cwiidIsBtnPushed flags cwiidBtnA
-- Update state
return (controller { controllerPos = (finX, finY) -- pos'
, controllerClick = isClick
})
-- * SDL API (mid-level)
-- ** Initialization
-- | Dummy initialization. No device is actually initialized.
sdlMouseKB :: ControllerDev
sdlMouseKB = return (Just sdlGetController)
-- ** Sensing
-- | Sense the SDL keyboard and mouse and update
-- the controller. It only senses the mouse position,
-- the primary mouse button, and the p key to pause
-- the game.
--
-- We need a non-blocking controller-polling function.
-- TODO: Check http://gameprogrammer.com/fastevents/fastevents1.html
sdlGetController :: Controller -> IO Controller
sdlGetController info =
foldLoopM info pollEvent (not.isEmptyEvent) ((return .) . handleEvent)
-- | Handles one event only and returns the updated controller.
handleEvent :: Controller -> SDL.Event -> Controller
handleEvent c e =
case e of
MouseMotion x y _ _ -> c { controllerPos = (fromIntegral x, fromIntegral y)}
MouseButtonDown _ _ ButtonLeft -> c { controllerClick = True }
MouseButtonUp _ _ ButtonLeft -> c { controllerClick = False}
KeyUp (Keysym { symKey = SDLK_p }) -> c { controllerPause = not (controllerPause c) }
_ -> c