haskanoid-0.1.6: src/Input.hs
{-# LANGUAGE ExistentialQuantification #-}
{-# LANGUAGE CPP #-}
-- |
-- Copyright : (c) Ivan Perez & Henrik Nilsson, 2014.
-- License : See LICENSE file.
-- Maintainer : Ivan Perez <ivan.perez@keera.co.uk>
--
-- Defines an abstraction for the game controller and the functions to read it.
--
-- Lower-level devices replicate the higher-level API, and should accommodate 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
-- External imports
import Control.Monad
import Data.IORef
import Graphics.UI.SDL as SDL
-- External imports (Wiimote)
#ifdef wiimote
import Control.Monad (void)
import Control.Monad.IfElse (awhen)
import Data.Maybe (fromMaybe)
import System.CWiid
#endif
-- External imports (Kinect)
#ifdef kinect
import Control.Concurrent
import Data.Vector.Storable (Vector, (!))
import qualified Data.Vector.Storable as V
import Data.Word
import Freenect
#endif
-- Internal imports
import Constants
import Control.Extra.Monad
import Graphics.UI.Extra.SDL
-- * Game controller
-- | Controller info at any given point.
data Controller = Controller
{ controllerPos :: (Double, Double)
, controllerClick :: Bool
, controllerPause :: Bool
, controllerQuit :: 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
let baseDev = sdlGetController
-- Fall back to mouse/kb is no kinect is present
#ifdef kinect
print "Kinecting"
dev <- do kn <- kinectController
case kn of
Nothing -> return baseDev
Just kn' -> return kn'
#else
let dev = baseDev
#endif
-- Fall back to kinect or mouse/kb is no wiimote is present
#ifdef wiimote
dev' <- do wm <- wiimoteDev
return $ fromMaybe dev wm
#else
let dev' = dev
#endif
nr <- newIORef defaultInfo
return $ ControllerRef (nr, dev')
where
defaultInfo = Controller (0, 0) False 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)
#ifdef wiimote
-- | 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, 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 mechanisms
-- (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 wmdev controller = do
flags <- cwiidGetBtnState wmdev
irs <- cwiidGetIR wmdev
-- 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' | isLeft = x - wiiXDiff
-- | isRight = x + wiiXDiff
-- | otherwise = 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
})
#endif
-- * 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) }
KeyDown Keysym { symKey = SDLK_SPACE } ->
c { controllerClick = True }
KeyUp Keysym { symKey = SDLK_SPACE } ->
c { controllerClick = False }
KeyDown Keysym { symKey = SDLK_q } ->
c { controllerQuit = True }
_ -> c
-- Kinect
#ifdef kinect
kinectController :: ControllerDev
kinectController = do
kref <- initializeKinect (gameWidth, gameHeight)
return $ Just $ kinectGetController kref
kinectGetController :: KinectPosRef -> Controller -> IO Controller
kinectGetController kinectPosRef c = do
kinectPos <- readIORef kinectPosRef
c' <- sdlGetController c
let c'' = maybe c' (\p -> c' { controllerPos = p }) kinectPos
return c''
-- TODO Use these instead of hard-coded values
kinectWidth, kinectHeight :: Int
kinectWidth = 640
kinectHeight = 480
type KinectPosRef = IORef KinectPos
type KinectPos = Maybe (Double, Double)
initializeKinect :: (Double, Double) -> IO KinectPosRef
initializeKinect screenSize = do
lastPos <- newIORef Nothing
_ <- getDepthThread screenSize lastPos
return lastPos
getDepthThread :: (Double, Double) -> KinectPosRef -> IO ThreadId
getDepthThread screenSize lastPos = forkIO $ do
withContext $ \context -> do
setLogLevel LogFatal context
selectSubdevices context devices
withDevice context index $ \device -> do
setDepthMode device Medium ElevenBit
setDepthCallback device $ \payload _timestamp -> do
maybe (print ".") -- Too far or too close
(updatePos lastPos)
(calculateMousePos screenSize payload)
return ()
startDepth device
forever $ processEvents context
where
devices = [Camera]
index = 0 :: Integer
updatePos :: IORef (Maybe (Double, Double)) -> (Double, Double) -> IO ()
updatePos lastPosRef newPos@(nx, ny) = do
lastPosM <- readIORef lastPosRef
let (mx, my) = case lastPosM of
Nothing -> newPos
(Just (lx, ly)) -> (adjust 50 lx nx, adjust 50 ly ny)
writeIORef lastPosRef (Just (mx, my))
mx `seq` my `seq` return ()
calculateMousePos :: (Double, Double)
-> Vector Word16
-> Maybe (Double, Double)
calculateMousePos (width, height) payload =
fmap g (findFirst payload)
where
g (px, py) = (mousex, mousey)
where
pointerx = fromIntegral (640 - px)
pointery = fromIntegral py
mousex = pointerx -- pointerx * adjx
mousey = pointery -- pointery * adjy
adjx = width / 630.0
adjy = height / 470.0
mat :: Vector Float
mat = V.generate 2048 $ \i ->
let v :: Float
v = ((fromIntegral i / 2048.0)^3) * 6.0
in v * 6.0 * 256.0
findFirst :: Vector Word16 -> Maybe (Int, Int)
findFirst vs = fmap (\v -> (v `mod` 640, v `div` 640)) i
where
i = V.findIndex (\x -> mat ! (fromIntegral x) < 512) vs
processPayload :: Vector Word16 -> [(Float, Int, Int)]
processPayload ps = [(pval, tx, ty) | i <- [0 .. 640 * 480 - 1]
, let pval = mat ! (fromIntegral (ps ! i))
, pval < 300
, let ty = i `div` 640
tx = i `mod` 640
]
-- Drop the fst elem, calculate the avg of snd and trd over the whole list
avg :: [(Float, Int, Int)] -> (Int, Int)
avg ls = (sumx `div` l, sumy `div` l)
where
l = length ls
(sumx, sumy) = foldr (\(_, x, y) (rx, ry) -> (x + rx, y + ry)) (0, 0) ls
-- Update a value, with a max cap
adjust :: (Num a, Ord a) => a -> a -> a -> a
adjust maxD old new
| abs (old - new) < maxD = new
| old < new = old + maxD
| otherwise = old - maxD
#endif