use vek::Vec2;
pub struct KeyState {
pub right: bool,
pub left: bool,
pub up: bool,
pub down: bool,
pub climb_up: bool,
pub climb_down: bool,
pub swim_up: bool,
pub swim_down: bool,
pub fly: bool,
pub auto_walk: bool,
pub speed_mul: f32,
pub trade: bool,
pub analog_matrix: Vec2<f32>,
}
impl Default for KeyState {
fn default() -> Self {
Self {
right: false,
left: false,
up: false,
down: false,
climb_up: false,
climb_down: false,
swim_up: false,
swim_down: false,
fly: false,
auto_walk: false,
speed_mul: 1.0,
trade: false,
analog_matrix: Vec2::zero(),
}
}
}
impl KeyState {
pub fn dir_vec(&self) -> Vec2<f32> {
let dir = if self.analog_matrix == Vec2::zero() {
Vec2::<f32>::new(
if self.right { 1.0 } else { 0.0 } + if self.left { -1.0 } else { 0.0 },
if self.up || self.auto_walk { 1.0 } else { 0.0 }
+ if self.down { -1.0 } else { 0.0 },
)
.try_normalized()
.unwrap_or_default()
} else {
self.analog_matrix
} * self.speed_mul;
if dir.magnitude_squared() <= 1.0 {
dir
} else {
dir.normalized()
}
}
pub fn climb(&self) -> Option<common::comp::Climb> {
use common::comp::Climb;
match (self.climb_up, self.climb_down) {
(true, false) => Some(Climb::Up),
(false, true) => Some(Climb::Down),
(true, true) => Some(Climb::Hold),
(false, false) => None,
}
}
}