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forked from Clones/Controlify

separate API from impl

This commit is contained in:
isXander
2023-02-27 18:08:40 +00:00
parent 05f863a0d7
commit 0d5307ba43
28 changed files with 250 additions and 95 deletions

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package dev.isxander.controlify.api;
import dev.isxander.controlify.Controlify;
import dev.isxander.controlify.InputMode;
import dev.isxander.controlify.api.bind.ControlifyBindingsApi;
import dev.isxander.controlify.controller.Controller;
import org.jetbrains.annotations.NotNull;
/**
* Interface with Controlify in a manner where you don't need to worry about updates
* breaking! This is the recommended way to interact with Controlify.
*/
public interface ControlifyApi {
/**
* @return the controller currently in use. If disabled, this will return {@link Controller#DUMMY}
*/
@NotNull Controller<?, ?> currentController();
@NotNull InputMode currentInputMode();
void setInputMode(@NotNull InputMode mode);
@NotNull ControlifyBindingsApi bindingsApi();
static ControlifyApi get() {
return Controlify.instance();
}
}

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package dev.isxander.controlify.api.bind;
import dev.isxander.controlify.bindings.BindingSupplier;
import dev.isxander.controlify.bindings.GamepadBinds;
import net.minecraft.client.KeyMapping;
import net.minecraft.resources.ResourceLocation;
import java.util.function.BooleanSupplier;
public interface ControlifyBindingsApi {
/**
* Registers a custom binding for all available controllers.
* If the controller is not a gamepad, the binding with be empty by default.
*
* @param bind the default gamepad bind
* @param id the identifier for the binding, the namespace should be your modid.
* @return the binding supplier to fetch the binding for a specific controller.
*/
BindingSupplier registerBind(GamepadBinds bind, ResourceLocation id);
/**
* Registers a custom binding for all available controllers.
* If the controller is not a gamepad, the binding with be empty by default.
*
* @param bind the default gamepad bind
* @param id the identifier for the binding, the namespace should be your modid.
* @param override the minecraft keybind to imitate.
* @param toggleOverride a supplier that returns true if the vanilla keybind should be treated as a {@link net.minecraft.client.ToggleKeyMapping}
* @return the binding supplier to fetch the binding for a specific controller.
*/
BindingSupplier registerBind(GamepadBinds bind, ResourceLocation id, KeyMapping override, BooleanSupplier toggleOverride);
}

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package dev.isxander.controlify.api.buttonguide;
/**
* Whether the action should be on the left or right list.
*/
public enum ActionLocation {
LEFT, RIGHT
}

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package dev.isxander.controlify.api.buttonguide;
/**
* Defines how the action is sorted in the list. All default Controlify actions are {@link #NORMAL}.
*/
public enum ActionPriority {
LOWEST,
LOW,
NORMAL,
HIGH,
HIGHEST
}

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package dev.isxander.controlify.api.buttonguide;
import dev.isxander.controlify.bindings.ControllerBinding;
/**
* Allows you to register your own actions to the button guide.
* This should be called through {@link dev.isxander.controlify.api.event.ControlifyEvents#BUTTON_GUIDE_REGISTRY} as
* these should be called every time the guide is initialised.
*/
public interface ButtonGuideRegistry {
/**
* Registers a new action to the button guide.
*
* @param binding the binding for the action, if unbound, the action is hidden.
* @param location the location of the action, left or right.
* @param priority the priority of the action, used to sort the list.
* @param supplier the supplier for the name of the action. can be empty to hide the action.
*/
void registerGuideAction(ControllerBinding<?> binding, ActionLocation location, ActionPriority priority, GuideActionNameSupplier supplier);
/**
* Registers a new action to the button guide.
*
* @param binding the binding for the action, if unbound, the action is hidden.
* @param location the location of the action, left or right.
* @param supplier the supplier for the name of the action. can be empty to hide the action.
*/
void registerGuideAction(ControllerBinding<?> binding, ActionLocation location, GuideActionNameSupplier supplier);
}

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package dev.isxander.controlify.api.buttonguide;
import dev.isxander.controlify.controller.Controller;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.player.LocalPlayer;
import net.minecraft.network.chat.Component;
import net.minecraft.world.phys.HitResult;
import java.util.Optional;
/**
* Supplies the text to display for a guide action based on the current context.
* If return is empty, the action will not be displayed.
*/
@FunctionalInterface
public interface GuideActionNameSupplier {
Optional<Component> supply(
Minecraft client,
LocalPlayer player,
ClientLevel level,
HitResult hitResult,
Controller<?, ?> controller
);
}

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package dev.isxander.controlify.api.event;
import dev.isxander.controlify.InputMode;
import dev.isxander.controlify.bindings.ControllerBindings;
import dev.isxander.controlify.controller.Controller;
import dev.isxander.controlify.api.buttonguide.ButtonGuideRegistry;
import net.fabricmc.fabric.api.event.Event;
import net.fabricmc.fabric.api.event.EventFactory;
public final class ControlifyEvents {
/**
* Triggers when the input mode is changed from keyboard to controller or vice versa.
*/
public static final Event<InputModeChanged> INPUT_MODE_CHANGED = EventFactory.createArrayBacked(InputModeChanged.class, callbacks -> mode -> {
for (InputModeChanged callback : callbacks) {
callback.onInputModeChanged(mode);
}
});
/**
* Triggers every tick when the current controller state has been updated.
*/
public static final Event<ControllerStateUpdate> CONTROLLER_STATE_UPDATED = EventFactory.createArrayBacked(ControllerStateUpdate.class, callbacks -> controller -> {
for (ControllerStateUpdate callback : callbacks) {
callback.onControllerStateUpdate(controller);
}
});
/**
* Triggers when the button guide entries are being populated, so you can add more of your own.
*/
public static final Event<ButtonGuideRegistryEvent> BUTTON_GUIDE_REGISTRY = EventFactory.createArrayBacked(ButtonGuideRegistryEvent.class, callbacks -> (bindings, registry) -> {
for (ButtonGuideRegistryEvent callback : callbacks) {
callback.onRegisterButtonGuide(bindings, registry);
}
});
/**
* Triggers in a GUI when the virtual mouse is toggled on or off.
*/
public static final Event<VirtualMouseToggled> VIRTUAL_MOUSE_TOGGLED = EventFactory.createArrayBacked(VirtualMouseToggled.class, callbacks -> enabled -> {
for (VirtualMouseToggled callback : callbacks) {
callback.onVirtualMouseToggled(enabled);
}
});
@FunctionalInterface
public interface InputModeChanged {
void onInputModeChanged(InputMode mode);
}
@FunctionalInterface
public interface ControllerStateUpdate {
void onControllerStateUpdate(Controller<?, ?> controller);
}
@FunctionalInterface
public interface ButtonGuideRegistryEvent {
void onRegisterButtonGuide(ControllerBindings<?> bindings, ButtonGuideRegistry registry);
}
@FunctionalInterface
public interface VirtualMouseToggled {
void onVirtualMouseToggled(boolean enabled);
}
}

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package dev.isxander.controlify.api.vmousesnapping;
import java.util.Set;
/**
* An interface to implement by gui components to define snap points for virtual mouse snapping.
*/
public interface ISnapBehaviour {
Set<SnapPoint> getSnapPoints();
}

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package dev.isxander.controlify.api.vmousesnapping;
import org.joml.Vector2i;
import org.joml.Vector2ic;
/**
* Defines a point on the screen that the virtual mouse can snap to.
*
* @param position the position on the screen where the cursor will snap to
* @param range how far away from the snap point the cursor can be and still snap to it
*/
public record SnapPoint(Vector2ic position, int range) {
public SnapPoint(int x, int y, int range) {
this(new Vector2i(x, y), range);
}
}