Some work to make hotkeys a 'real thing' on the lua side

This commit is contained in:
2025-04-15 18:59:03 -04:00
parent c0160bdd19
commit 11b509cfdf
3 changed files with 105 additions and 10 deletions

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@@ -5,4 +5,5 @@
ut-table.lua
ut-tablecmp.lua
hotkeys.lua
login.lua

82
luprex/lua/hotkeys.lua Normal file
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@@ -0,0 +1,82 @@
----------------------------------------------------------------
--
-- To add hotkeys to an object (such as a Brick Oven), you will
-- be adding a function 'lookhotkeys' to the appropriate class,
-- like this:
--
-- function brickoven.lookhotkeys(keys)
-- keys:add("X", "Light Oven", function () ... end)
-- keys:add("A", "Add Fuel", function () ... end)
-- end
--
-- This function will get called twice: once in a 'probe' when
-- Unreal wants to know what hotkeys exist, and a second time in
-- an 'invoke' to find the right closure.
--
-- When the probe happens, we construct a "hotkeylist" to hold
-- the complete list of hotkeys. We populate this hotkeylist as
-- follows:
--
-- local keys = hotkeylist.create()
-- brickoven.lookhotkeys(keys)
--
-- At this point, if you were to pprint(keys), the output would
-- look like this:
--
-- { "hotkeys", "X", "Light Oven", "A", "Add Fuel" }
--
-- The first array element is always the word "hotkeys". Notice
-- also that a hotkeylist doesn't store the closures, they are
-- silently ignored. The resulting array is in a format that can
-- be returned directly to Unreal.
--
-- Later, when the user presses a key, such as the "Light Oven" key,
-- we will construct a "hotkeypress" object whose job is to record
-- the name of the hotkey that was pressed, and the closure that
-- goes with it. We populate this object as follows:
--
-- local keys = hotkeypress.create("Light Oven")
-- brickoven.lookhotkeys(keys)
--
-- So as you can see, we're using the same 'brickoven.lookhotkeys'
-- function, but this time, we've passed in a parameter of class
-- hotkeypress instead of a parameter of class hotkeylist. This
-- changes the behavior of the 'add' method: the add function of
-- a hotkeylist stores all the hotkeys into the list. But the 'add'
-- function of a hotkeypress only stores the one closure that
-- we are interested in. If you were to pprint(keys), the result
-- would look like this:
--
-- { pressed="Light Oven", closure=<function> }
--
-- So the only data stored by a 'hotkeypress' object is the name
-- of the pressed hotkey, and the closure that goes with it.
--
----------------------------------------------------------------
makeclass("hotkeylist")
makeclass("hotkeypress")
function hotkeylist.create()
local result = { "hotkeys" }
setmetatable(result, hotkeylist)
return result
end
function hotkeylist.add(self, key, action, closure)
table.insert(self, key)
table.insert(self, action)
end
function hotkeypress.create(key)
local result = { pressed=key }
setmetatable(result, hotkeypress)
return result
end
function hotkeypress.add(self, key, action, closure)
if action == self.pressed then
self.closure = closure
end
end

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@@ -18,22 +18,34 @@ function engio.move(action, xyz, facing)
tangible.animate(actor, nil, {action=action, xyz=xyz, facing=facing})
end
function cube.getlookat()
return { "Hotkeys", "X", "I Am a Cube" }
function cube.lookhotkeys(keys)
keys:add("X", "Cube Hi", function () dprint("Cube Hi") end)
keys:add("A", "Cube Bye", function () dprint("Cube Bye") end)
end
function sphere.getlookat()
return { "Hotkeys", "X", "I Am a Sphere" }
function sphere.lookhotkeys(keys)
keys:add("X", "Sphere Hi", function () dprint("Sphere Hi") end)
keys:add("A", "Sphere Bye", function () dprint("Sphere Bye") end)
end
function engio.getlookat()
local class = tangible.getclass(tangible.place())
if class ~= nil then
local getlookat = class.getlookat
if getlookat ~= nil then
return getlookat()
end
if class == nil then return end
-- if the class has a function 'lookhotkeys', then the correct
-- look-at widget is 'hotkeys'. We're going to automatically
-- generate the correct response.
if class.lookhotkeys ~= nil then
local keys = hotkeylist.create()
class.lookhotkeys(keys)
setmetatable(keys, nil)
return keys
end
-- otherwise, if the class has a function 'getlookat', use that.
if class.getlookat ~= nil then
return class.getlookat()
end
return ""
end