fuzzyworld

explodorama / files / src / ui / demoInput.ts

demoInput.ts

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1import type { PadFamily } from './padMap'
2
3/**
4 * The input the demo is shown for (Q61): a button on the demo screen cycles through them, so
5 * anyone can see how the game plays by touch, by mouse, by keyboard (Q65) or by each kind of
6 * controller. The pick overrides what the page detected (a pad in use or not) for the demo only;
7 * nothing is saved. Pure: main.ts keeps the pick and does the drawing.
8 */
9export type DemoInput = 'touch' | 'mouse' | 'keyboard' | 'ps5' | 'xbox' | 'switch' | 'generic'
10
11/** The cycle, in order, with each entry's button label and, for a controller, its picture set (ui/padMap.ts). */
12const INPUTS: readonly { id: DemoInput; label: string; family: PadFamily | null }[] = [
13 { id: 'touch', label: 'Input: touch', family: null },
14 { id: 'mouse', label: 'Input: mouse', family: null },
15 { id: 'keyboard', label: 'Input: keyboard', family: null },
16 { id: 'ps5', label: 'Input: controller: ps5', family: 'playstation' },
17 { id: 'xbox', label: 'Input: controller: xbox', family: 'xbox' },
18 { id: 'switch', label: 'Input: controller: switch', family: 'nintendo' },
19 { id: 'generic', label: 'Input: controller: generic', family: 'generic' },
20]
21export const DEMO_INPUTS: readonly DemoInput[] = INPUTS.map((i) => i.id)
22
23const entry = (id: DemoInput) => INPUTS.find((i) => i.id === id)!
24
25export const demoInputLabel = (id: DemoInput): string => entry(id).label
26
27/** The controller family an input shows (null for touch and mouse). */
28export const demoInputFamily = (id: DemoInput): PadFamily | null => entry(id).family
29
30export const isPadInput = (id: DemoInput): boolean => entry(id).family !== null
31
32/** The keyboard demo: its own order of scenes and the key overlay (ui/keyDemo.ts, keyOverlay.ts). */
33export const isKeysInput = (id: DemoInput): boolean => id === 'keyboard'
34
35/** What one click on the button picks next: the entry after `id`, wrapping round. */
36export const nextDemoInput = (id: DemoInput): DemoInput => DEMO_INPUTS[(DEMO_INPUTS.indexOf(id) + 1) % DEMO_INPUTS.length]!
37
38/** The entry for the pad family in use (several entries never share one). */
39export const inputForFamily = (family: PadFamily): DemoInput => INPUTS.find((i) => i.family === family)!.id
40
41/**
42 * What the demo is shown for now: the pick if there is one, else what was detected (a controller
43 * in use, with its family, or otherwise the touch demo, as before Q61).
44 */
45export function effectiveDemoInput(forced: DemoInput | null, padActive: boolean, padKind: PadFamily): DemoInput {
46 return forced ?? (padActive ? inputForFamily(padKind) : 'touch')
47}
48
49/** The demo's last line for an input: a controller holds, a keyboard presses Enter or Esc, a mouse clicks, a finger taps. `{move}` is the confirm face button's picture (bottom; a Nintendo pad's right-hand A) (ui/padCaption). */
50export function demoHintText(id: DemoInput): string {
51 if (isPadInput(id)) return 'Hold {move} to play'
52 if (isKeysInput(id)) return 'Press Enter or Esc to play'
53 return id === 'mouse' ? 'Click anywhere to play' : 'Tap anywhere to play'
54}