//! Macros for working with stockton_input use convert_case::{Case, Casing}; use proc_macro::TokenStream; use proc_macro2::TokenStream as TokenStream2; use quote::{format_ident, quote}; use syn::{parse_macro_input, Data, DeriveInput, Fields, Ident}; /// Generate an input manager for the given struct. /// Each button in the struct should be decorated with #[button] and each axis with #[axis]. /// Given struct MovementInputs, this will output struct MovementInputsManager which implements InputManager. /// It also creates an enum MovementInputsFields, with values for all the buttons and axes in MovementInputs. /// You'll need to pass in an action schema to `MovementInputsManager::new()`, which is a BTreeMap /// You can then call `.handle_frame` on MovementInputsManager and then read the inputs from MovementInputsManager.inputs. #[proc_macro_derive(InputManager, attributes(button, axis))] pub fn derive_inputmanager(input: TokenStream) -> TokenStream { let struct_data = parse_macro_input!(input as DeriveInput); let visibility = &struct_data.vis; let struct_ident = &struct_data.ident; let manager_ident = format_ident!("{}Manager", struct_data.ident); let fields_enum_ident = format_ident!("{}Fields", struct_data.ident); let (buttons, axes) = get_categorised_idents(&struct_data.data); let caps_buttons = capitalise_idents(buttons.clone()); let caps_axes = capitalise_idents(axes.clone()); let fields_enum = gen_fields_enum(&fields_enum_ident, &caps_buttons, &caps_axes); let manager_struct = gen_manager_struct( &manager_ident, &struct_ident, &fields_enum_ident, buttons.len(), ); let trait_impl = gen_trait_impl( &manager_ident, &struct_ident, &fields_enum_ident, &buttons, &axes, &caps_buttons, &caps_axes, ); let expanded = quote! { #[derive(Debug, Clone, Copy)] #visibility #fields_enum #[derive(Debug, Clone)] #visibility #manager_struct #trait_impl }; TokenStream::from(expanded) } /// Gets the buttons and axes from a given struct definition /// Buttons are decorated with #[button] and axes with #[axis] fn get_categorised_idents(data: &Data) -> (Vec, Vec) { let mut buttons = vec![]; let mut axes = vec![]; match data { Data::Struct(ref s) => match &s.fields { Fields::Named(fields) => { for field in fields.named.iter() { let attrs = field.attrs.iter().map(|a| a.parse_meta().unwrap()); for attr in attrs { if attr.path().is_ident("button") { buttons.push(field.ident.as_ref().unwrap().clone()); break; } else if attr.path().is_ident("axis") { axes.push(field.ident.as_ref().unwrap().clone()); break; } } } } _ => unimplemented!(), }, _ => { panic!("this is not a struct"); } }; (buttons, axes) } /// Convert a vector of idents to UpperCamel, as used in enums. fn capitalise_idents(idents: Vec) -> Vec { idents .into_iter() .map(capitalise_ident) .collect::>() } /// Convert a single ident to UpperCamel, as used in enums. fn capitalise_ident(ident: Ident) -> Ident { format_ident!("{}", ident.to_string().to_case(Case::UpperCamel)) } /// Generate an enum for the different buttons and axes in a struct. /// /// Example output: /// ```ignore /// enum MovementInputsFields { /// Jump, /// Vertical, /// Horizontal, /// } /// ``` fn gen_fields_enum( fields_enum_ident: &Ident, buttons_caps: &[Ident], axes_caps: &[Ident], ) -> TokenStream2 { quote!( enum #fields_enum_ident { #(#buttons_caps,)* #(#axes_caps,)* } ) } /// Generates a manager struct for the given inputs struct with buttons_len buttons. /// /// Example output: /// ```ignore /// struct MovementInputsManager { /// inputs: MovementInputs, /// actions: BTreeMap, /// just_hot: [bool; 1] /// } /// /// impl MovementInputsManager { /// pub fn new(actions: BTreeMap) -> Self { /// MovementInputsManager { /// inputs: MovementInputs { /// vertical: Axis::zero(), /// horizontal: Axis::zero(), /// jump: Button::new() /// }, /// actions, /// just_hot: [false] /// } /// } /// } /// ``` fn gen_manager_struct( ident: &Ident, struct_ident: &Ident, fields_enum_ident: &Ident, buttons_len: usize, ) -> TokenStream2 { let jh_falses = (0..buttons_len).map(|_| quote!(false)); quote!( struct #ident { inputs: #struct_ident, actions: ::std::collections::BTreeMap, is_down: ::std::collections::BTreeMap, just_hot: [bool; #buttons_len] } impl #ident { pub fn new(actions: ::std::collections::BTreeMap) -> Self { let mut is_down = ::std::collections::BTreeMap::new(); for (k,_) in actions.iter() { is_down.insert(*k, false); } #ident { inputs: Default::default(), actions, is_down, just_hot: [#(#jh_falses),*] } } } ) } /// Implements the InputManager trait on a manager struct generated by gen_manager_struct. /// /// Example output: /// ```ignore /// impl InputManager for MovementInputsManager { /// fn handle_frame>(&mut self, actions: X) -> () { /// // Set just hots back /// if self.just_hot[0] { /// self.inputs.jump.set_not_hot(); /// self.just_hot[0] = false; /// } /// /// // Deal with actions /// for action in actions { /// let mutation = self.actions.get(&action.keycode()); /// /// if let Some((field, mutation)) = mutation { /// let mut val = match mutation { /// InputMutation::MapToButton | InputMutation::PositiveAxis => 1, /// InputMutation::NegativeAxis => -1 /// }; /// if !action.is_down() { /// val *= -1 /// } /// /// match field { /// MovementInputsFields::Jump => { /// self.inputs.jump.modify_inputs(val > 0); /// self.just_hot[0] = true; /// }, /// MovementInputsFields::Vertical => { /// self.inputs.vertical.modify(val); /// }, /// MovementInputsFields::Horizontal => { /// self.inputs.horizontal.modify(val); /// } /// } /// } /// } /// } /// } /// ``` fn gen_trait_impl( manager: &Ident, struct_ident: &Ident, fields_enum: &Ident, buttons: &[Ident], axes: &[Ident], buttons_caps: &[Ident], axes_caps: &[Ident], ) -> TokenStream2 { let just_hot_resets = gen_just_hot_resets(&buttons); let field_match_modify = gen_field_mutation(&buttons, &axes, &buttons_caps, &axes_caps, &fields_enum); quote!( impl InputManager for #manager { type Inputs = #struct_ident; fn handle_frame<'a, X: IntoIterator>(&mut self, actions: X) -> () { #(#just_hot_resets)* for action in actions { let mutation = self.actions.get(&action.keycode()); if let Some((field, mutation)) = mutation { if *self.is_down.get(&action.keycode()).unwrap() == action.is_down() { // Duplicate event continue; } self.is_down.insert(action.keycode(), action.is_down()); use ::stockton_input::InputMutation; let mut val = match mutation { InputMutation::MapToButton | InputMutation::PositiveAxis => 1, InputMutation::NegativeAxis => -1 }; if !action.is_down() { val *= -1 } #field_match_modify } } } fn get_inputs(&self) -> &Self::Inputs { &self.inputs } } ) } /// Generate the if statements used to reset self.just_hot at the start of each frame /// Used by gen_trait_impl. fn gen_just_hot_resets(buttons: &[Ident]) -> Vec { buttons .iter() .enumerate() .map(|(i, v)| { quote!( if self.just_hot[#i] { self.inputs.#v.set_not_hot(); self.just_hot[#i] = false; } ) }) .collect() } /// Generate the code that actually mutates an input field by matching on a fields enum. /// Used by gen_trait_impl. fn gen_field_mutation( buttons: &[Ident], axes: &[Ident], buttons_caps: &[Ident], axes_caps: &[Ident], fields_enum_ident: &Ident, ) -> TokenStream2 { let arms = { let mut btn_arms: Vec = gen_mutate_match_arms_buttons(buttons, &buttons_caps, fields_enum_ident); let mut axes_arms = gen_mutate_match_arms_axes(axes, &axes_caps, fields_enum_ident); btn_arms.append(&mut axes_arms); btn_arms }; quote!( match field { #(#arms),* }; ) } /// Used by gen_field_mutation. fn gen_mutate_match_arms_buttons( buttons: &[Ident], buttons_caps: &[Ident], fields_enum_ident: &Ident, ) -> Vec { buttons .iter() .enumerate() .zip(buttons_caps.iter()) .map(|((idx, field), cap)| { quote!( #fields_enum_ident::#cap => { self.inputs.#field.modify_inputs(val > 0); self.just_hot[#idx] = true; } ) }) .collect::>() } /// Used by gen_field_mutation. fn gen_mutate_match_arms_axes( axes: &[Ident], axes_caps: &[Ident], fields_enum_ident: &Ident, ) -> Vec { axes.iter() .zip(axes_caps.iter()) .map(|(field, cap)| { quote!( #fields_enum_ident::#cap => { self.inputs.#field.modify(val); } ) }) .collect::>() }