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-- Class: Recorder
-- This records the user's inputs for playback at a later time,
-- or saving to a file. You must start recording *after* all input
-- objects are set up, and you should only run one recorder at a time.
--
-- Extends:
-- <Sprite>
Recorder = Sprite:extend{
-- private property: elapsed
-- either time elapsed while recording or playing back, in seconds
_elapsed = 0,
-- private property: mousePosTimer
-- used to make sure mouse motions are recorded even if no other event occurs
_mousePosTimer = 0,
-- Constant: IDLE
-- The recorder is currently doing nothing.
IDLE = 'idle',
-- Constant: RECORDING
-- The recorder is currently recording user input.
RECORDING = 'recording',
-- Constant: PLAYING
-- The recorder is currently playing back user input.
PLAYING = 'playing',
-- Property: mousePosInterval
-- How often, in seconds, we should capture the mouse position.
-- This records the mouse position when other events occur, too, so
-- it's possible the interval will be even higher in reality.
-- Setting this number lower will burn memory.
mousePosInterval = 0.05,
-- Property: state
-- One of the state constants, indicates what the recorder is currently doing.
-- Property: record
-- A table of inputs with timing information.
new = function (self, obj)
obj = self:extend(obj)
obj.state = Recorder.IDLE
Sprite.new(obj)
return obj
end,
-- Method: startRecording
-- Begins recording user inputs. If the recorder is already recording,
-- this has no effect.
--
-- Arguments:
-- record - Record to use. Any existing data is appended to.
-- If omitted, the current record is used. If the current
-- record is unset, this creates a new record.
--
-- Returns:
-- nothing
startRecording = function (self, record)
if self.state ~= Recorder.IDLE then return end
-- set up properties
self.record = record or self.record or {}
self.state = Recorder.RECORDING
self._elapsed = 0
self._mousePosTimer = 0
-- insert ourselves into event handlers
self:stealInputs()
end,
-- Method: stopRecording
-- Stops recording user inputs. If the recorder wasn't recording anyway,
-- this does nothing.
--
-- Arguments:
-- none
--
-- Returns:
-- nothing
stopRecording = function (self)
if self.state ~= Recorder.RECORDING then return end
self.state = Recorder.IDLE
self:restoreInputs()
love.keypressed = self.origKeyPressed
love.keyreleased = self.origKeyReleased
end,
-- Method: startPlaying
-- Starts playing back user inputs. If this is already playing
-- a recording, this restarts it.
--
-- Arguments:
-- record - Record to play back. If omitted, this uses
-- the recorder's record property.
--
-- Returns:
-- nothing
startPlaying = function (self, record)
record = record or self.record
-- if we are currently recording, ignore the request
if self.state == Recorder.RECORDING then return end
-- restart if needed
if self.state == Recorder.PLAYING then
self:stopPlaying()
end
self.state = Recorder.PLAYING
self._elapsed = 0
self.playbackIndex = 1
self:stealInputs()
end,
-- Method: stopPlaying
-- Stops playing back user inputs.
--
-- Arguments:
-- none
--
-- Returns:
-- nothing
stopPlaying = function (self)
if not self.state == Recorder.PLAYING then return end
self.state = Recorder.IDLE
self:restoreInputs()
end,
stealInputs = function (self)
local this = self
self.origKeyPressed = love.keypressed
love.keypressed = function (key, code) this:recordKeyPress(key, code) end
self.origKeyReleased = love.keyreleased
love.keyreleased = function (key, code) this:recordKeyRelease(key, code) end
self.origMousePressed = love.mousepressed
love.mousepressed = function (x, y, button) this:recordMousePress(x, y, button) end
self.origMouseReleased = love.mousereleased
love.mousereleased = function (x, y, button) this:recordMouseRelease(x, y, button) end
end,
restoreInputs = function (self)
love.keypressed = self.origKeyPressed
love.keyreleased = self.origKeyReleased
love.mousepressed = self.origMousePressed
love.mousereleased = self.origMouseReleased
end,
recordKeyPress = function (self, key, unicode)
table.insert(self.record, { self._elapsed, the.mouse.x, the.mouse.y, 'keypress', key, unicode })
self._mousePosTimer = 0
if self.origKeyPressed then
self.origKeyPressed(key, unicode)
end
end,
recordKeyRelease = function (self, key, unicode)
table.insert(self.record, { self._elapsed, the.mouse.x, the.mouse.y, 'keyrelease', key, unicode })
self._mousePosTimer = 0
if self.origKeyReleased then
self.origKeyReleased(key, unicode)
end
end,
recordMousePress = function (self, x, y, button)
table.insert(self.record, { self._elapsed, x, y, 'mousepress', button })
self._mousePosTimer = 0
if self.origMousePressed then
self.origMousePressed(x, y, button)
end
end,
recordMouseRelease = function (self, x, y, button)
table.insert(self.record, { self._elapsed, x, y, 'mouserelease', button })
self._mousePosTimer = 0
if self.origMouseReleased then
self.origMouseReleased(x, y, button)
end
end,
update = function (self, elapsed)
-- increment timers
if self.state ~= Recorder.IDLE then
self._elapsed = self._elapsed + elapsed
end
-- record mouse position if the timer has expired
if self.state == Recorder.RECORDING then
self._mousePosTimer = self._mousePosTimer + elapsed
if self._mousePosTimer > self.mousePosInterval then
table.insert(self.record, { self._elapsed, the.mouse.x, the.mouse.y })
self._mousePosTimer = 0
end
end
-- handle playback
if self.state == Recorder.PLAYING and self._elapsed >= self.record[self.playbackIndex][1] then
local event = self.record[self.playbackIndex]
love.mouse.setPosition(event[2], event[3])
if event[4] == 'keypress' and self.origKeyPressed then
self.origKeyPressed(event[5], event[6])
elseif event[4] == 'keyrelease' and self.origKeyReleased then
self.origKeyReleased(event[5], event[6])
elseif event[4] == 'mousepress' and self.origMousePressed then
self.origMousePressed(event[2], event[3], event[5])
elseif event[4] == 'mouserelease' and self.origMouseReleased then
self.origMouseReleased(event[2], event[3], event[5])
end
self.playbackIndex = self.playbackIndex + 1
if self.playbackIndex > #self.record then
self:stopPlaying()
end
end
end
}
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