Files
flame/examples/lib/stories/input/hardware_keyboard_example.dart
Luan Nico 4b420b7952 refactor!: Rename (Text) Elements, Nodes and Styles for clarity, add docs (#2700)
This occurred to me after a discussion on the [new FCS component
PR](https://github.com/flame-engine/flame/pull/2694#discussion_r1312450113).
As per usual, @spydon has opened my eyes to the ultimate truth:

We should rename loads of files, and it shall affect almost no one.

The idea is to (1) add a "Text" prefix to all text-rendering-related
classes and (2) rename the existing `Text*` to `InlineText*` (which is
what they are).

This PR is a bit big, but the changes should hopefully be simple to
review, and can be broken down into:

* Add a proper base class for the node inheritance chain, call it
TextNode (while working on Flame Markdown I realized the value this will
have to me)
* Rename the old TextNode to InlineTextNode
* Rename DocumentNode to DocumentRoot because it is not a node
* Rename Element to TextElement
* Rename the old TextElement to InlineTextElement
* Rename Style to FlameTextStyle (note: we could consider dropping the
Flame here)
* Rename the old FlameTextStyle to InlineTextStyle
* Update the docs accordingly
* Add some more diagrams and explanations to the docs, following the new
nomenclature
* I also updated our "internal" imports to use the text module to make
life so much easier (this could arguably be done in a separate PR, but I
honestly think it's easier to review together, please lmk if you prefer
me to split).

These are all breaking changes but likely won't actually affect most
users (see below).

While this is breaking, it should hopefully not affect most users,
because these are all infrastructure classes that most people aren't
using directly. If you are using the FCS components, or the renderers
`TextPaint` or `SpriteFontRenderer` directly, this should have zero
effect to you.

If you are using the Nodes, Stlyes or Elements directly, or have a
custom TextRenderer, see below.

Migrating should be a simple matter of renaming your type references:

* from TextNode to InlineTextNode
* from TextElement to InlineTextElement
* from Element to TextElement
* from FlameTextStyle to InlineTextStyle
* from Style to FlameTextStyle

Make sure to do it in the appropriate order not to cause any
double-replace issues.

If you are importing via the module `package:flame/text.dart`, which we
highly encourage, you should not have to change any import statements
whatsoever.
2023-09-02 12:59:59 -04:00

257 lines
9.3 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/events.dart';
import 'package:flame/experimental.dart';
import 'package:flame/game.dart';
import 'package:flame/text.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/services.dart';
class HardwareKeyboardExample extends FlameGame {
static const String description = '''
This example uses the HardwareKeyboardDetector mixin in order to keep
track of which keys on a keyboard are currently pressed.
Tap as many keys on the keyboard at once as you want, and see whether the
system can detect them or not.
''';
/// The list of [KeyboardKey] components currently shown on the screen. This
/// list is re-generated on every RawKeyEvent. These components are also
/// attached as children.
List<KeyboardKey> _keyComponents = [];
void replaceKeyComponents(List<KeyboardKey> newComponents) {
for (final key in _keyComponents) {
key.visible = false;
key.removeFromParent();
}
_keyComponents = newComponents;
addAll(_keyComponents);
}
@override
void onLoad() {
add(MyKeyboardDetector());
add(
TextComponent(
text: 'Press any key(s)',
textRenderer: TextPaint(
style: const TextStyle(
fontSize: 12,
color: Color(0x77ffffff),
),
),
)..position = Vector2(80, 60),
);
}
}
class MyKeyboardDetector extends HardwareKeyboardDetector
with HasGameReference<HardwareKeyboardExample> {
@override
void onKeyEvent(KeyEvent event) {
final newComponents = <KeyboardKey>[];
var x0 = 80.0;
const y0 = 100.0;
for (final key in physicalKeysPressed) {
final keyComponent = KeyboardKey(
text: keyNames[key] ?? '[${key.usbHidUsage} ${key.debugName}]',
position: Vector2(x0, y0),
);
newComponents.add(keyComponent);
x0 += keyComponent.width + 10;
}
game.replaceKeyComponents(newComponents);
}
/// The names of keyboard keys (at least the most important ones). We can't
/// rely on `key.debugName` because this property is not available in release
/// builds.
static final Map<PhysicalKeyboardKey, String> keyNames = {
PhysicalKeyboardKey.hyper: 'Hyper',
PhysicalKeyboardKey.superKey: 'Super',
PhysicalKeyboardKey.fn: 'Fn',
PhysicalKeyboardKey.fnLock: 'FnLock',
PhysicalKeyboardKey.gameButton1: 'Game 1',
PhysicalKeyboardKey.gameButton2: 'Game 2 ',
PhysicalKeyboardKey.gameButton3: 'Game 3',
PhysicalKeyboardKey.gameButton4: 'Game 4',
PhysicalKeyboardKey.gameButton5: 'Game 5',
PhysicalKeyboardKey.gameButton6: 'Game 6',
PhysicalKeyboardKey.gameButton7: 'Game 7',
PhysicalKeyboardKey.gameButton8: 'Game 8',
PhysicalKeyboardKey.gameButtonA: 'Game A',
PhysicalKeyboardKey.gameButtonB: 'Game B',
PhysicalKeyboardKey.gameButtonC: 'Game C',
PhysicalKeyboardKey.gameButtonLeft1: 'Game L1',
PhysicalKeyboardKey.gameButtonLeft2: 'Game L2',
PhysicalKeyboardKey.gameButtonMode: 'Game Mode',
PhysicalKeyboardKey.gameButtonRight1: 'Game R1',
PhysicalKeyboardKey.gameButtonRight2: 'Game R2',
PhysicalKeyboardKey.gameButtonSelect: 'Game Select',
PhysicalKeyboardKey.gameButtonStart: 'Game Start',
PhysicalKeyboardKey.gameButtonThumbLeft: 'Game LThumb',
PhysicalKeyboardKey.gameButtonThumbRight: 'Game RThumb',
PhysicalKeyboardKey.gameButtonX: 'Game X',
PhysicalKeyboardKey.gameButtonY: 'Game Y',
PhysicalKeyboardKey.gameButtonZ: 'Game Z',
PhysicalKeyboardKey.keyA: 'A',
PhysicalKeyboardKey.keyB: 'B',
PhysicalKeyboardKey.keyC: 'C',
PhysicalKeyboardKey.keyD: 'D',
PhysicalKeyboardKey.keyE: 'E',
PhysicalKeyboardKey.keyF: 'F',
PhysicalKeyboardKey.keyG: 'G',
PhysicalKeyboardKey.keyH: 'H',
PhysicalKeyboardKey.keyI: 'I',
PhysicalKeyboardKey.keyJ: 'J',
PhysicalKeyboardKey.keyK: 'K',
PhysicalKeyboardKey.keyL: 'L',
PhysicalKeyboardKey.keyM: 'M',
PhysicalKeyboardKey.keyN: 'N',
PhysicalKeyboardKey.keyO: 'O',
PhysicalKeyboardKey.keyP: 'P',
PhysicalKeyboardKey.keyQ: 'Q',
PhysicalKeyboardKey.keyR: 'R',
PhysicalKeyboardKey.keyS: 'S',
PhysicalKeyboardKey.keyT: 'T',
PhysicalKeyboardKey.keyU: 'U',
PhysicalKeyboardKey.keyV: 'V',
PhysicalKeyboardKey.keyW: 'W',
PhysicalKeyboardKey.keyX: 'X',
PhysicalKeyboardKey.keyY: 'Y',
PhysicalKeyboardKey.keyZ: 'Z',
PhysicalKeyboardKey.digit1: '1',
PhysicalKeyboardKey.digit2: '2',
PhysicalKeyboardKey.digit3: '3',
PhysicalKeyboardKey.digit4: '4',
PhysicalKeyboardKey.digit5: '5',
PhysicalKeyboardKey.digit6: '6',
PhysicalKeyboardKey.digit7: '7',
PhysicalKeyboardKey.digit8: '8',
PhysicalKeyboardKey.digit9: '9',
PhysicalKeyboardKey.digit0: '0',
PhysicalKeyboardKey.enter: 'Enter',
PhysicalKeyboardKey.escape: 'Esc',
PhysicalKeyboardKey.backspace: 'Backspace',
PhysicalKeyboardKey.tab: 'Tab',
PhysicalKeyboardKey.space: 'Space',
PhysicalKeyboardKey.minus: '-',
PhysicalKeyboardKey.equal: '=',
PhysicalKeyboardKey.bracketLeft: '[',
PhysicalKeyboardKey.bracketRight: ']',
PhysicalKeyboardKey.backslash: r'\',
PhysicalKeyboardKey.semicolon: ';',
PhysicalKeyboardKey.quote: "'",
PhysicalKeyboardKey.backquote: '`',
PhysicalKeyboardKey.comma: ',',
PhysicalKeyboardKey.period: '.',
PhysicalKeyboardKey.slash: '/',
PhysicalKeyboardKey.capsLock: 'CapsLock',
PhysicalKeyboardKey.f1: 'F1',
PhysicalKeyboardKey.f2: 'F2',
PhysicalKeyboardKey.f3: 'F3',
PhysicalKeyboardKey.f4: 'F4',
PhysicalKeyboardKey.f5: 'F5',
PhysicalKeyboardKey.f6: 'F6',
PhysicalKeyboardKey.f7: 'F7',
PhysicalKeyboardKey.f8: 'F8',
PhysicalKeyboardKey.f9: 'F9',
PhysicalKeyboardKey.f10: 'F10',
PhysicalKeyboardKey.f11: 'F11',
PhysicalKeyboardKey.f12: 'F12',
PhysicalKeyboardKey.f13: 'F13',
PhysicalKeyboardKey.f14: 'F14',
PhysicalKeyboardKey.f15: 'F15',
PhysicalKeyboardKey.f16: 'F16',
PhysicalKeyboardKey.printScreen: 'PrintScreen',
PhysicalKeyboardKey.scrollLock: 'ScrollLock',
PhysicalKeyboardKey.pause: 'Pause',
PhysicalKeyboardKey.insert: 'Insert',
PhysicalKeyboardKey.home: 'Home',
PhysicalKeyboardKey.pageUp: 'PageUp',
PhysicalKeyboardKey.delete: 'Delete',
PhysicalKeyboardKey.end: 'End',
PhysicalKeyboardKey.pageDown: 'PageDown',
PhysicalKeyboardKey.arrowRight: 'ArrowRight',
PhysicalKeyboardKey.arrowLeft: 'ArrowLeft',
PhysicalKeyboardKey.arrowDown: 'ArrowDown',
PhysicalKeyboardKey.arrowUp: 'ArrowUp',
PhysicalKeyboardKey.numLock: 'NumLock',
PhysicalKeyboardKey.numpadDivide: 'Num /',
PhysicalKeyboardKey.numpadMultiply: 'Num *',
PhysicalKeyboardKey.numpadSubtract: 'Num -',
PhysicalKeyboardKey.numpadAdd: 'Num +',
PhysicalKeyboardKey.numpadEnter: 'Num Enter',
PhysicalKeyboardKey.numpad1: 'Num 1',
PhysicalKeyboardKey.numpad2: 'Num 2',
PhysicalKeyboardKey.numpad3: 'Num 3',
PhysicalKeyboardKey.numpad4: 'Num 4',
PhysicalKeyboardKey.numpad5: 'Num 5',
PhysicalKeyboardKey.numpad6: 'Num 6',
PhysicalKeyboardKey.numpad7: 'Num 7',
PhysicalKeyboardKey.numpad8: 'Num 8',
PhysicalKeyboardKey.numpad9: 'Num 9',
PhysicalKeyboardKey.numpad0: 'Num 0',
PhysicalKeyboardKey.numpadDecimal: 'Num .',
PhysicalKeyboardKey.contextMenu: 'ContextMenu',
PhysicalKeyboardKey.controlLeft: 'LControl',
PhysicalKeyboardKey.shiftLeft: 'LShift',
PhysicalKeyboardKey.altLeft: 'LAlt',
PhysicalKeyboardKey.metaLeft: 'LMeta',
PhysicalKeyboardKey.controlRight: 'RControl',
PhysicalKeyboardKey.shiftRight: 'RShift',
PhysicalKeyboardKey.altRight: 'RAlt',
PhysicalKeyboardKey.metaRight: 'RMeta',
};
}
class KeyboardKey extends PositionComponent {
KeyboardKey({required this.text, super.position}) {
textElement = textRenderer.format(text);
width = textElement.metrics.width + padding.x;
height = textElement.metrics.height + padding.y;
textElement.translate(
padding.x / 2,
padding.y / 2 + textElement.metrics.ascent,
);
rect = RRect.fromLTRBR(0, 0, width, height, const Radius.circular(8));
}
final String text;
late final InlineTextElement textElement;
late final RRect rect;
/// The RawKeyEvents may occur very fast, and out of sync with the game loop.
/// On each such event we remove old KeyboardKey components, and add new ones.
/// However, since multiple RawKeyEvents may occur within a single game tick,
/// we end up adding/removing components many times within that tick, and for
/// a brief moment there could be a situation that the old components still
/// haven't been removed while the new ones were already added. In order to
/// prevent this from happening, we mark all components that are about to be
/// removed as "not visible", which prevents them from being rendered while
/// they are waiting to be removed.
bool visible = true;
static final Vector2 padding = Vector2(24, 12);
static final Paint borderPaint = Paint()
..style = PaintingStyle.stroke
..strokeWidth = 3
..color = const Color(0xffb5ffd0);
static final TextPaint textRenderer = TextPaint(
style: const TextStyle(
fontSize: 20,
fontWeight: FontWeight.bold,
color: Color(0xffb5ffd0),
),
);
@override
void render(Canvas canvas) {
if (visible) {
canvas.drawRRect(rect, borderPaint);
textElement.draw(canvas);
}
}
}