mirror of
https://github.com/sky-systems/sky_phone.git
synced 2026-08-28 17:01:18 +00:00
186 lines
6.2 KiB
Lua
186 lines
6.2 KiB
Lua
local disabled_controls = {}
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local all_controls_disabled = {}
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local firing_disabled = false
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function DisableControlAction(group, control, disabled)
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assert(group == 0 and disabled, "phone controls must be disabled in the primary input group")
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disabled_controls[control] = true
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end
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function DisableAllControlActions(group)
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all_controls_disabled[group] = true
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end
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function PlayerId()
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return 7
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end
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function DisablePlayerFiring(player, disabled)
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assert(player == 7, "movement filtering must target the local player")
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firing_disabled = disabled
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end
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dofile("sky_phone/source/client/focus.lua")
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local function resolve(overrides)
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local state = {
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activity_suspended = false,
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allow_movement = false,
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call_focus = false,
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camera_active = false,
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camera_nui_focused = true,
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is_open = false,
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notification_focus = false,
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payphone_focus = false,
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sim_picker_open = false,
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text_input_focused = false,
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}
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for key, value in pairs(overrides or {}) do
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state[key] = value
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end
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return SkyPhoneFocus.Resolve(state)
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end
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local idle = resolve()
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assert(
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not idle.cursor and not idle.focused and not idle.keep_input,
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"idle NUI must release focus and game input override"
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)
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local minimized_call = resolve()
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assert(not minimized_call.focused, "a replayed call without an attention claim must stay unfocused")
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local incoming_call = resolve({ call_focus = true })
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assert(
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incoming_call.cursor and incoming_call.focused and not incoming_call.keep_input,
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"incoming call attention must focus the NUI"
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)
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local stationary_phone = resolve({ is_open = true })
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assert(
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stationary_phone.cursor
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and stationary_phone.focused
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and stationary_phone.block_game
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and not stationary_phone.keep_input,
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"an open phone must block game input when movement is disabled"
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)
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local movable_phone = resolve({ allow_movement = true, is_open = true })
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assert(
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movable_phone.cursor
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and movable_phone.focused
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and movable_phone.keep_input
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and movable_phone.game_input
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and not movable_phone.block_game
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and movable_phone.block_look,
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"an open phone must allow movement without hiding the NUI cursor"
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)
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local typing_phone = resolve({
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allow_movement = true,
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is_open = true,
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text_input_focused = true,
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})
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assert(
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typing_phone.cursor
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and typing_phone.focused
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and typing_phone.keep_input
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and typing_phone.game_input
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and typing_phone.block_game,
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"a focused phone text input must block GTA controls without hiding the NUI cursor"
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)
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SkyPhoneFocus.ApplyFocusedControls()
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for _, group in ipairs({ 0, 1, 2 }) do
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assert(all_controls_disabled[group], ("focused phone cursor must block input group %d while typing"):format(group))
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end
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assert(firing_disabled, "focused phone cursor must block attacks while typing")
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all_controls_disabled = {}
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firing_disabled = false
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SkyPhoneFocus.ApplyGameInputControls(true)
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for _, control in ipairs({ 24, 140, 141, 142, 257, 263, 264 }) do
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assert(disabled_controls[control], ("phone control %d must remain disabled"):format(control))
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end
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assert(not disabled_controls[19], "Alt must remain available while no phone text input is focused")
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for _, control in ipairs({ 1, 2, 3, 4, 5, 6 }) do
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assert(disabled_controls[control], ("look control %d must be disabled while the phone cursor is active"):format(control))
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end
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assert(not disabled_controls[21] and not disabled_controls[22], "sprint and jump must stay enabled")
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assert(not disabled_controls[30] and not disabled_controls[31], "movement axes must stay enabled")
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assert(firing_disabled, "player attacks must remain disabled while the phone is open")
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disabled_controls = {}
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firing_disabled = false
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SkyPhoneFocus.ApplyGameInputControls(false)
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assert(not disabled_controls[1] and not disabled_controls[2], "camera passthrough must preserve camera look")
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assert(firing_disabled, "player attacks must remain disabled during camera passthrough")
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local movable_notification = resolve({ allow_movement = true, notification_focus = true })
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assert(
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movable_notification.focused and not movable_notification.keep_input,
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"movement configuration must not affect a notification without an open phone"
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)
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local camera_game_input = resolve({
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camera_active = true,
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camera_nui_focused = false,
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is_open = true,
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})
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assert(
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not camera_game_input.cursor
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and camera_game_input.focused
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and camera_game_input.keep_input
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and camera_game_input.game_input
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and not camera_game_input.block_look,
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"camera movement must keep keyboard focus and GTA movement without retaining the NUI cursor"
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)
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local focused_camera = resolve({
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allow_movement = true,
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camera_active = true,
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camera_nui_focused = true,
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is_open = true,
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})
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assert(
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focused_camera.cursor
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and focused_camera.focused
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and not focused_camera.keep_input
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and not focused_camera.game_input,
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"focused camera must override movement configuration until Space enables passthrough"
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)
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local camera_interrupted_by_call = resolve({
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call_focus = true,
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camera_active = true,
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camera_nui_focused = false,
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is_open = true,
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})
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assert(
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camera_interrupted_by_call.cursor
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and camera_interrupted_by_call.focused
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and not camera_interrupted_by_call.keep_input,
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"incoming call attention must override camera passthrough input"
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)
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local camera_after_connected_call = resolve({
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call_focus = false,
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camera_active = true,
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camera_nui_focused = false,
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is_open = true,
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})
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assert(
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not camera_after_connected_call.cursor
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and camera_after_connected_call.focused
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and camera_after_connected_call.keep_input,
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"connected call without an attention claim must restore camera movement input"
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)
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local payphone_closed_behind_phone = resolve({ is_open = true, payphone_focus = false })
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assert(payphone_closed_behind_phone.focused, "releasing payphone focus must not clear mobile phone focus")
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local suspended = resolve({ activity_suspended = true, call_focus = true, is_open = true })
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assert(not suspended.focused and not suspended.keep_input, "suspended activities must mask every focus claim")
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print("Client focus tests passed")
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