quakeforge/include/QF/input/imt.h

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/*
imt.h
Input Mapping Table management
Copyright (C) 2001 Zephaniah E. Hull <warp@babylon.d2dc.net>
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_input_imt_h
#define __QF_input_imt_h
/** \defgroup input_imt Input Mapping Tables
\ingroup input
*/
///@{
#ifndef __QFCC__
#include "QF/darray.h"
#include "QF/qtypes.h"
#include "QF/input/binding.h"
/** Input Mapping Table
*/
typedef struct imt_s {
struct imt_s *next; ///< list of tables attached to key_dest
struct imt_s *chain; ///< fallback table if input not bound
const char *name; ///< for user interaction
int written;
struct DARRAY_TYPE (in_axisbinding_t *) axis_bindings;
struct DARRAY_TYPE (in_buttonbinding_t *) button_bindings;
} imt_t;
[input] Create an automatic imt switcher An imt switcher automatically changes the context's active imt based on a user specified list of binary inputs. The inputs may be either buttons (indicated as +button) or cvars (bare name). For buttons, the pressed/not pressed state is used, and cvars are interpreted as ints being 0 or not 0. The order of the inputs determines the bit number of the input, with the first input being bit 0, second bit 1, third bit 2 etc. A default imt is given so large switchers do not need to be fully configured (the default imt is written to all states). A context can have any number of switchers attached. The switchers can wind up fighting over the active imt, but this seems to be something for the "user" (eg, configuration system) to sort out rather than the switcher code enforcing anything. As a result of the inputs being treated as bits, a switcher with N inputs will have 2**N states, thus there's a maximum of 16 inputs for now as 65536 states is a lot of configuration. Using a switcher, setting up a standard strafe/mouse look configuration is fairly easy. imt_create key_game imt_mod imt_create key_game imt_mod_strafe imt_mod imt_create key_game imt_mod_freelook imt_create key_game imt_mod_lookstrafe imt_mod_freelook imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe in_bind imt_mod mouse axis 0 move.yaw in_bind imt_mod mouse axis 1 move.forward in_bind imt_mod_strafe mouse axis 0 move.side in_bind imt_mod_lookstrafe mouse axis 0 move.side in_bind imt_mod_freelook mouse axis 1 move.pitch This takes advantage of imt chaining and the default imt for the switcher (there are 8 states that use imt_mod_strafe). The switcher name must be unique across all contexts, and every imt used in a switcher must be in the switcher's context.
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typedef enum {
imti_button,
imti_cvar,
} imt_input_type;
typedef struct imt_input_s {
imt_input_type type;
union {
struct in_button_s *button;
struct cvar_s *cvar;
};
} imt_input_t;
typedef struct imt_switcher_s {
struct imt_switcher_s *next;
const char *name;
int num_inputs;
imt_input_t *inputs; // one per input
imt_t **imts; // 2**(num_inputs)
struct in_context_s *context;
} imt_switcher_t;
typedef struct in_context_s {
const char *name;
imt_t *imts;
imt_t **imt_tail;
imt_t *active_imt;
imt_t *default_imt;
[input] Create an automatic imt switcher An imt switcher automatically changes the context's active imt based on a user specified list of binary inputs. The inputs may be either buttons (indicated as +button) or cvars (bare name). For buttons, the pressed/not pressed state is used, and cvars are interpreted as ints being 0 or not 0. The order of the inputs determines the bit number of the input, with the first input being bit 0, second bit 1, third bit 2 etc. A default imt is given so large switchers do not need to be fully configured (the default imt is written to all states). A context can have any number of switchers attached. The switchers can wind up fighting over the active imt, but this seems to be something for the "user" (eg, configuration system) to sort out rather than the switcher code enforcing anything. As a result of the inputs being treated as bits, a switcher with N inputs will have 2**N states, thus there's a maximum of 16 inputs for now as 65536 states is a lot of configuration. Using a switcher, setting up a standard strafe/mouse look configuration is fairly easy. imt_create key_game imt_mod imt_create key_game imt_mod_strafe imt_mod imt_create key_game imt_mod_freelook imt_create key_game imt_mod_lookstrafe imt_mod_freelook imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe in_bind imt_mod mouse axis 0 move.yaw in_bind imt_mod mouse axis 1 move.forward in_bind imt_mod_strafe mouse axis 0 move.side in_bind imt_mod_lookstrafe mouse axis 0 move.side in_bind imt_mod_freelook mouse axis 1 move.pitch This takes advantage of imt chaining and the default imt for the switcher (there are 8 states that use imt_mod_strafe). The switcher name must be unique across all contexts, and every imt used in a switcher must be in the switcher's context.
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imt_switcher_t *switchers;
imt_switcher_t **switcher_tail;
struct cbuf_s *cbuf;
} in_context_t;
int IMT_GetAxisBlock (int num_axes);
int IMT_GetButtonBlock (int num_buttons);
int IMT_CreateContext (const char *name);
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int IMT_GetContext (void) __attribute__ ((pure));
void IMT_SetContext (int ctx);
void IMT_SetContextCbuf (int ctx, struct cbuf_s *cbuf);
/** Find an Input Mapping Table by name.
Searches through all contexts for the named imt. The search is case
insensitive.
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\param name The name of the imt to find. Case insensitive.
\return The named imt, or null if not found.
*/
imt_t *IMT_FindIMT (const char *name) __attribute__ ((pure));
[input] Create an automatic imt switcher An imt switcher automatically changes the context's active imt based on a user specified list of binary inputs. The inputs may be either buttons (indicated as +button) or cvars (bare name). For buttons, the pressed/not pressed state is used, and cvars are interpreted as ints being 0 or not 0. The order of the inputs determines the bit number of the input, with the first input being bit 0, second bit 1, third bit 2 etc. A default imt is given so large switchers do not need to be fully configured (the default imt is written to all states). A context can have any number of switchers attached. The switchers can wind up fighting over the active imt, but this seems to be something for the "user" (eg, configuration system) to sort out rather than the switcher code enforcing anything. As a result of the inputs being treated as bits, a switcher with N inputs will have 2**N states, thus there's a maximum of 16 inputs for now as 65536 states is a lot of configuration. Using a switcher, setting up a standard strafe/mouse look configuration is fairly easy. imt_create key_game imt_mod imt_create key_game imt_mod_strafe imt_mod imt_create key_game imt_mod_freelook imt_create key_game imt_mod_lookstrafe imt_mod_freelook imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe in_bind imt_mod mouse axis 0 move.yaw in_bind imt_mod mouse axis 1 move.forward in_bind imt_mod_strafe mouse axis 0 move.side in_bind imt_mod_lookstrafe mouse axis 0 move.side in_bind imt_mod_freelook mouse axis 1 move.pitch This takes advantage of imt chaining and the default imt for the switcher (there are 8 states that use imt_mod_strafe). The switcher name must be unique across all contexts, and every imt used in a switcher must be in the switcher's context.
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imt_switcher_t *IMT_FindSwitcher (const char *name) __attribute__ ((pure));
/** Create a new imt and attach it to the specified context.
The name of the new imt must be unique (case insensitive) across all
contexts. This is to simplify the in_bind command.
If \a chain_imt_name is not null, then it species the fallback imt for when
the input is not bound in the new imt. It must be an already existing imt
in the specified context. This is to prevent loops and other weird
behavior.
\param context The context to which the new imt will be attached.
\param imt_name The name for the new imt. Must be unique (case
insensitive).
\param chain_imt_name The name of the fallback imt if not null. Must
already exist on the specified context.
*/
int IMT_CreateIMT (int context, const char *imt_name,
const char *chain_imt_name);
[input] Create an automatic imt switcher An imt switcher automatically changes the context's active imt based on a user specified list of binary inputs. The inputs may be either buttons (indicated as +button) or cvars (bare name). For buttons, the pressed/not pressed state is used, and cvars are interpreted as ints being 0 or not 0. The order of the inputs determines the bit number of the input, with the first input being bit 0, second bit 1, third bit 2 etc. A default imt is given so large switchers do not need to be fully configured (the default imt is written to all states). A context can have any number of switchers attached. The switchers can wind up fighting over the active imt, but this seems to be something for the "user" (eg, configuration system) to sort out rather than the switcher code enforcing anything. As a result of the inputs being treated as bits, a switcher with N inputs will have 2**N states, thus there's a maximum of 16 inputs for now as 65536 states is a lot of configuration. Using a switcher, setting up a standard strafe/mouse look configuration is fairly easy. imt_create key_game imt_mod imt_create key_game imt_mod_strafe imt_mod imt_create key_game imt_mod_freelook imt_create key_game imt_mod_lookstrafe imt_mod_freelook imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe in_bind imt_mod mouse axis 0 move.yaw in_bind imt_mod mouse axis 1 move.forward in_bind imt_mod_strafe mouse axis 0 move.side in_bind imt_mod_lookstrafe mouse axis 0 move.side in_bind imt_mod_freelook mouse axis 1 move.pitch This takes advantage of imt chaining and the default imt for the switcher (there are 8 states that use imt_mod_strafe). The switcher name must be unique across all contexts, and every imt used in a switcher must be in the switcher's context.
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int IMT_CreateSwitcher (const char *switcher_name,
int context, imt_t *default_imt,
int num_inputs, const char **input_names);
void IMT_BindAxis (imt_t *imt, int axis_num, in_axis_t *axis,
const in_recipe_t *recipe);
void IMT_BindButton (imt_t *imt, int button, const char *binding);
bool IMT_ProcessAxis (int axis, int value);
bool IMT_ProcessButton (int button, int state);
void IMT_Init (void);
struct plitem_s;
void IMT_SaveConfig (struct plitem_s *config);
void IMT_SaveAxisConfig (struct plitem_s *axes, int axis_ind, int dev_axis);
void IMT_SaveButtonConfig (struct plitem_s *buttons, int button_ind,
int dev_button);
void IMT_LoadConfig (struct plitem_s *config);
#endif
///@}
#endif//__QF_input_imt_h