mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 14:42:07 +00:00
89f8dfce09
This fixes the annoying persistence of inputs when respawning and changing levels. Axis input clearing is hooked up but does nothing as of yet. Active device input clearing has always been hooked up, but also does nothing in the evdev and x11 drivers.
379 lines
12 KiB
C
379 lines
12 KiB
C
/*
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binding.h
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Input Mapping Table management
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Copyright (C) 2001 Zephaniah E. Hull <warp@babylon.d2dc.net>
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_input_binding_h
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#define __QF_input_binding_h
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#ifndef __QFCC__
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#include "QF/listener.h"
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#include "QF/mathlib.h"
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#endif
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/** \defgroup input_bindings Input Bindings
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\ingroup input
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*/
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///@{
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/** Recipe for converting an axis to a floating point value.
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Absolute axes are converted to the 0..1 range for unbalanced axes, and
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the -1..1 range for balanced axes, and then scaled.
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Relative axes are simply converted to floating point and scaled as they
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have no fixed limits.
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Relative axes should have \a minzone and \a maxzone set to 0, or weird
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things will happen.
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\a min and \a max normally come from the system. \a min and \a max being
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equal indicates the axis is relative.
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\a deadzone applies only to balanced axes, thus it doubles as a flag
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for balanced (>= 0) or unbalanced (< 0). However, relative axes are always
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balanced and so \a deadzone < 0 is the same as 0 for relative axes.
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\a curve is applied after the input has been converted to a float, and the
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0..1 or -1..1 ranges for absolute axes.
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\a scale is applied after \a curve for absolute axes, but before \a curve
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for relative axes.
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*/
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typedef struct in_recipe_s {
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int min; ///< Axis minimum value (from system)
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int max; ///< Axis maximum value (from system)
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int minzone; ///< Size of deadzone near axis minimum
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int maxzone; ///< Size of deadzone near axis maximum
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int deadzone; ///< Size of deadzone near axis center (balanced)
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float curve; ///< Power factor for absolute axes
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float scale; ///< Final scale factor
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} in_recipe_t;
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typedef enum {
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ina_set, ///< write the axis value to the destination
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ina_accumulate, ///< add the axis value to the destination
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} in_axis_mode;
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/** Logical axis.
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Logical axes are the inputs defined by the game on which axis inputs
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(usually "physical" axes) can act. Depending on the mode, the physical
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axis value is either written as-is, or added to the existing value. It is
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the responsibility of the code using the axis to clear the value for
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accumulated inputs.
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*/
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typedef struct in_axis_s {
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float value; ///< converted value of the axis
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in_axis_mode mode; ///< method used for updating the destination
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float abs_input; ///< input from an absolute axis (eg, joystick)
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float rel_input; ///< input from a relative axis (eg, mouse)
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#ifndef __QFCC__
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struct axis_listener_set_s *listeners;
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const char *name;
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const char *description;
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#endif
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} in_axis_t;
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#ifndef __QFCC__
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typedef struct axis_listener_set_s LISTENER_SET_TYPE (in_axis_t)
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axis_listener_set_t;
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/** Function type for axis listeners.
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*/
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typedef void (*axis_listener_t) (void *data, const in_axis_t *axis);
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#endif
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/** Current state of the logical button.
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Captures the current state and any transitions during the last frame.
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Not all combinations are valid (inb_edge_up|inb_down and inb_edge_down
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(no inb_down) are not valid states), but inb_edge_up|inb_edge_down )with
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or without inb_down) is valid as it represents a double transition during
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the frame.
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*/
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typedef enum {
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inb_down = 1<<0, ///< button is held
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inb_edge_down = 1<<1, ///< button pressed this frame
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inb_edge_up = 1<<2, ///< button released this frame
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} in_button_state;
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/** Logical button.
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Logical buttons are the inputs defined by the game on which button inputs
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(usually "physical" buttons) can act. Up to two button inputs can be
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bound to a logical button. The logical button acts as an or gate where
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either input will put the logical button in the pressed state, and both
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inputs must be inactive for the logical button to be released.
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*/
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typedef struct in_button_s {
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int down[2]; ///< button ids holding this button down
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int state; ///< in_button_state
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#ifndef __QFCC__
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struct button_listener_set_s *listeners;
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const char *name;
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const char *description;
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#endif
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} in_button_t;
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#ifndef __QFCC__
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typedef struct button_listener_set_s LISTENER_SET_TYPE (in_button_t)
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button_listener_set_t;
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/** Function type for button listeners.
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*/
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typedef void (*button_listener_t) (void *data, const in_button_t *button);
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typedef struct in_axisbinding_s {
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in_recipe_t *recipe;
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in_axis_t *axis;
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} in_axisbinding_t;
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typedef enum {
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inb_button,
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inb_command,
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} in_button_type;
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typedef struct in_buttonbinding_s {
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in_button_type type;
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union {
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in_button_t *button;
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char *command;
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};
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} in_buttonbinding_t;
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/** Represent the button's activity in the last frame as a float.
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The detected activity is:
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steady off (up)
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steady on (down)
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off to on (up to down) transition
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on to off )down to up) transition
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pulse on (off-on-off or up-down-up)
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pulse off (on-off-on or down-up-down)
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Any additional transitions are treated as a pulse appropriate for the
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final state of the button.
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\param button Pointer to the button being tested.
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\return Float value between 0 (off/up) and 1 (on/down)
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\note The edge transitions are cleared, so for each frame, this
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is a one-shot function (ie, it is NOT idempotent).
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*/
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GNU89INLINE inline float IN_ButtonState (in_button_t *button);
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/** Test whether a button has been pressed in the last frame.
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Both steady-state on, and brief clicks are detected.
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\param button Pointer to the button being tested.
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\return True if the button is currently held or was pulsed on
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in the last frame.
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\note The edge transitions are cleared, so for each frame, this
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is a one-shot function (ie, it is NOT idempotent).
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*/
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GNU89INLINE inline int IN_ButtonPressed (in_button_t *button);
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/** Test whether a button was released in the last frame.
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Valid only if the button is still released. A pulsed off does not
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count as being released as the button is still held.
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\param button Pointer to the button being tested.
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\return True if the button is currently released and the release
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was in the last frame.
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\note The edge transitions are cleared, so for each frame, this
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is a one-shot function (ie, it is NOT idempotent).
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*/
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GNU89INLINE inline int IN_ButtonReleased (in_button_t *button);
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/** Update the axis value based on its mode and clear its relative input.
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The absolute and relative inputs are separate because absolute inputs
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usually get written when the input actually changes (and thus must not
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be cleared each frame), while relative inputs indicate a per-frame delta
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and thus must be cleared each frame.
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\param axis Pointer to the axis being updated.
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\return The resulting output value of the axis.
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\note The relative input (\a rel_input) is zeroed.
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*/
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GNU89INLINE inline float IN_UpdateAxis (in_axis_t *axis);
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/** Update and clamp the axis value (see IN_UpdateAxis())
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Like IN_UpdateAxis(), but clamps the final output to the specified range.
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This is most useful for \a ina_accumulate axes, but can be used to ensure
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\a ina_set axes never exceed a given range.
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The absolute and relative inputs are separate because absolute inputs
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usually get written when the input actually changes (and thus must not
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be cleared each frame), while relative inputs indicate a per-frame delta
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and thus must be cleared each frame.
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\param axis Pointer to the axis being updated.
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\param minval The minimum value to which the axis output will be clamped.
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\param maxval The minimum value to which the axis output will be clamped.
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\return The resulting output value of the axis.
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\note The relative input (\a rel_input) is zeroed. The absolute
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input is not affected by the clamping, only the output
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\a value.
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*/
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GNU89INLINE inline float IN_ClampAxis (in_axis_t *axis,
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float minval, float maxval);
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#ifndef IMPLEMENT_INPUT_Funcs
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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float
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IN_ButtonState (in_button_t *button)
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{
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static const float state_values[8] = {
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// held down for the entire frame
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[inb_down] = 1,
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// released this frame
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[inb_edge_up] = 0, // instant falloff
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// pressed this frame
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[inb_edge_down|inb_down] = 0.5,
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// pressed and released this frame
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[inb_edge_down|inb_edge_up] = 0.25,
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// released and pressed this frame
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[inb_edge_down|inb_edge_up|inb_down] = 0.75,
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};
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int state = button->state;
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button->state &= inb_down; // clear edges, preserve pressed
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return state_values[state & (inb_down|inb_edge_down|inb_edge_up)];
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}
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#ifndef IMPLEMENT_INPUT_Funcs
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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int
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IN_ButtonPressed (in_button_t *button)
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{
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int state = button->state;
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button->state &= inb_down; // clear edges, preserve pressed
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// catch even press and release that occurs between frames
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return (state & (inb_down | inb_edge_down)) != 0;
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}
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#ifndef IMPLEMENT_INPUT_Funcs
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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int
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IN_ButtonReleased (in_button_t *button)
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{
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int state = button->state;
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button->state &= inb_down; // clear edges, preserve pressed
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// catch only full release (a pulsed on does count as a release)
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return (state & (inb_down | inb_edge_up)) == inb_edge_up;
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}
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#ifndef IMPLEMENT_INPUT_Funcs
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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float
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IN_UpdateAxis (in_axis_t *axis)
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{
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float prev_value = axis->value;
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switch (axis->mode) {
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case ina_set:
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axis->value = axis->abs_input + axis->rel_input;
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break;
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case ina_accumulate:
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axis->value += axis->abs_input + axis->rel_input;
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break;
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}
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axis->rel_input = 0;
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if (axis->value != prev_value && axis->listeners) {
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LISTENER_INVOKE (axis->listeners, axis);
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}
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return axis->value;
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}
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#ifndef IMPLEMENT_INPUT_Funcs
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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float
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IN_ClampAxis (in_axis_t *axis, float minval, float maxval)
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{
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float prev_value = axis->value;
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switch (axis->mode) {
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case ina_set:
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axis->value = axis->abs_input + axis->rel_input;
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break;
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case ina_accumulate:
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axis->value += axis->abs_input + axis->rel_input;
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break;
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}
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axis->rel_input = 0;
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axis->value = bound (minval, axis->value, maxval);
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if (axis->value != prev_value && axis->listeners) {
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LISTENER_INVOKE (axis->listeners, axis);
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}
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return axis->value;
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}
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void IN_ButtonAction (in_button_t *buttin, int id, int pressed);
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int IN_RegisterButton (in_button_t *button);
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int IN_RegisterAxis (in_axis_t *axis);
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in_button_t *IN_FindButton (const char *name);
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void IN_ButtonClearStates (void);
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in_axis_t *IN_FindAxis (const char *name);
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void IN_AxisClearStates (void);
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void IN_ButtonAddListener (in_button_t *button, button_listener_t listener,
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void *data);
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void IN_ButtonRemoveListener (in_button_t *button, button_listener_t listener,
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void *data);
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void IN_AxisAddListener (in_axis_t *axis, axis_listener_t listener,
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void *data);
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void IN_AxisRemoveListener (in_axis_t *axis, axis_listener_t listener,
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void *data);
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struct IE_event_s;
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int IN_Binding_HandleEvent (const struct IE_event_s *ie_event);
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void IN_Binding_Activate (void);
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void IN_Binding_Init (void);
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void IN_Binding_Shutdown (void);
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struct plitem_s;
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void IN_Binding_SaveConfig (struct plitem_s *config);
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void IN_Binding_LoadConfig (struct plitem_s *config);
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#endif
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///@}
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#endif//__QF_input_binding_h
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