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https://git.code.sf.net/p/quake/quakeforge
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fae9e043df
This puts the name and description into the button itself, making it much easier to look them up.
222 lines
6.6 KiB
C
222 lines
6.6 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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/*** Recipe for converting an axis to a floating point value.
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Recipes apply only to absolute axes.
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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).
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\a curve is applied after the input has been converted
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*/
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typedef struct in_recipe_s {
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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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} 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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} in_axis_t;
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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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const char *name;
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const char *description;
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} in_button_t;
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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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struct {
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int bind_id; ///< for button multi-press support
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in_button_t *button;
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};
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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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\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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\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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#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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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, const char *name,
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const char *description);
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in_button_t *IN_FindButton (const char *name);
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#endif
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#endif//__QF_input_binding_h
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