SRB2/src/g_input.h
2023-03-31 14:53:31 +02:00

202 lines
5.9 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2023 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file g_input.h
/// \brief handle mouse/keyboard/joystick inputs,
/// maps inputs to game controls (forward, spin, jump...)
#ifndef __G_INPUT__
#define __G_INPUT__
#include "d_event.h"
#include "keys.h"
#include "command.h"
// number of total 'button' inputs, include keyboard keys, plus virtual
// keys (mousebuttons and joybuttons becomes keys)
#define NUMKEYS 256
#define MOUSEBUTTONS 8
#define JOYBUTTONS 32 // 32 buttons
#define JOYHATS 4 // 4 hats
#define JOYAXISSET 4 // 4 Sets of 2 axises
//
// mouse and joystick buttons are handled as 'virtual' keys
//
typedef enum
{
KEY_MOUSE1 = NUMKEYS,
KEY_JOY1 = KEY_MOUSE1 + MOUSEBUTTONS,
KEY_HAT1 = KEY_JOY1 + JOYBUTTONS,
KEY_DBLMOUSE1 =KEY_HAT1 + JOYHATS*4, // double clicks
KEY_DBLJOY1 = KEY_DBLMOUSE1 + MOUSEBUTTONS,
KEY_DBLHAT1 = KEY_DBLJOY1 + JOYBUTTONS,
KEY_2MOUSE1 = KEY_DBLHAT1 + JOYHATS*4,
KEY_2JOY1 = KEY_2MOUSE1 + MOUSEBUTTONS,
KEY_2HAT1 = KEY_2JOY1 + JOYBUTTONS,
KEY_DBL2MOUSE1 = KEY_2HAT1 + JOYHATS*4,
KEY_DBL2JOY1 = KEY_DBL2MOUSE1 + MOUSEBUTTONS,
KEY_DBL2HAT1 = KEY_DBL2JOY1 + JOYBUTTONS,
KEY_MOUSEWHEELUP = KEY_DBL2HAT1 + JOYHATS*4,
KEY_MOUSEWHEELDOWN = KEY_MOUSEWHEELUP + 1,
KEY_2MOUSEWHEELUP = KEY_MOUSEWHEELDOWN + 1,
KEY_2MOUSEWHEELDOWN = KEY_2MOUSEWHEELUP + 1,
NUMINPUTS = KEY_2MOUSEWHEELDOWN + 1,
} key_input_e;
typedef enum
{
GC_NULL = 0, // a key/button mapped to GC_NULL has no effect
GC_FORWARD,
GC_BACKWARD,
GC_STRAFELEFT,
GC_STRAFERIGHT,
GC_TURNLEFT,
GC_TURNRIGHT,
GC_WEAPONNEXT,
GC_WEAPONPREV,
GC_WEPSLOT1,
GC_WEPSLOT2,
GC_WEPSLOT3,
GC_WEPSLOT4,
GC_WEPSLOT5,
GC_WEPSLOT6,
GC_WEPSLOT7,
GC_WEPSLOT8,
GC_WEPSLOT9,
GC_WEPSLOT10,
GC_FIRE,
GC_FIRENORMAL,
GC_TOSSFLAG,
GC_SPIN,
GC_CAMTOGGLE,
GC_CAMRESET,
GC_LOOKUP,
GC_LOOKDOWN,
GC_CENTERVIEW,
GC_MOUSEAIMING, // mouse aiming is momentary (toggleable in the menu)
GC_TALKKEY,
GC_TEAMKEY,
GC_SCORES,
GC_JUMP,
GC_CONSOLE,
GC_PAUSE,
GC_SYSTEMMENU,
GC_SCREENSHOT,
GC_RECORDGIF,
GC_VIEWPOINTNEXT,
GC_VIEWPOINTPREV,
GC_CUSTOM1, // Lua scriptable
GC_CUSTOM2, // Lua scriptable
GC_CUSTOM3, // Lua scriptable
NUM_GAMECONTROLS
} gamecontrols_e;
typedef enum
{
gcs_custom,
gcs_fps,
gcs_platform,
num_gamecontrolschemes
} gamecontrolschemes_e;
// mouse values are used once
extern consvar_t cv_mousesens, cv_mouseysens;
extern consvar_t cv_mousesens2, cv_mouseysens2;
extern consvar_t cv_controlperkey;
typedef struct
{
INT32 dx; // deltas with mousemove sensitivity
INT32 dy;
INT32 mlookdy; // dy with mouselook sensitivity
INT32 rdx; // deltas without sensitivity
INT32 rdy;
UINT16 buttons;
} mouse_t;
#define MB_BUTTON1 0x0001
#define MB_BUTTON2 0x0002
#define MB_BUTTON3 0x0004
#define MB_BUTTON4 0x0008
#define MB_BUTTON5 0x0010
#define MB_BUTTON6 0x0020
#define MB_BUTTON7 0x0040
#define MB_BUTTON8 0x0080
#define MB_SCROLLUP 0x0100
#define MB_SCROLLDOWN 0x0200
extern mouse_t mouse;
extern mouse_t mouse2;
extern INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET];
// current state of the keys: true if pushed
extern UINT8 gamekeydown[NUMINPUTS];
// two key codes (or virtual key) per game control
extern INT32 gamecontrol[NUM_GAMECONTROLS][2];
extern INT32 gamecontrolbis[NUM_GAMECONTROLS][2]; // secondary splitscreen player
extern INT32 gamecontroldefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2]; // default control storage, use 0 (gcs_custom) for memory retention
extern INT32 gamecontrolbisdefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2];
#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
#define PLAYERINPUTDOWN(p, gc) ((p) == 2 ? PLAYER2INPUTDOWN(gc) : PLAYER1INPUTDOWN(gc))
#define num_gcl_tutorial_check 6
#define num_gcl_tutorial_used 8
#define num_gcl_tutorial_full 13
#define num_gcl_movement 4
#define num_gcl_camera 2
#define num_gcl_movement_camera 6
#define num_gcl_jump 1
#define num_gcl_spin 1
#define num_gcl_jump_spin 2
extern const INT32 gcl_tutorial_check[num_gcl_tutorial_check];
extern const INT32 gcl_tutorial_used[num_gcl_tutorial_used];
extern const INT32 gcl_tutorial_full[num_gcl_tutorial_full];
extern const INT32 gcl_movement[num_gcl_movement];
extern const INT32 gcl_camera[num_gcl_camera];
extern const INT32 gcl_movement_camera[num_gcl_movement_camera];
extern const INT32 gcl_jump[num_gcl_jump];
extern const INT32 gcl_spin[num_gcl_spin];
extern const INT32 gcl_jump_spin[num_gcl_jump_spin];
// peace to my little coder fingers!
// check a gamecontrol being active or not
// remaps the input event to a game control.
void G_MapEventsToControls(event_t *ev);
// returns the name of a key
const char *G_KeyNumToName(INT32 keynum);
INT32 G_KeyNameToNum(const char *keystr);
// detach any keys associated to the given game control
void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control);
void G_ClearAllControlKeys(void);
void Command_Setcontrol_f(void);
void Command_Setcontrol2_f(void);
void G_DefineDefaultControls(void);
INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen);
void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen);
void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2]);
INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify);
// sets the members of a mouse_t given position deltas
void G_SetMouseDeltas(INT32 dx, INT32 dy, UINT8 ssplayer);
#endif