SRB2/src/g_input.h
2018-12-03 11:50:57 -05:00

169 lines
4.6 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 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
#ifdef _arch_dreamcast
#define MOUSEBUTTONS 5
#define JOYBUTTONS 8 // 8 buttons
#define JOYHATS 2 // 2 hats
#define JOYAXISSET 3 // 3 Sets of 2 axises
#elif defined (_XBOX)
#define MOUSEBUTTONS 5
#define JOYBUTTONS 12 // 12 buttons
#define JOYHATS 1 // 1 hat
#define JOYAXISSET 2 // 2 Sets of 2 axises
#elif defined (_PSP)
#define MOUSEBUTTONS 3
#define JOYBUTTONS 14 // 10 buttons
#define JOYHATS 1 // 1 hat
#define JOYAXISSET 1 // 1 Set of 2 axises
#elif defined (_WII)
#define MOUSEBUTTONS 3
#define JOYBUTTONS 20 // 20 buttons
#define JOYHATS 1 // 1 hat
#define JOYAXISSET 5 // 5 Sets of 2 axises
#else
#define MOUSEBUTTONS 8
#define JOYBUTTONS 32 // 32 buttons
#define JOYHATS 4 // 4 hats
#define JOYAXISSET 4 // 4 Sets of 2 axises
#endif
//
// 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_use,
gc_camtoggle,
gc_camleft,
gc_camright,
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_viewpoint,
gc_custom1, // Lua scriptable
gc_custom2, // Lua scriptable
gc_custom3, // Lua scriptable
num_gamecontrols
} gamecontrols_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;
extern INT32 mousex, mousey;
extern INT32 mlooky; //mousey with mlookSensitivity
extern INT32 mouse2x, mouse2y, mlook2y;
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
#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
// 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_KeynumToString(INT32 keynum);
INT32 G_KeyStringtoNum(const char *keystr);
// detach any keys associated to the given game control
void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control);
void Command_Setcontrol_f(void);
void Command_Setcontrol2_f(void);
void G_Controldefault(void);
void G_SaveKeySetting(FILE *f);
void G_CheckDoubleUsage(INT32 keynum);
#endif