SRB2/src/g_input.h
2020-02-19 14:08:45 -08:00

178 lines
5.3 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 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_use,
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_viewpoint,
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;
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
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_use 1
#define num_gcl_jump_use 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_use[num_gcl_use];
extern const INT32 gcl_jump_use[num_gcl_jump_use];
// 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 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);
#endif