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