mirror of
https://github.com/DrBeef/Raze.git
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29b7e1cf79
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
363 lines
9.7 KiB
C++
363 lines
9.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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 the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamecontrol.h"
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#include "keyboard.h"
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#include "mouse.h"
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#include "joystick.h"
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#include "control.h"
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#include "input.h"
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#include "inputstate.h"
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char typebuf[TYPEBUFSIZE];
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int32_t I_CheckAllInput(void)
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{
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return
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inputState.keyBufferWaiting()
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|| inputState.MouseGetButtons()
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|| JOYSTICK_GetButtons();
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}
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void I_ClearAllInput(void)
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{
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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inputState.MouseClearAllButtonss();
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JOYSTICK_ClearAllButtons();
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inputState.ClearAllButtons();
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}
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int32_t I_TextSubmit(void)
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{
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return
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inputState.GetKeyStatus(sc_Enter)
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|| inputState.GetKeyStatus(sc_kpad_Enter)
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//|| MOUSEINACTIVECONDITIONAL(inputState.MouseGetButtons()&LEFT_MOUSE)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_A));
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}
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void I_TextSubmitClear(void)
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{
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inputState.keyFlushChars();
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inputState.ClearKeyStatus(sc_kpad_Enter);
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inputState.ClearKeyStatus(sc_Enter);
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inputState.MouseClearButton(LEFT_MOUSE);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_A);
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}
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int32_t I_AdvanceTrigger(void)
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{
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return
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I_TextSubmit()
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|| inputState.GetKeyStatus(sc_Space);
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}
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void I_AdvanceTriggerClear(void)
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{
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I_TextSubmitClear();
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inputState.ClearKeyStatus(sc_Space);
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}
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int32_t I_ReturnTrigger(void)
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{
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return
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inputState.GetKeyStatus(sc_Escape)
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|| (inputState.MouseGetButtons()&RIGHT_MOUSE)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_B));
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}
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void I_ReturnTriggerClear(void)
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{
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inputState.keyFlushChars();
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inputState.ClearKeyStatus(sc_Escape);
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inputState.MouseClearButton(RIGHT_MOUSE);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_B);
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}
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int32_t I_GeneralTrigger(void)
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{
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return
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I_AdvanceTrigger()
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|| I_ReturnTrigger()
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|| inputState.BUTTON(gamefunc_Open)
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//|| MOUSEINACTIVECONDITIONAL(inputState.BUTTON(gamefunc_Fire))
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|| inputState.BUTTON(gamefunc_Crouch)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_START));
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}
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void I_GeneralTriggerClear(void)
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{
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I_AdvanceTriggerClear();
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I_ReturnTriggerClear();
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inputState.ClearButton(gamefunc_Open);
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inputState.ClearButton(gamefunc_Fire);
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inputState.ClearButton(gamefunc_Crouch);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_START);
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}
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int32_t I_EscapeTrigger(void)
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{
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return
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inputState.GetKeyStatus(sc_Escape)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_START));
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}
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void I_EscapeTriggerClear(void)
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{
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inputState.keyFlushChars();
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inputState.ClearKeyStatus(sc_Escape);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_START);
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}
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int32_t I_MenuUp(void)
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{
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return
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inputState.GetKeyStatus(sc_UpArrow)
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|| inputState.GetKeyStatus(sc_kpad_8)
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|| (inputState.MouseGetButtons()&WHEELUP_MOUSE)
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|| inputState.BUTTON(gamefunc_Move_Forward)
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|| (JOYSTICK_GetHat(0)&HAT_UP)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_DPAD_UP))
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|| CONTROL_GetGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTY);
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}
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void I_MenuUpClear(void)
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{
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inputState.ClearKeyStatus(sc_UpArrow);
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inputState.ClearKeyStatus(sc_kpad_8);
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inputState.MouseClearButton(WHEELUP_MOUSE);
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inputState.ClearButton(gamefunc_Move_Forward);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_UP);
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CONTROL_ClearGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTY);
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}
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int32_t I_MenuDown(void)
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{
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return
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inputState.GetKeyStatus(sc_DownArrow)
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|| inputState.GetKeyStatus(sc_kpad_2)
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|| (inputState.MouseGetButtons()&WHEELDOWN_MOUSE)
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|| inputState.BUTTON(gamefunc_Move_Backward)
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|| (JOYSTICK_GetHat(0)&HAT_DOWN)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_DPAD_DOWN))
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|| CONTROL_GetGameControllerDigitalAxisPos(GAMECONTROLLER_AXIS_LEFTY);
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}
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void I_MenuDownClear(void)
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{
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inputState.ClearKeyStatus(sc_DownArrow);
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inputState.ClearKeyStatus(sc_kpad_2);
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inputState.ClearKeyStatus(sc_PgDn);
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inputState.MouseClearButton(WHEELDOWN_MOUSE);
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inputState.ClearButton(gamefunc_Move_Backward);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_DOWN);
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CONTROL_ClearGameControllerDigitalAxisPos(GAMECONTROLLER_AXIS_LEFTY);
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}
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int32_t I_MenuLeft(void)
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{
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return
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inputState.GetKeyStatus(sc_LeftArrow)
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|| inputState.GetKeyStatus(sc_kpad_4)
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|| (inputState.ShiftPressed() && inputState.GetKeyStatus(sc_Tab))
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|| inputState.BUTTON(gamefunc_Turn_Left)
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|| inputState.BUTTON(gamefunc_Strafe_Left)
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|| (JOYSTICK_GetHat(0)&HAT_LEFT)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_DPAD_LEFT))
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|| CONTROL_GetGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTX);
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}
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void I_MenuLeftClear(void)
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{
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inputState.ClearKeyStatus(sc_LeftArrow);
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inputState.ClearKeyStatus(sc_kpad_4);
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inputState.ClearKeyStatus(sc_Tab);
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inputState.ClearButton(gamefunc_Turn_Left);
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inputState.ClearButton(gamefunc_Strafe_Left);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_LEFT);
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CONTROL_ClearGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTX);
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}
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int32_t I_MenuRight(void)
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{
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return
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inputState.GetKeyStatus(sc_RightArrow)
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|| inputState.GetKeyStatus(sc_kpad_6)
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|| (!inputState.ShiftPressed() && inputState.GetKeyStatus(sc_Tab))
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|| inputState.BUTTON(gamefunc_Turn_Right)
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|| inputState.BUTTON(gamefunc_Strafe_Right)
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|| (inputState.MouseGetButtons()&MIDDLE_MOUSE)
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|| (JOYSTICK_GetHat(0)&HAT_RIGHT)
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|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_DPAD_RIGHT))
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|| CONTROL_GetGameControllerDigitalAxisPos(GAMECONTROLLER_AXIS_LEFTX)
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;
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}
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void I_MenuRightClear(void)
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{
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inputState.ClearKeyStatus(sc_RightArrow);
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inputState.ClearKeyStatus(sc_kpad_6);
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inputState.ClearKeyStatus(sc_Tab);
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inputState.ClearButton(gamefunc_Turn_Right);
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inputState.ClearButton(gamefunc_Strafe_Right);
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inputState.MouseClearButton(MIDDLE_MOUSE);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_RIGHT);
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CONTROL_ClearGameControllerDigitalAxisPos(GAMECONTROLLER_AXIS_LEFTX);
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}
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int32_t I_PanelUp(void)
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{
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return
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I_MenuUp()
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|| I_MenuLeft()
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|| inputState.GetKeyStatus(sc_PgUp)
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;
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}
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void I_PanelUpClear(void)
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{
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I_MenuUpClear();
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I_MenuLeftClear();
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inputState.ClearKeyStatus(sc_PgUp);
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}
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int32_t I_PanelDown(void)
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{
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return
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I_MenuDown()
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|| I_MenuRight()
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|| inputState.GetKeyStatus(sc_PgDn)
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|| I_AdvanceTrigger()
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;
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}
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void I_PanelDownClear(void)
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{
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I_MenuDownClear();
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I_MenuRightClear();
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inputState.ClearKeyStatus(sc_PgDn);
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I_AdvanceTriggerClear();
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}
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int32_t I_SliderLeft(void)
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{
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return
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I_MenuLeft()
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#if !defined EDUKE32_TOUCH_DEVICES
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//|| MOUSEINACTIVECONDITIONAL((inputState.MouseGetButtons()&LEFT_MOUSE) && (inputState.MouseGetButtons()&WHEELUP_MOUSE))
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#endif
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;
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}
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void I_SliderLeftClear(void)
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{
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I_MenuLeftClear();
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inputState.MouseClearButton(WHEELUP_MOUSE);
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}
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int32_t I_SliderRight(void)
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{
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return
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I_MenuRight()
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#if !defined EDUKE32_TOUCH_DEVICES
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//|| MOUSEINACTIVECONDITIONAL((inputState.MouseGetButtons()&LEFT_MOUSE) && (inputState.MouseGetButtons()&WHEELDOWN_MOUSE))
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#endif
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;
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}
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void I_SliderRightClear(void)
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{
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I_MenuRightClear();
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inputState.MouseClearButton(WHEELDOWN_MOUSE);
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}
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int32_t I_EnterText(char *t, int32_t maxlength, int32_t flags)
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{
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char ch;
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int32_t inputloc = strlen(typebuf);
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while ((ch = inputState.keyGetChar()) != 0)
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{
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if (ch == asc_BackSpace)
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{
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if (inputloc > 0)
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{
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inputloc--;
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*(t+inputloc) = 0;
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}
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}
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else
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{
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if (ch == asc_Enter)
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{
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I_AdvanceTriggerClear();
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return 1;
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}
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else if (ch == asc_Escape)
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{
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I_ReturnTriggerClear();
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return -1;
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}
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else if (ch >= 32 && inputloc < maxlength && ch < 127)
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{
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if (!(flags & INPUT_NUMERIC) || (ch >= '0' && ch <= '9'))
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{
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// JBF 20040508: so we can have numeric only if we want
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*(t+inputloc) = ch;
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*(t+inputloc+1) = 0;
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inputloc++;
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}
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}
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}
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}
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if (I_TextSubmit())
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{
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I_TextSubmitClear();
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return 1;
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}
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if (I_ReturnTrigger())
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{
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I_ReturnTriggerClear();
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return -1;
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}
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return 0;
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}
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