raze-gles/source/common/inputstate.h

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#pragma once
#include <stdint.h>
#include "tarray.h"
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#include "scancodes.h"
typedef uint8_t kb_scancode;
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extern kb_scancode KB_LastScan;
typedef struct
{
const char* key;
char* cmdstr;
char repeat;
char laststate;
}
consolekeybind_t;
// This encapsulates the entire game-readable input state which previously was spread out across several files.
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enum
{
NUMKEYS = 256,
MAXMOUSEBUTTONS = 10,
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};
extern consolekeybind_t CONTROL_KeyBinds[NUMKEYS + MAXMOUSEBUTTONS];
extern bool CONTROL_BindsEnabled;
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire,
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Weapon_1,
gamefunc_Weapon_2,
gamefunc_Weapon_3,
gamefunc_Weapon_4,
gamefunc_Weapon_5,
gamefunc_Weapon_6,
gamefunc_Weapon_7,
gamefunc_Weapon_8,
gamefunc_Weapon_9,
gamefunc_Weapon_10,
gamefunc_Inventory,
gamefunc_Inventory_Use = gamefunc_Inventory,
gamefunc_Inventory_Left,
gamefunc_Inventory_Right,
gamefunc_Holo_Duke,
gamefunc_Jetpack,
gamefunc_NightVision,
gamefunc_Night_Vision = gamefunc_NightVision,
gamefunc_MedKit,
gamefunc_Med_Kit = gamefunc_MedKit,
gamefunc_TurnAround,
gamefunc_SendMessage,
gamefunc_Map,
gamefunc_Map_Toggle = gamefunc_Map,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Center_View,
gamefunc_Holster_Weapon,
gamefunc_Show_Opponents_Weapon,
gamefunc_Map_Follow_Mode,
gamefunc_See_Coop_View,
gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Toggle_Crosshair,
gamefunc_Steroids,
gamefunc_Quick_Kick,
gamefunc_Next_Weapon,
gamefunc_Previous_Weapon,
gamefunc_Show_Console,
gamefunc_Show_DukeMatch_Scores,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_AutoRun,
gamefunc_Last_Weapon,
gamefunc_Quick_Save,
gamefunc_Quick_Load,
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View,
gamefunc_Toggle_Crouch,
gamefunc_See_Chase_View, // this was added by Blood
gamefunc_Turn_Around,
gamefunc_Weapon_Fire,
gamefunc_Weapon_Special_Fire,
gamefunc_Aim_Center,
gamefunc_Tilt_Left,
gamefunc_Tilt_Right,
gamefunc_Send_Message,
gamefunc_BeastVision,
gamefunc_CrystalBall,
gamefunc_JumpBoots,
gamefunc_ProximityBombs,
gamefunc_RemoteBombs,
gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
gamefunc_Gas_Bomb,
gamefunc_Flash_Bomb,
gamefunc_Caltrops,
NUMGAMEFUNCTIONS
};
class InputState
{
// NOTE: This entire thing is mostly a band-aid to wrap something around MACT so that replacing it with a true event-driven system later
// won't result in a total disaster. None of this is meant to live for long because the input method at use here is fundamentally flawed
// because it does not track what triggered the button.
struct ButtonStateFlags
{
bool ButtonActive; // Button currently reports being active to the client
bool ButtonCleared;, // Button has been cleared by the client, i.e. do not set to active until no input for this button is active anymore.
};
ButtonStateFlags ButtonState[NUMGAMEFUNCTIONS];
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uint8_t KeyStatus[NUMKEYS];
public:
bool BUTTON(int x)
{
return ButtonState[x].ButtonActive;
}
// Receive a status update
void UpdateButton(int x, bool set)
{
auto &b = ButtonState[x];
if (!b.ButtonCleared) b.ButtonActive = set;
else if (!set) b.ButtonCleared = false;
}
void ClearButton(int x)
{
ButtonState[x].ButtonActive = false;
ButtonState[x].ButtonCleared = true;
}
void ClearAllButtons()
{
for (auto & b : ButtonState)
{
b.ButtonActive = false;
b.ButtonCleared = true;
}
}
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uint8_t GetKeyStatus(int key)
{
return KeyStatus[key];
}
void SetKeyStatus(int key, int state = 1)
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{
KeyStatus[key] = (uint8_t)state;
}
void ClearKeyStatus(int key)
{
KeyStatus[key] = 0;
}
void ClearAllKeyStatus()
{
memset(KeyStatus, 0, sizeof(KeyStatus));
}
bool AltPressed()
{
return KeyStatus[sc_LeftAlt] || KeyStatus[sc_RightAlt];
}
bool CtrlPressed()
{
return KeyStatus[sc_LeftControl] || KeyStatus[sc_RightControl];
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}
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bool WinPressed()
{
return KeyStatus[sc_LeftWin] || KeyStatus[sc_RightWin];
}
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bool ShiftPressed()
{
return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
}
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bool EscapePressed()
{
return !!KeyStatus[sc_Escape];
}
void SetBindsEnabled(bool on)
{
// This just forwards the setting
CONTROL_BindsEnabled = on;
}
};
extern InputState inputState;
inline bool BUTTON(int x)
{
return inputState.BUTTON(x);
}
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inline uint8_t KB_KeyPressed(int scan)
{
return inputState.GetKeyStatus(scan);
}
inline void KB_ClearKeyDown(int scan)
{
inputState.ClearKeyStatus(scan);
}
inline bool KB_UnBoundKeyPressed(int scan)
{
return (inputState.GetKeyStatus(scan) != 0 && !CONTROL_KeyBinds[scan].cmdstr);
}
inline void KB_ClearKeysDown(void)
{
KB_LastScan = 0;
inputState.ClearAllKeyStatus();
}