raze-gles/polymer/eduke32/source/jmact/control.c

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/*
* control.c
* MACT library controller handling
*
* Derived from MACT386.LIB disassembly by Jonathon Fowler
*
*/
#include "compat.h"
#include "keyboard.h"
#include "mouse.h"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "joystick.h"
#include "control.h"
#include "_control.h"
#include "baselayer.h"
#include "osd.h"
#include "pragmas.h"
#ifdef __ANDROID__
#include "android.h"
#endif
int32_t CONTROL_JoyPresent = FALSE;
int32_t CONTROL_JoystickEnabled = FALSE;
int32_t CONTROL_MousePresent = FALSE;
int32_t CONTROL_MouseEnabled = FALSE;
uint64_t CONTROL_ButtonState = 0;
uint64_t CONTROL_ButtonHeldState = 0;
// static int32_t CONTROL_UserInputDelay = -1;
float CONTROL_MouseSensitivity = DEFAULTMOUSESENSITIVITY;
static int32_t CONTROL_NumMouseButtons = 0;
static int32_t CONTROL_NumMouseAxes = 0;
static int32_t CONTROL_NumJoyButtons = 0;
static int32_t CONTROL_NumJoyAxes = 0;
static controlflags CONTROL_Flags[CONTROL_NUM_FLAGS];
static controlbuttontype CONTROL_MouseButtonMapping[MAXMOUSEBUTTONS],
CONTROL_JoyButtonMapping[MAXJOYBUTTONS];
//static controlkeymaptype CONTROL_KeyMapping[CONTROL_NUM_FLAGS];
static controlaxismaptype CONTROL_MouseAxesMap[MAXMOUSEAXES], // maps physical axes onto virtual ones
CONTROL_JoyAxesMap[MAXJOYAXES];
static controlaxistype CONTROL_MouseAxes[MAXMOUSEAXES], // physical axes
CONTROL_JoyAxes[MAXJOYAXES];
static controlaxistype CONTROL_LastMouseAxes[MAXMOUSEAXES],
CONTROL_LastJoyAxes[MAXJOYAXES];
static int32_t CONTROL_MouseAxesScale[MAXMOUSEAXES], CONTROL_JoyAxesScale[MAXJOYAXES];
static int32_t CONTROL_MouseButtonState[MAXMOUSEBUTTONS], CONTROL_JoyButtonState[MAXJOYBUTTONS];
static int32_t CONTROL_MouseButtonClickedTime[MAXMOUSEBUTTONS], CONTROL_JoyButtonClickedTime[MAXJOYBUTTONS];
static int32_t CONTROL_MouseButtonClickedState[MAXMOUSEBUTTONS], CONTROL_JoyButtonClickedState[MAXJOYBUTTONS];
static int32_t CONTROL_MouseButtonClicked[MAXMOUSEBUTTONS], CONTROL_JoyButtonClicked[MAXJOYBUTTONS];
static uint8_t CONTROL_MouseButtonClickedCount[MAXMOUSEBUTTONS], CONTROL_JoyButtonClickedCount[MAXJOYBUTTONS];
static int32_t(*ExtGetTime)(void);
int32_t CONTROL_Started = FALSE;
//static int32_t ticrate;
static int32_t CONTROL_DoubleClickSpeed;
int32_t CONTROL_OSDInput[CONTROL_NUM_FLAGS];
keybind CONTROL_KeyBinds[MAXBOUNDKEYS];
keybind CONTROL_MouseBinds[MAXMOUSEBUTTONS];
int32_t CONTROL_BindsEnabled = 0;
int32_t CONTROL_SmoothMouse = 0;
#define CONTROL_CheckRange(which) ((uint32_t)which >= (uint32_t)CONTROL_NUM_FLAGS)
#define BIND(x, s, r, k) do { Bfree(x.cmdstr); x.cmdstr = s; x.repeat = r; x.key = k; } while (0)
void CONTROL_ClearAllBinds(void)
{
int32_t i;
for (i=0; i<MAXBOUNDKEYS; i++)
CONTROL_FreeKeyBind(i);
for (i=0; i<MAXMOUSEBUTTONS; i++)
CONTROL_FreeMouseBind(i);
}
void CONTROL_BindKey(int32_t i, const char *cmd, int32_t repeat, const char *keyname)
{
BIND(CONTROL_KeyBinds[i], Bstrdup(cmd), repeat, keyname);
}
void CONTROL_BindMouse(int32_t i, const char *cmd, int32_t repeat, const char *keyname)
{
BIND(CONTROL_MouseBinds[i], Bstrdup(cmd), repeat, keyname);
}
void CONTROL_FreeKeyBind(int32_t i)
{
BIND(CONTROL_KeyBinds[i], NULL, 0, NULL);
}
void CONTROL_FreeMouseBind(int32_t i)
{
BIND(CONTROL_MouseBinds[i], NULL, 0, NULL);
}
static void CONTROL_GetMouseDelta(void)
{
int32_t x,y;
MOUSE_GetDelta(&x, &y);
if (CONTROL_SmoothMouse)
{
static int32_t lastx = 0, lasty = 0;
CONTROL_MouseAxes[0].analog = (int32_t)(((x + lastx) / 2.0f) * 4.0f * CONTROL_MouseSensitivity);
CONTROL_MouseAxes[1].analog = (int32_t)((((y + lasty) / 2.0f) * 4.0f * CONTROL_MouseSensitivity) * 2.0f);
lastx = x;
lasty = y;
return;
}
CONTROL_MouseAxes[0].analog = (int32_t)(x * 4.0f * CONTROL_MouseSensitivity);
CONTROL_MouseAxes[1].analog = (int32_t)((y * 4.0f * CONTROL_MouseSensitivity) * 2.0f);
}
static int32_t CONTROL_GetTime(void)
{
static int32_t t = 0;
t += 5;
return t;
}
static void CONTROL_SetFlag(int32_t which, int32_t active)
{
if (CONTROL_CheckRange(which)) return;
if (CONTROL_Flags[which].toggle == INSTANT_ONOFF)
{
CONTROL_Flags[which].active = active;
return;
}
if (active)
{
CONTROL_Flags[which].buttonheld = FALSE;
}
else if (CONTROL_Flags[which].buttonheld == FALSE)
{
CONTROL_Flags[which].buttonheld = TRUE;
CONTROL_Flags[which].active = (CONTROL_Flags[which].active ? FALSE : TRUE);
}
}
#if 0
int32_t CONTROL_KeyboardFunctionPressed(int32_t which)
{
int32_t key1 = 0, key2 = 0;
if (CONTROL_CheckRange(which)) return FALSE;
if (!CONTROL_Flags[which].used) return FALSE;
if (CONTROL_KeyMapping[which].key1 != KEYUNDEFINED && !KeyBindings[CONTROL_KeyMapping[which].key1].cmdstr)
key1 = KB_KeyDown[ CONTROL_KeyMapping[which].key1 ] ? TRUE : FALSE;
if (CONTROL_KeyMapping[which].key2 != KEYUNDEFINED && !KeyBindings[CONTROL_KeyMapping[which].key2].cmdstr)
key2 = KB_KeyDown[ CONTROL_KeyMapping[which].key2 ] ? TRUE : FALSE;
return (key1 | key2);
}
void CONTROL_ClearKeyboardFunction(int32_t which)
{
if (CONTROL_CheckRange(which)) return;
if (!CONTROL_Flags[which].used) return;
if (CONTROL_KeyMapping[which].key1 != KEYUNDEFINED)
KB_KeyDown[ CONTROL_KeyMapping[which].key1 ] = 0;
if (CONTROL_KeyMapping[which].key2 != KEYUNDEFINED)
KB_KeyDown[ CONTROL_KeyMapping[which].key2 ] = 0;
}
#endif
void CONTROL_DefineFlag(int32_t which, int32_t toggle)
{
if (CONTROL_CheckRange(which)) return;
CONTROL_Flags[which].active = FALSE;
CONTROL_Flags[which].used = TRUE;
CONTROL_Flags[which].toggle = toggle;
CONTROL_Flags[which].buttonheld = FALSE;
CONTROL_Flags[which].cleared = 0;
}
int32_t CONTROL_FlagActive(int32_t which)
{
if (CONTROL_CheckRange(which)) return FALSE;
return CONTROL_Flags[which].used;
}
#if 0
void CONTROL_MapKey(int32_t which, kb_scancode key1, kb_scancode key2)
{
if (CONTROL_CheckRange(which)) return;
CONTROL_KeyMapping[which].key1 = key1 ? key1 : KEYUNDEFINED;
CONTROL_KeyMapping[which].key2 = key2 ? key2 : KEYUNDEFINED;
}
void CONTROL_PrintKeyMap(void)
{
int32_t i;
for (i=0; i<CONTROL_NUM_FLAGS; i++)
{
initprintf("function %2d key1=%3x key2=%3x\n",
i, CONTROL_KeyMapping[i].key1, CONTROL_KeyMapping[i].key2);
}
}
void CONTROL_PrintControlFlag(int32_t which)
{
initprintf("function %2d active=%d used=%d toggle=%d buttonheld=%d cleared=%d\n",
which, CONTROL_Flags[which].active, CONTROL_Flags[which].used,
CONTROL_Flags[which].toggle, CONTROL_Flags[which].buttonheld,
CONTROL_Flags[which].cleared);
}
void CONTROL_PrintAxes(void)
{
int32_t i;
initprintf("nummouseaxes=%d\n", CONTROL_NumMouseAxes);
for (i=0; i<CONTROL_NumMouseAxes; i++)
{
initprintf("axis=%d analog=%d digital1=%d digital2=%d\n",
i, CONTROL_MouseAxesMap[i].analogmap,
CONTROL_MouseAxesMap[i].minmap, CONTROL_MouseAxesMap[i].maxmap);
}
initprintf("numjoyaxes=%d\n", CONTROL_NumJoyAxes);
for (i=0; i<CONTROL_NumJoyAxes; i++)
{
initprintf("axis=%d analog=%d digital1=%d digital2=%d\n",
i, CONTROL_JoyAxesMap[i].analogmap,
CONTROL_JoyAxesMap[i].minmap, CONTROL_JoyAxesMap[i].maxmap);
}
}
#endif
void CONTROL_MapButton(int32_t whichfunction, int32_t whichbutton, int32_t doubleclicked, controldevice device)
{
controlbuttontype *set;
if (CONTROL_CheckRange(whichfunction)) whichfunction = BUTTONUNDEFINED;
switch (device)
{
case controldevice_mouse:
if ((uint32_t)whichbutton >= (uint32_t)MAXMOUSEBUTTONS)
{
//Error("CONTROL_MapButton: button %d out of valid range for %d mouse buttons.",
// whichbutton, CONTROL_NumMouseButtons);
return;
}
set = CONTROL_MouseButtonMapping;
break;
case controldevice_joystick:
if ((uint32_t)whichbutton >= (uint32_t)MAXJOYBUTTONS)
{
//Error("CONTROL_MapButton: button %d out of valid range for %d joystick buttons.",
// whichbutton, CONTROL_NumJoyButtons);
return;
}
set = CONTROL_JoyButtonMapping;
break;
default:
//Error("CONTROL_MapButton: invalid controller device type");
return;
}
if (doubleclicked)
set[whichbutton].doubleclicked = whichfunction;
else
set[whichbutton].singleclicked = whichfunction;
}
void CONTROL_MapAnalogAxis(int32_t whichaxis, int32_t whichanalog, controldevice device)
{
controlaxismaptype *set;
if ((uint32_t)whichanalog >= (uint32_t)analog_maxtype)
{
//Error("CONTROL_MapAnalogAxis: analog function %d out of valid range for %d analog functions.",
// whichanalog, analog_maxtype);
return;
}
switch (device)
{
case controldevice_mouse:
if ((uint32_t)whichaxis >= (uint32_t)MAXMOUSEAXES)
{
//Error("CONTROL_MapAnalogAxis: axis %d out of valid range for %d mouse axes.",
// whichaxis, MAXMOUSEAXES);
return;
}
set = CONTROL_MouseAxesMap;
break;
case controldevice_joystick:
if ((uint32_t)whichaxis >= (uint32_t)MAXJOYAXES)
{
//Error("CONTROL_MapAnalogAxis: axis %d out of valid range for %d joystick axes.",
// whichaxis, MAXJOYAXES);
return;
}
set = CONTROL_JoyAxesMap;
break;
default:
//Error("CONTROL_MapAnalogAxis: invalid controller device type");
return;
}
set[whichaxis].analogmap = whichanalog;
}
void CONTROL_SetAnalogAxisScale(int32_t whichaxis, int32_t axisscale, controldevice device)
{
int32_t *set;
switch (device)
{
case controldevice_mouse:
if ((uint32_t)whichaxis >= (uint32_t)MAXMOUSEAXES)
{
//Error("CONTROL_SetAnalogAxisScale: axis %d out of valid range for %d mouse axes.",
// whichaxis, MAXMOUSEAXES);
return;
}
set = CONTROL_MouseAxesScale;
break;
case controldevice_joystick:
if ((uint32_t)whichaxis >= (uint32_t)MAXJOYAXES)
{
//Error("CONTROL_SetAnalogAxisScale: axis %d out of valid range for %d joystick axes.",
// whichaxis, MAXJOYAXES);
return;
}
set = CONTROL_JoyAxesScale;
break;
default:
//Error("CONTROL_SetAnalogAxisScale: invalid controller device type");
return;
}
set[whichaxis] = axisscale;
}
void CONTROL_MapDigitalAxis(int32_t whichaxis, int32_t whichfunction, int32_t direction, controldevice device)
{
controlaxismaptype *set;
if (CONTROL_CheckRange(whichfunction)) whichfunction = AXISUNDEFINED;
switch (device)
{
case controldevice_mouse:
if ((uint32_t)whichaxis >= (uint32_t)MAXMOUSEAXES)
{
//Error("CONTROL_MapDigitalAxis: axis %d out of valid range for %d mouse axes.",
// whichaxis, MAXMOUSEAXES);
return;
}
set = CONTROL_MouseAxesMap;
break;
case controldevice_joystick:
if ((uint32_t)whichaxis >= (uint32_t)MAXJOYAXES)
{
//Error("CONTROL_MapDigitalAxis: axis %d out of valid range for %d joystick axes.",
// whichaxis, MAXJOYAXES);
return;
}
set = CONTROL_JoyAxesMap;
break;
default:
//Error("CONTROL_MapDigitalAxis: invalid controller device type");
return;
}
switch (direction) // JBF: this is all very much a guess. The ASM puzzles me.
{
case axis_up:
case axis_left:
set[whichaxis].minmap = whichfunction;
break;
case axis_down:
case axis_right:
set[whichaxis].maxmap = whichfunction;
break;
default:
break;
}
}
void CONTROL_ClearAssignments(void)
{
int32_t i;
memset(CONTROL_MouseButtonMapping, BUTTONUNDEFINED, sizeof(CONTROL_MouseButtonMapping));
memset(CONTROL_JoyButtonMapping, BUTTONUNDEFINED, sizeof(CONTROL_JoyButtonMapping));
// memset(CONTROL_KeyMapping, KEYUNDEFINED, sizeof(CONTROL_KeyMapping));
memset(CONTROL_MouseAxesMap, AXISUNDEFINED, sizeof(CONTROL_MouseAxesMap));
memset(CONTROL_JoyAxesMap, AXISUNDEFINED, sizeof(CONTROL_JoyAxesMap));
memset(CONTROL_MouseAxes, 0, sizeof(CONTROL_MouseAxes));
memset(CONTROL_JoyAxes, 0, sizeof(CONTROL_JoyAxes));
memset(CONTROL_LastMouseAxes, 0, sizeof(CONTROL_LastMouseAxes));
memset(CONTROL_LastJoyAxes, 0, sizeof(CONTROL_LastJoyAxes));
for (i=0; i<MAXMOUSEAXES; i++)
CONTROL_MouseAxesScale[i] = NORMALAXISSCALE;
for (i=0; i<MAXJOYAXES; i++)
CONTROL_JoyAxesScale[i] = NORMALAXISSCALE;
}
static void DoGetDeviceButtons(
int32_t buttons, int32_t tm,
int32_t NumButtons,
int32_t *DeviceButtonState,
int32_t *ButtonClickedTime,
int32_t *ButtonClickedState,
int32_t *ButtonClicked,
uint8_t *ButtonClickedCount
)
{
int32_t i=NumButtons-1;
for (; i>=0; i--)
{
int32_t bs = (buttons >> i) & 1;
DeviceButtonState[i] = bs;
ButtonClickedState[i] = FALSE;
if (bs)
{
if (ButtonClicked[i] == FALSE)
{
ButtonClicked[i] = TRUE;
if (ButtonClickedCount[i] == 0 || tm > ButtonClickedTime[i])
{
ButtonClickedTime[i] = tm + CONTROL_DoubleClickSpeed;
ButtonClickedCount[i] = 1;
}
else if (tm < ButtonClickedTime[i])
{
ButtonClickedState[i] = TRUE;
ButtonClickedTime[i] = 0;
ButtonClickedCount[i] = 2;
}
}
else if (ButtonClickedCount[i] == 2)
{
ButtonClickedState[i] = TRUE;
}
continue;
}
if (ButtonClickedCount[i] == 2)
ButtonClickedCount[i] = 0;
ButtonClicked[i] = FALSE;
}
}
static void CONTROL_GetDeviceButtons(void)
{
int32_t t = ExtGetTime();
if (CONTROL_MouseEnabled)
{
DoGetDeviceButtons(
MOUSE_GetButtons(), t,
CONTROL_NumMouseButtons,
CONTROL_MouseButtonState,
CONTROL_MouseButtonClickedTime,
CONTROL_MouseButtonClickedState,
CONTROL_MouseButtonClicked,
CONTROL_MouseButtonClickedCount
);
}
if (CONTROL_JoystickEnabled)
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
int32_t buttons = JOYSTICK_GetButtons();
if (joynumhats > 0)
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
int32_t hat = JOYSTICK_GetHat(0);
if (hat != 0)
buttons |= hat << min(MAXJOYBUTTONS,joynumbuttons);
}
DoGetDeviceButtons(
buttons, t,
CONTROL_NumJoyButtons,
CONTROL_JoyButtonState,
CONTROL_JoyButtonClickedTime,
CONTROL_JoyButtonClickedState,
CONTROL_JoyButtonClicked,
CONTROL_JoyButtonClickedCount
);
}
}
static void CONTROL_DigitizeAxis(int32_t axis, controldevice device)
{
controlaxistype *set, *lastset;
switch (device)
{
case controldevice_mouse:
set = CONTROL_MouseAxes;
lastset = CONTROL_LastMouseAxes;
break;
case controldevice_joystick:
set = CONTROL_JoyAxes;
lastset = CONTROL_LastJoyAxes;
break;
default: return;
}
if (set[axis].analog > 0)
{
if (set[axis].analog > THRESHOLD || (set[axis].analog > MINTHRESHOLD && lastset[axis].digital == 1))
set[axis].digital = 1;
}
else
{
if (set[axis].analog < -THRESHOLD || (set[axis].analog < -MINTHRESHOLD && lastset[axis].digital == -1))
set[axis].digital = -1;
}
}
static void CONTROL_ScaleAxis(int32_t axis, controldevice device)
{
controlaxistype *set;
int32_t *scale;
switch (device)
{
case controldevice_mouse:
set = CONTROL_MouseAxes;
scale = CONTROL_MouseAxesScale;
break;
case controldevice_joystick:
set = CONTROL_JoyAxes;
scale = CONTROL_JoyAxesScale;
break;
default: return;
}
set[axis].analog = mulscale16(set[axis].analog, scale[axis]);
}
static void CONTROL_ApplyAxis(int32_t axis, ControlInfo *info, controldevice device)
{
controlaxistype *set;
controlaxismaptype *map;
switch (device)
{
case controldevice_mouse:
set = CONTROL_MouseAxes;
map = CONTROL_MouseAxesMap;
break;
case controldevice_joystick:
set = CONTROL_JoyAxes;
map = CONTROL_JoyAxesMap;
break;
default: return;
}
switch (map[axis].analogmap)
{
case analog_turning: info->dyaw += set[axis].analog; break;
case analog_strafing: info->dx += set[axis].analog; break;
case analog_lookingupanddown: info->dpitch += set[axis].analog; break;
case analog_elevation: info->dy += set[axis].analog; break;
case analog_rolling: info->droll += set[axis].analog; break;
case analog_moving: info->dz += set[axis].analog; break;
default: break;
}
}
static void CONTROL_PollDevices(ControlInfo *info)
{
memset(info, 0, sizeof(ControlInfo));
#ifdef __ANDROID__
CONTROL_Android_PollDevices(info);
#endif
if (CONTROL_MouseEnabled)
{
int32_t i = MAXMOUSEAXES-1;
Bmemcpy(CONTROL_LastMouseAxes, CONTROL_MouseAxes, sizeof(CONTROL_MouseAxes));
memset(CONTROL_MouseAxes, 0, sizeof(CONTROL_MouseAxes));
CONTROL_GetMouseDelta();
for (; i>=0; i--)
{
CONTROL_DigitizeAxis(i, controldevice_mouse);
CONTROL_ScaleAxis(i, controldevice_mouse);
LIMITCONTROL(&CONTROL_MouseAxes[i].analog);
CONTROL_ApplyAxis(i, info, controldevice_mouse);
}
}
if (CONTROL_JoystickEnabled)
{
int32_t i = joynumaxes-1;
Bmemcpy(CONTROL_LastJoyAxes, CONTROL_JoyAxes, sizeof(CONTROL_JoyAxes));
memset(CONTROL_JoyAxes, 0, sizeof(CONTROL_JoyAxes));
for (; i>=0; i--)
{
CONTROL_JoyAxes[i].analog = joyaxis[i];
CONTROL_DigitizeAxis(i, controldevice_joystick);
CONTROL_ScaleAxis(i, controldevice_joystick);
LIMITCONTROL(&CONTROL_JoyAxes[i].analog);
CONTROL_ApplyAxis(i, info, controldevice_joystick);
}
}
CONTROL_GetDeviceButtons();
}
static void CONTROL_AxisFunctionState(int32_t *p1)
{
if (CONTROL_NumMouseAxes)
{
int32_t j, i = CONTROL_NumMouseAxes-1;
do
{
if (!CONTROL_MouseAxes[i].digital) continue;
if (CONTROL_MouseAxes[i].digital < 0)
j = CONTROL_MouseAxesMap[i].minmap;
else
j = CONTROL_MouseAxesMap[i].maxmap;
if (j != AXISUNDEFINED)
p1[j] = 1;
}
while (i--);
}
if (CONTROL_NumJoyAxes)
{
int32_t j, i = CONTROL_NumJoyAxes-1;
do
{
if (!CONTROL_JoyAxes[i].digital) continue;
if (CONTROL_JoyAxes[i].digital < 0)
j = CONTROL_JoyAxesMap[i].minmap;
else
j = CONTROL_JoyAxesMap[i].maxmap;
if (j != AXISUNDEFINED)
p1[j] = 1;
}
while (i--);
}
}
static void CONTROL_ButtonFunctionState(int32_t *p1)
{
if (CONTROL_NumMouseButtons)
{
int32_t i = CONTROL_NumMouseButtons-1, j;
do
{
if (!CONTROL_MouseBinds[i].cmdstr)
{
j = CONTROL_MouseButtonMapping[i].doubleclicked;
if (j != KEYUNDEFINED)
p1[j] |= CONTROL_MouseButtonClickedState[i];
j = CONTROL_MouseButtonMapping[i].singleclicked;
if (j != KEYUNDEFINED)
p1[j] |= CONTROL_MouseButtonState[i];
}
if (!CONTROL_BindsEnabled)
continue;
if (CONTROL_MouseBinds[i].cmdstr && CONTROL_MouseButtonState[i])
{
if (CONTROL_MouseBinds[i].repeat || (CONTROL_MouseBinds[i].laststate == 0))
OSD_Dispatch(CONTROL_MouseBinds[i].cmdstr);
}
CONTROL_MouseBinds[i].laststate = CONTROL_MouseButtonState[i];
}
while (i--);
}
if (CONTROL_NumJoyButtons)
{
int32_t i=CONTROL_NumJoyButtons-1, j;
do
{
j = CONTROL_JoyButtonMapping[i].doubleclicked;
if (j != KEYUNDEFINED)
p1[j] |= CONTROL_JoyButtonClickedState[i];
j = CONTROL_JoyButtonMapping[i].singleclicked;
if (j != KEYUNDEFINED)
p1[j] |= CONTROL_JoyButtonState[i];
}
while (i--);
}
}
void CONTROL_ClearButton(int32_t whichbutton)
{
#ifdef __ANDROID__
CONTROL_Android_ClearButton(whichbutton);
#else
if (CONTROL_CheckRange(whichbutton)) return;
BUTTONCLEAR(whichbutton);
CONTROL_Flags[whichbutton].cleared = TRUE;
#endif
}
void CONTROL_ProcessBinds(void)
{
int32_t i=MAXBOUNDKEYS-1;
if (!CONTROL_BindsEnabled)
return;
do
{
if (CONTROL_KeyBinds[i].cmdstr)
{
if (KB_KeyPressed(i) && (CONTROL_KeyBinds[i].repeat || (CONTROL_KeyBinds[i].laststate == 0)))
OSD_Dispatch(CONTROL_KeyBinds[i].cmdstr);
CONTROL_KeyBinds[i].laststate = KB_KeyPressed(i);
}
}
while (i--);
}
static void CONTROL_GetFunctionInput(void)
{
int32_t periphs[CONTROL_NUM_FLAGS];
int32_t i = CONTROL_NUM_FLAGS-1;
memset(periphs, 0, sizeof(periphs));
CONTROL_ButtonFunctionState(periphs);
CONTROL_AxisFunctionState(periphs);
CONTROL_ButtonHeldState = CONTROL_ButtonState;
CONTROL_ButtonState = 0;
do
{
CONTROL_SetFlag(i, /*CONTROL_KeyboardFunctionPressed(i) | */periphs[i] | CONTROL_OSDInput[i]);
if (CONTROL_Flags[i].cleared == FALSE) BUTTONSET(i, CONTROL_Flags[i].active);
else if (CONTROL_Flags[i].active == FALSE) CONTROL_Flags[i].cleared = 0;
}
while (i--);
memset(CONTROL_OSDInput, 0, sizeof(CONTROL_OSDInput));
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
void CONTROL_GetInput(ControlInfo *info)
{
#ifdef __ANDROID__
CONTROL_Android_PollDevices(info);
#else
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_PollDevices(info);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_GetFunctionInput();
inputchecked = 1;
#endif
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
}
int32_t CONTROL_Startup(controltype which, int32_t(*TimeFunction)(void), int32_t ticspersecond)
{
int32_t i;
UNREFERENCED_PARAMETER(which);
if (CONTROL_Started) return FALSE;
if (TimeFunction) ExtGetTime = TimeFunction;
else ExtGetTime = CONTROL_GetTime;
// ticrate = ticspersecond;
CONTROL_DoubleClickSpeed = (ticspersecond*57)/100;
if (CONTROL_DoubleClickSpeed <= 0)
CONTROL_DoubleClickSpeed = 1;
if (initinput()) return TRUE;
CONTROL_MousePresent = CONTROL_MouseEnabled = FALSE;
CONTROL_JoyPresent = CONTROL_JoystickEnabled = FALSE;
CONTROL_NumMouseButtons = CONTROL_NumJoyButtons = 0;
CONTROL_NumMouseAxes = CONTROL_NumJoyAxes = 0;
KB_Startup();
//switch (which) {
// case controltype_keyboard:
// break;
// case controltype_keyboardandmouse:
CONTROL_NumMouseAxes = MAXMOUSEAXES;
CONTROL_NumMouseButtons = MAXMOUSEBUTTONS;
CONTROL_MousePresent = Mouse_Init();
CONTROL_MouseEnabled = CONTROL_MousePresent;
// break;
// case controltype_keyboardandjoystick:
CONTROL_NumJoyAxes = min(MAXJOYAXES,joynumaxes);
CONTROL_NumJoyButtons = min(MAXJOYBUTTONS,joynumbuttons + 4*(joynumhats>0));
CONTROL_JoystickEnabled = CONTROL_JoyPresent = (inputdevices&4)>>2;
// break;
//}
#ifdef GEKKO
if (CONTROL_MousePresent)
initprintf("CONTROL_Startup: Mouse Present\n");
if (CONTROL_JoyPresent)
initprintf("CONTROL_Startup: Joystick Present\n");
#endif
CONTROL_ButtonState = 0;
CONTROL_ButtonHeldState = 0;
for (i=0; i<CONTROL_NUM_FLAGS; i++)
CONTROL_Flags[i].used = FALSE;
CONTROL_Started = TRUE;
return FALSE;
}
void CONTROL_Shutdown(void)
{
if (!CONTROL_Started)
return;
CONTROL_ClearAllBinds();
MOUSE_Shutdown();
uninitinput();
CONTROL_Started = FALSE;
}