raze-gles/polymer/eduke32/source/input.c

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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
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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include "global.h"
#include "game.h"
#include "function.h"
#include "keyboard.h"
#include "mouse.h"
#include "joystick.h"
#include "control.h"
#include "input.h"
int32_t I_CheckAllInput(void)
{
return (
KB_KeyWaiting() ||
MOUSE_GetButtons() ||
JOYSTICK_GetButtons()
);
}
void I_ClearAllInput(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeysDown();
MOUSE_ClearAllButtons();
JOYSTICK_ClearAllButtons();
}
int32_t I_CheckInputWaiting(void)
{
return (
KB_KeyWaiting() ||
(MOUSE_GetButtons()&LEFT_MOUSE) ||
I_JoystickAdvanceTrigger()
);
}
int32_t I_ClearInputWaiting(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeysDown(); // JBF
I_JoystickAdvanceTriggerClear();
return (
MOUSE_ClearButton(LEFT_MOUSE)
);
}
int32_t I_JoystickAdvanceTrigger(void)
{
return (
#if defined(GEKKO)
(JOYSTICK_GetButtons()&WII_A)
#else
BUTTON(gamefunc_Open) ||
BUTTON(gamefunc_Fire)
#endif
);
}
int32_t I_JoystickAdvanceTriggerClear(void)
{
#if defined(GEKKO)
return JOYSTICK_ClearButton(WII_A);
#else
CONTROL_ClearButton(gamefunc_Open);
CONTROL_ClearButton(gamefunc_Fire);
return 0;
#endif
}
int32_t I_JoystickReturnTrigger(void)
{
return (
BUTTON(gamefunc_Crouch)
#if defined(GEKKO)
|| (JOYSTICK_GetButtons()&(WII_B|WII_HOME))
#endif
);
}
int32_t I_JoystickReturnTriggerClear(void)
{
CONTROL_ClearButton(gamefunc_Crouch);
return (
#if defined(GEKKO)
JOYSTICK_ClearButton(WII_B) ||
JOYSTICK_ClearButton(WII_HOME)
#else
0
#endif
);
}
int32_t I_JoystickEscapeTrigger(void)
{
return (
#if defined(GEKKO)
(JOYSTICK_GetButtons()&WII_HOME)
#else
0
#endif
);
}
int32_t I_JoystickEscapeTriggerClear(void)
{
return (
#if defined(GEKKO)
JOYSTICK_ClearButton(WII_HOME)
#else
0
#endif
);
}
int32_t I_AdvanceTrigger(void)
{
return (
KB_KeyPressed(sc_kpad_Enter) ||
KB_KeyPressed(sc_Enter) ||
(MOUSE_GetButtons()&LEFT_MOUSE) ||
I_JoystickAdvanceTrigger()
);
}
int32_t I_AdvanceTriggerClear(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeyDown(sc_kpad_Enter);
KB_ClearKeyDown(sc_Enter);
I_JoystickAdvanceTriggerClear();
return (
MOUSE_ClearButton(LEFT_MOUSE)
);
}
int32_t I_ReturnTrigger(void)
{
return (
KB_KeyPressed(sc_Escape) ||
(MOUSE_GetButtons()&RIGHT_MOUSE) ||
I_JoystickReturnTrigger()
);
}
int32_t I_ReturnTriggerClear(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeyDown(sc_Escape);
return (
MOUSE_ClearButton(RIGHT_MOUSE) ||
I_JoystickReturnTriggerClear()
);
}
int32_t I_EscapeTrigger(void)
{
return (
KB_KeyPressed(sc_Escape) ||
I_JoystickEscapeTrigger()
);
}
int32_t I_EscapeTriggerClear(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeyDown(sc_Escape);
return (
I_JoystickEscapeTriggerClear()
);
}
int32_t I_PanelUp(void)
{
return (
KB_KeyPressed(sc_LeftArrow) ||
KB_KeyPressed(sc_kpad_4) ||
KB_KeyPressed(sc_UpArrow) ||
KB_KeyPressed(sc_kpad_8) ||
KB_KeyPressed(sc_PgUp) ||
(MOUSE_GetButtons()&WHEELUP_MOUSE) ||
BUTTON(gamefunc_Move_Forward) ||
BUTTON(gamefunc_Turn_Left) ||
BUTTON(gamefunc_Strafe_Left) ||
(JOYSTICK_GetHat(0)&HAT_UP)
);
}
int32_t I_PanelUpClear(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_kpad_4);
KB_ClearKeyDown(sc_UpArrow);
KB_ClearKeyDown(sc_kpad_8);
KB_ClearKeyDown(sc_PgUp);
CONTROL_ClearButton(gamefunc_Move_Forward);
CONTROL_ClearButton(gamefunc_Turn_Left);
CONTROL_ClearButton(gamefunc_Strafe_Left);
JOYSTICK_ClearHat(0);
return (
MOUSE_ClearButton(WHEELUP_MOUSE)
);
}
int32_t I_PanelDown(void)
{
return (
KB_KeyPressed(sc_RightArrow) ||
KB_KeyPressed(sc_kpad_6) ||
KB_KeyPressed(sc_DownArrow) ||
KB_KeyPressed(sc_kpad_2) ||
KB_KeyPressed(sc_PgDn) ||
(MOUSE_GetButtons()&WHEELDOWN_MOUSE) ||
BUTTON(gamefunc_Move_Backward) ||
BUTTON(gamefunc_Turn_Right) ||
BUTTON(gamefunc_Strafe_Right) ||
(JOYSTICK_GetHat(0)&HAT_DOWN) ||
I_AdvanceTrigger()
);
}
int32_t I_PanelDownClear(void)
{
KB_FlushKeyboardQueue();
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
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KB_ClearKeyDown(sc_RightArrow);
KB_ClearKeyDown(sc_kpad_6);
KB_ClearKeyDown(sc_DownArrow);
KB_ClearKeyDown(sc_kpad_2);
KB_ClearKeyDown(sc_PgDn);
CONTROL_ClearButton(gamefunc_Move_Backward);
CONTROL_ClearButton(gamefunc_Turn_Right);
CONTROL_ClearButton(gamefunc_Strafe_Right);
JOYSTICK_ClearHat(0);
return (
MOUSE_ClearButton(WHEELDOWN_MOUSE) ||
I_AdvanceTriggerClear()
);
}
char inputloc = 0;
int32_t _EnterText(int32_t small,int32_t x,int32_t y,char *t,int32_t dalen,int32_t c)
{
char ch;
int32_t i;
while ((ch = KB_GetCh()) != 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
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{
if (ch == asc_BackSpace)
{
if (inputloc > 0)
{
inputloc--;
*(t+inputloc) = 0;
}
}
else
{
if (ch == asc_Enter)
{
I_AdvanceTriggerClear();
return (1);
}
else if (ch == asc_Escape)
{
I_ReturnTriggerClear();
return (-1);
}
else if (ch >= 32 && inputloc < dalen && ch < 127)
{
ch = Btoupper(ch);
if (c != 997 || (ch >= '0' && ch <= '9'))
{
// JBF 20040508: so we can have numeric only if we want
*(t+inputloc) = ch;
*(t+inputloc+1) = 0;
inputloc++;
}
}
}
}
if (c == 999) return(0);
if (c == 998)
{
char b[91],ii;
for (ii=0; ii<inputloc; ii++)
b[(uint8_t)ii] = '*';
b[(uint8_t)inputloc] = 0;
if (g_player[myconnectindex].ps->gm&MODE_TYPE)
x = mpgametext(y,b,c,2+8+16);
else x = gametext(x,y,b,c,2+8+16);
}
else
{
if (g_player[myconnectindex].ps->gm&MODE_TYPE)
x = mpgametext(y,t,c,2+8+16);
else x = gametext(x,y,t,c,2+8+16);
}
c = 4-(sintable[(totalclock<<4)&2047]>>11);
i = G_GameTextLen(USERQUOTE_LEFTOFFSET,OSD_StripColors(tempbuf,t));
while (i > (ud.config.ScreenWidth - USERQUOTE_RIGHTOFFSET))
{
i -= (ud.config.ScreenWidth - USERQUOTE_RIGHTOFFSET);
if (small&1)
y += textsc(6);
y += 8;
}
if (small&1)
rotatesprite_fs(textsc(x)<<16,(y<<16),32768,0,SPINNINGNUKEICON+((totalclock>>3)%7),c,0,(8|16));
else rotatesprite_fs((x+8)<<16,(y+4)<<16,32768,0,SPINNINGNUKEICON+((totalclock>>3)%7),c,0,2+8);
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
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return (0);
}