- added an input state class which will contain all game-facing input data state.

Having this grouped in a single object will make refactoring a lot easier.
Access functions have been provided to avoid changing client code for the reorganization.
This commit is contained in:
Christoph Oelckers 2019-10-28 00:24:09 +01:00
parent 68b64d2091
commit 113b5d9037
6 changed files with 221 additions and 148 deletions

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@ -10,6 +10,9 @@
#include "gamecvars.h"
#include "build.h"
InputState inputState;
struct GameFuncNameDesc
{
int index;

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@ -5,100 +5,10 @@
#include "_control.h"
#include "c_cvars.h"
#include "zstring.h"
#include "inputstate.h"
extern FString currentGame;
// 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
};
extern uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];

177
source/common/inputstate.h Normal file
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@ -0,0 +1,177 @@
#pragma once
// This encapsulates the entire game-readable input state which previously was spread out across several files.
// 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
{
FixedBitArray<NUMGAMEFUNCTIONS> ButtonState, ButtonHeldState;
public:
bool BUTTON(int x)
{
return ButtonState[x];
}
bool BUTTONHELD(int x)
{
return ButtonHeldState[x];
}
void SetButton(int x, bool set = true)
{
if (set) ButtonState.Set(x);
else ButtonState.Clear(x);
}
void SetButtonHeld(int x, bool set = true)
{
if (set) ButtonHeldState.Set(x);
else ButtonHeldState.Clear(x);
}
void ClearButton(int x)
{
ButtonState.Clear(x);
}
void ClearButtonHeld(int x)
{
ButtonHeldState.Clear(x);
}
void ClearButtonState()
{
ButtonState.Zero();
ButtonHeldState.Zero();
}
void PrepareState()
{
ButtonHeldState = ButtonState;
ButtonState.Zero();
}
};
extern InputState inputState;
inline bool BUTTON(int x)
{
return inputState.BUTTON(x);
}
inline bool BUTTONHELD(int x)
{
return inputState.BUTTONHELD(x);
}
inline bool BUTTONJUSTPRESSED(int x)
{
return (BUTTON(x) && !BUTTONHELD(x));
}
inline bool BUTTONRELEASED(int x)
{
return (!BUTTON(x) && BUTTONHELD(x));
}
inline bool BUTTONSTATECHANGED(int x)
{
return (BUTTON(x) != BUTTONHELD(x));
}

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@ -1457,6 +1457,40 @@ public:
};
template<int size>
class FixedBitArray
{
uint8_t bytes[(size + 7) / 8];
public:
bool operator[](size_t index) const
{
return !!(bytes[index >> 3] & (1 << (index & 7)));
}
void Set(size_t index, bool set = true)
{
if (!set) Clear(index);
else bytes[index >> 3] |= (1 << (index & 7));
}
void Clear(size_t index)
{
bytes[index >> 3] &= ~(1 << (index & 7));
}
constexpr unsigned Size() const
{
return size;
}
void Zero()
{
memset(&bytes[0], 0, sizeof(bytes));
}
};
// A wrapper to externally stored data.
// I would have expected something for this in the stl, but std::span is only in C++20.
template <class T>

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@ -37,6 +37,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
#define control_public_h_
#include "tarray.h"
#include "inputstate.h"
//***************************************************************************
//
@ -44,37 +45,6 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
//
//***************************************************************************
#define MAXGAMEBUTTONS 80
extern BitArray CONTROL_ButtonState, CONTROL_ButtonHeldState;
inline bool BUTTON(int x)
{
return CONTROL_ButtonState[x];
}
inline bool BUTTONHELD(int x)
{
return CONTROL_ButtonHeldState[x];
}
inline bool BUTTONJUSTPRESSED(int x)
{
return (BUTTON(x) && !BUTTONHELD(x));
}
inline bool BUTTONRELEASED(int x)
{
return (!BUTTON(x) && BUTTONHELD(x));
}
inline bool BUTTONSTATECHANGED(int x)
{
return (BUTTON(x) != BUTTONHELD(x));
}
//***************************************************************************
//
// TYPEDEFS

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@ -22,9 +22,6 @@ bool CONTROL_MousePresent = false;
bool CONTROL_JoyPresent = false;
bool CONTROL_JoystickEnabled = false;
BitArray CONTROL_ButtonState(MAXGAMEBUTTONS);
BitArray CONTROL_ButtonHeldState(MAXGAMEBUTTONS);
LastSeenInput CONTROL_LastSeenInput;
float CONTROL_MouseSensitivity = DEFAULTMOUSESENSITIVITY;
@ -614,10 +611,6 @@ static void CONTROL_PollDevices(ControlInfo *info)
{
memset(info, 0, sizeof(ControlInfo));
#ifdef __ANDROID__
CONTROL_Android_PollDevices(info);
#endif
if (CONTROL_MouseEnabled)
CONTROL_GetMouseDelta(info);
@ -743,14 +736,13 @@ void CONTROL_ClearButton(int whichbutton)
CONTROL_Android_ClearButton(whichbutton);
#endif
CONTROL_ButtonState.Clear(whichbutton);
inputState.ClearButton(whichbutton);
CONTROL_Flags[whichbutton].cleared = TRUE;
}
void CONTROL_ClearAllButtons(void)
{
CONTROL_ButtonHeldState.Zero();
CONTROL_ButtonState.Zero();
inputState.ClearButtonState();
for (auto & c : CONTROL_Flags)
c.cleared = TRUE;
@ -816,8 +808,7 @@ static void CONTROL_GetFunctionInput(void)
CONTROL_ButtonFunctionState(CONTROL_ButtonFlags);
CONTROL_AxisFunctionState(CONTROL_ButtonFlags);
std::swap(CONTROL_ButtonHeldState, CONTROL_ButtonState);
CONTROL_ButtonState.Zero();
inputState.PrepareState();
int i = CONTROL_NUM_FLAGS-1;
@ -825,7 +816,7 @@ static void CONTROL_GetFunctionInput(void)
{
CONTROL_SetFlag(i, /*CONTROL_KeyboardFunctionPressed(i) | */CONTROL_ButtonFlags[i]);
if (CONTROL_Flags[i].cleared == FALSE) CONTROL_ButtonState.Set(i, CONTROL_Flags[i].active);
if (CONTROL_Flags[i].cleared == FALSE) inputState.SetButton(i, CONTROL_Flags[i].active);
else if (CONTROL_Flags[i].active == FALSE) CONTROL_Flags[i].cleared = 0;
}
while (i--);
@ -835,9 +826,6 @@ static void CONTROL_GetFunctionInput(void)
void CONTROL_GetInput(ControlInfo *info)
{
#ifdef __ANDROID__
CONTROL_Android_PollDevices(info);
#endif
CONTROL_PollDevices(info);
CONTROL_GetFunctionInput();
inputchecked = 1;
@ -881,16 +869,7 @@ bool CONTROL_Startup(controltype which, int32_t(*TimeFunction)(void), int32_t ti
CONTROL_ResetJoystickValues();
#ifdef GEKKO
if (CONTROL_MousePresent)
initprintf("CONTROL_Startup: Mouse Present\n");
if (CONTROL_JoyPresent)
initprintf("CONTROL_Startup: Joystick Present\n");
#endif
CONTROL_ButtonState.Zero();
CONTROL_ButtonHeldState.Zero();
inputState.ClearButtonState();
for (auto & CONTROL_Flag : CONTROL_Flags)
CONTROL_Flag.used = FALSE;