#pragma once #include #include "tarray.h" #include "scancodes.h" #include "c_bind.h" #include "c_buttons.h" #include "d_event.h" #include "osd.h" #include "m_joy.h" #include "gamecvars.h" extern char appactive; typedef uint16_t kb_scancode; extern int GUICapture; // This encapsulates the entire game-readable input state which previously was spread out across several files. struct ControlInfo { int32_t dx; int32_t dy; int32_t dz; int32_t dyaw; int32_t dpitch; int32_t droll; int32_t mousex; int32_t mousey; }; class InputState { enum { KEYFIFOSIZ = 64, }; uint8_t KeyStatus[NUM_KEYS]; kb_scancode g_keyFIFO[KEYFIFOSIZ]; char16_t g_keyAsciiFIFO[KEYFIFOSIZ]; uint8_t g_keyFIFOpos; uint8_t g_keyFIFOend; uint8_t g_keyAsciiPos; uint8_t g_keyAsciiEnd; kb_scancode KB_LastScan; vec2_t g_mousePos; public: uint8_t GetKeyStatus(int key) { return KeyStatus[key]; } void SetKeyStatus(int key, int state = 1) { 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]; } bool WinPressed() { return KeyStatus[sc_LeftWin] || KeyStatus[sc_RightWin]; } bool ShiftPressed() { return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift]; } bool EscapePressed() { return !!KeyStatus[sc_Escape]; } void SetBindsEnabled(bool on) { } bool keyBufferWaiting() { return (g_keyAsciiPos != g_keyAsciiEnd); } int keyBufferFull(void) { return ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1)) == g_keyAsciiPos; } void keySetState(int32_t key, int32_t state) { if (state && !GetKeyStatus(key)) { KB_LastScan = key; } SetKeyStatus(key, state); if (state) { g_keyFIFO[g_keyFIFOend] = key; g_keyFIFO[(g_keyFIFOend + 1) & (KEYFIFOSIZ - 1)] = state; g_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1)); } } kb_scancode keyGetScan() { if (g_keyFIFOpos == g_keyFIFOend) return 0; auto const c = g_keyFIFO[g_keyFIFOpos]; g_keyFIFOpos = ((g_keyFIFOpos + 2) & (KEYFIFOSIZ - 1)); return c; } void keyFlushScans(void) { memset(&g_keyFIFO, 0, sizeof(g_keyFIFO)); g_keyFIFOpos = g_keyFIFOend = 0; } // // character-based input functions // char keyGetChar(void) { if (g_keyAsciiPos == g_keyAsciiEnd) return 0; char const c = g_keyAsciiFIFO[g_keyAsciiPos]; g_keyAsciiPos = ((g_keyAsciiPos + 1) & (KEYFIFOSIZ - 1)); return c; } void keySetChar(int key) { g_keyAsciiFIFO[g_keyAsciiEnd] = (char16_t)key; g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1)); } void keyFlushChars(void) { memset(&g_keyAsciiFIFO, 0, sizeof(g_keyAsciiFIFO)); g_keyAsciiPos = g_keyAsciiEnd = 0; } inline bool UnboundKeyPressed(int scan) { return (GetKeyStatus(scan) != 0 && Bindings.GetBind(scan) == nullptr); } kb_scancode GetLastScanCode() { return (KB_LastScan); } void SetLastScanCode(kb_scancode scancode) { KB_LastScan = (scancode); } void ClearLastScanCode() { KB_LastScan = sc_None; } void ClearKeysDown(void) { ClearLastScanCode(); ClearAllKeyStatus(); } void AddEvent(const event_t* ev); void MouseSetPos(int x, int y) { g_mousePos = { x, y }; } void MouseAddToPos(int x, int y) { g_mousePos.x += x; g_mousePos.y += y; } bool gamePadActive() { // fixme: This needs to be tracked. return false; } void GetMouseDelta(ControlInfo* info); void ClearAllInput() { ClearKeysDown(); keyFlushChars(); keyFlushScans(); buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well. } bool CheckAllInput() { auto res = keyGetScan(); ClearAllInput(); return res; } }; extern InputState inputState; void CONTROL_GetInput(ControlInfo* info); int32_t handleevents(void); #define WIN_IS_PRESSED ( inputState.WinPressed() ) #define ALT_IS_PRESSED ( inputState.AltPressed() ) #define SHIFTS_IS_PRESSED ( inputState.ShiftPressed() )