raze-gles/source/core/inputstate.cpp

490 lines
11 KiB
C++

/*
** Main input handler
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "inputstate.h"
#include "i_system.h"
#include "v_draw.h"
#include "build.h"
#include "gamecvars.h"
#include "v_video.h"
#include "statusbar.h"
#include"packet.h"
#include "gamecontrol.h"
#include "gamestruct.h"
#include "d_net.h"
#include "gamestate.h"
#include "gameinput.h"
static int WeaponToSend = 0;
ESyncBits ActionsToSend = 0;
static int dpad_lock = 0;
bool sendPause;
bool crouch_toggle;
static double lastCheck;
CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) // Mouse speeds
CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
//==========================================================================
//
//
//
//==========================================================================
void InputState::GetMouseDelta(ControlInfo * hidInput)
{
hidInput->mouseturnx = g_mousePos.x * m_yaw * (1.f / 18.f);
hidInput->mouseturny = g_mousePos.y * m_pitch * (1.f / 14.f);
hidInput->mousemovex = g_mousePos.x * m_side;
hidInput->mousemovey = g_mousePos.y * m_forward;
g_mousePos = {};
}
//==========================================================================
//
//
//
//==========================================================================
static int exclKeys[] = { KEY_VOLUMEDOWN, KEY_VOLUMEUP };
void InputState::AddEvent(const event_t *ev)
{
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
int key = ev->data1;
bool state = ev->type == EV_KeyDown;
bool ignore = false;
KeyStatus[key] = (uint8_t)state;
// Check if key is to be excluded from setting AnyKeyStatus.
for (int i = 0; i < 2; i++)
{
if (exclKeys[i] == key)
{
ignore = true;
break;
}
}
if (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)
{
ignore = true;
}
if (state && !ignore)
AnyKeyStatus = true;
}
}
//==========================================================================
//
//
//
//==========================================================================
void InputState::ClearAllInput()
{
memset(KeyStatus, 0, sizeof(KeyStatus));
AnyKeyStatus = false;
WeaponToSend = 0;
dpad_lock = 0;
lastCheck = 0;
if (gamestate != GS_LEVEL)
{
ActionsToSend = 0;
crouch_toggle = false;
gi->clearlocalinputstate(); // also clear game local input state.
}
else if (gamestate == GS_LEVEL && crouch_toggle)
{
ActionsToSend |= SB_CROUCH;
}
else
{
ActionsToSend = 0;
}
buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
resetTurnHeldAmt();
}
//==========================================================================
//
//
//
//==========================================================================
void I_StartTic();
bool ToggleFullscreen;
int32_t handleevents(void)
{
if (ToggleFullscreen)
{
vid_fullscreen = !vid_fullscreen;
ToggleFullscreen = false;
}
// fullscreen toggle has been requested
if (setmodeneeded)
{
setmodeneeded = false;
screen->ToggleFullscreen(vid_fullscreen);
V_OutputResized(screen->GetWidth(), screen->GetHeight());
}
// change the view size if needed
if (setsizeneeded)
{
setVideoMode();
setViewport(hud_size);
setsizeneeded = false;
}
I_StartFrame();
I_StartTic();
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
ControlInfo CONTROL_GetInput()
{
ControlInfo hidInput {};
inputState.GetMouseDelta(&hidInput);
if (use_joystick)
{
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
hidInput.dyaw += -joyaxes[JOYAXIS_Yaw];
hidInput.dx += joyaxes[JOYAXIS_Side] * .5f;
hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f;
hidInput.dpitch += -joyaxes[JOYAXIS_Pitch];
}
return hidInput;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetupGameButtons()
{
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Alt_Fire",
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Shrink_Screen",
"Enlarge_Screen",
"Mouse_Aiming",
"Dpad_Select",
"Dpad_Aiming",
"Toggle_Crouch",
"Quick_Kick",
"AM_PanLeft",
"AM_PanRight",
"AM_PanUp",
"AM_PanDown",
};
buttonMap.SetButtons(actions, NUM_ACTIONS);
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(slot)
{
// The max differs between games so we have to handle this here.
int max = (g_gameType & GAMEFLAG_PSEXHUMED) || (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE) ? 7 : isBlood() ? 12 : 10;
if (argv.argc() != 2)
{
Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
}
auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
WeaponToSend = slot;
}
}
CCMD(weapprev)
{
WeaponToSend = WeaponSel_Prev;
}
CCMD(weapnext)
{
WeaponToSend = WeaponSel_Next;
}
CCMD(weapalt)
{
WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
}
CCMD(useitem)
{
int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : isBlood() ? 4 : 5;
if (argv.argc() != 2)
{
Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
}
auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1));
}
}
CCMD(invprev)
{
ActionsToSend |= SB_INVPREV;
}
CCMD(invnext)
{
ActionsToSend |= SB_INVNEXT;
}
CCMD(invuse)
{
ActionsToSend |= SB_INVUSE;
}
CCMD(centerview)
{
ActionsToSend |= SB_CENTERVIEW;
}
CCMD(turnaround)
{
ActionsToSend |= SB_TURNAROUND;
}
CCMD(holsterweapon)
{
ActionsToSend |= SB_HOLSTER;
}
CCMD(backoff)
{
ActionsToSend |= SB_ESCAPE;
}
CCMD(pause)
{
sendPause = true;
}
CCMD(warptocoords)
{
if (netgame)
{
Printf("warptocoords cannot be used in multiplayer.\n");
return;
}
if (argv.argc() < 4)
{
Printf("warptocoords [x] [y] [z] [ang] (optional) [horiz] (optional): warps the player to the specified coordinates\n");
return;
}
if (gamestate != GS_LEVEL)
{
Printf("warptocoords: must be in a level\n");
return;
}
int x = atoi(argv[1]);
int y = atoi(argv[2]);
int z = atoi(argv[3]);
int ang = INT_MIN, horiz = INT_MIN;
if (argv.argc() > 4)
{
ang = atoi(argv[4]);
}
if (argv.argc() > 5)
{
horiz = atoi(argv[5]);
}
gi->WarpToCoords(x, y, z, ang, horiz);
}
CCMD(third_person_view)
{
gi->ToggleThirdPerson();
}
CCMD(coop_view)
{
gi->SwitchCoopView();
}
CCMD(show_weapon)
{
gi->ToggleShowWeapon();
}
void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crouchable, bool const disableToggle)
{
if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
WeaponToSend = 0;
if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
// These buttons should not autorepeat. The game handlers are not really equipped for that.
if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
else dpad_lock &= ~1;
if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
else dpad_lock &= ~2;
if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
else dpad_lock &= ~4;
if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
else dpad_lock &= ~8;
// This eats the controller input for regular use
hidInput->dx = 0;
hidInput->dz = 0;
hidInput->dyaw = 0;
}
else dpad_lock = 0;
input.actions |= ActionsToSend;
ActionsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0))
input.actions |= SB_AIM_UP;
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0)))
input.actions |= SB_AIM_DOWN;
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
hidInput->dz = 0;
if (buttonMap.ButtonDown(gamefunc_Jump))
input.actions |= SB_JUMP;
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle)
input.actions |= SB_CROUCH;
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
crouch_toggle = !crouch_toggle && crouchable;
if (crouchable) buttonMap.ClearButton(gamefunc_Toggle_Crouch);
}
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || disableToggle)
crouch_toggle = false;
if (buttonMap.ButtonDown(gamefunc_Fire))
input.actions |= SB_FIRE;
if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
input.actions |= SB_ALTFIRE;
if (buttonMap.ButtonDown(gamefunc_Open))
{
if (isBlood()) buttonMap.ClearButton(gamefunc_Open);
input.actions |= SB_OPEN;
}
if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
input.actions |= SB_RUN;
if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
input.actions |= SB_AIMMODE;
if (buttonMap.ButtonDown(gamefunc_Look_Up))
input.actions |= SB_LOOK_UP;
if (buttonMap.ButtonDown(gamefunc_Look_Down))
input.actions |= SB_LOOK_DOWN;
if (buttonMap.ButtonDown(gamefunc_Look_Left))
input.actions |= SB_LOOK_LEFT;
if (buttonMap.ButtonDown(gamefunc_Look_Right))
input.actions |= SB_LOOK_RIGHT;
}
double InputScale()
{
if (!SyncInput())
{
double now = I_msTimeF();
double elapsedInputTicks = lastCheck > 0 ? min(now - lastCheck, 1000.0 / GameTicRate) : 1;
lastCheck = now;
return elapsedInputTicks * GameTicRate / 1000.0;
}
else
{
return 1;
}
}