mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 02:01:39 +00:00
190 lines
3.4 KiB
C++
190 lines
3.4 KiB
C++
#pragma once
|
|
|
|
#include <stdint.h>
|
|
#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"
|
|
|
|
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;
|
|
|
|
vec2_t g_mousePos;
|
|
|
|
void keySetState(int32_t key, int32_t state);
|
|
|
|
public:
|
|
|
|
uint8_t GetKeyStatus(int key)
|
|
{
|
|
return KeyStatus[key];
|
|
}
|
|
|
|
void ClearKeyStatus(int key)
|
|
{
|
|
KeyStatus[key] = 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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 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);
|
|
}
|
|
|
|
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()
|
|
{
|
|
memset(KeyStatus, 0, sizeof(KeyStatus));
|
|
keyFlushChars();
|
|
keyFlushScans();
|
|
buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
|
|
}
|
|
|
|
bool CheckAllInput()
|
|
{
|
|
int res;
|
|
do
|
|
res = keyGetScan();
|
|
while (res > KEY_LASTJOYBUTTON && res < KEY_PAD_LTHUMB_RIGHT); // Controller movement events should not register here.
|
|
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() )
|