mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
251 lines
5.2 KiB
C++
251 lines
5.2 KiB
C++
#pragma once
|
|
|
|
#include <stdint.h>
|
|
#include "tarray.h"
|
|
#include "scancodes.h"
|
|
|
|
typedef uint8_t kb_scancode;
|
|
|
|
extern kb_scancode KB_LastScan;
|
|
|
|
typedef struct
|
|
{
|
|
const char* key;
|
|
char* cmdstr;
|
|
char repeat;
|
|
char laststate;
|
|
}
|
|
consolekeybind_t;
|
|
|
|
// This encapsulates the entire game-readable input state which previously was spread out across several files.
|
|
|
|
enum
|
|
{
|
|
NUMKEYS = 256,
|
|
MAXMOUSEBUTTONS = 10,
|
|
|
|
};
|
|
|
|
extern consolekeybind_t CONTROL_KeyBinds[NUMKEYS + MAXMOUSEBUTTONS];
|
|
extern int32_t CONTROL_ButtonFlags[NUMKEYS];
|
|
extern bool CONTROL_BindsEnabled;
|
|
|
|
// 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
|
|
{
|
|
// NOTE: This entire thing is mostly a band-aid to wrap something around MACT so that replacing it with a true event-driven system later
|
|
// won't result in a total disaster. None of this is meant to live for long because the input method at use here is fundamentally flawed
|
|
// because it does not track what triggered the button.
|
|
struct ButtonStateFlags
|
|
{
|
|
bool ButtonActive; // Button currently reports being active to the client
|
|
bool ButtonCleared; // Button has been cleared by the client, i.e. do not set to active until no input for this button is active anymore.
|
|
};
|
|
|
|
ButtonStateFlags ButtonState[NUMGAMEFUNCTIONS];
|
|
uint8_t KeyStatus[NUMKEYS];
|
|
|
|
public:
|
|
|
|
bool BUTTON(int x)
|
|
{
|
|
return ButtonState[x].ButtonActive;
|
|
}
|
|
|
|
// Receive a status update
|
|
void UpdateButton(int x, bool set)
|
|
{
|
|
auto &b = ButtonState[x];
|
|
if (!b.ButtonCleared) b.ButtonActive = set;
|
|
else if (!set) b.ButtonCleared = false;
|
|
|
|
}
|
|
|
|
void ClearButton(int x)
|
|
{
|
|
ButtonState[x].ButtonActive = false;
|
|
ButtonState[x].ButtonCleared = true;
|
|
}
|
|
|
|
void ClearAllButtons()
|
|
{
|
|
for (auto & b : ButtonState)
|
|
{
|
|
b.ButtonActive = false;
|
|
b.ButtonCleared = true;
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
// This just forwards the setting
|
|
CONTROL_BindsEnabled = on;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
extern InputState inputState;
|
|
|
|
inline bool BUTTON(int x)
|
|
{
|
|
return inputState.BUTTON(x);
|
|
}
|
|
|
|
inline uint8_t KB_KeyPressed(int scan)
|
|
{
|
|
return inputState.GetKeyStatus(scan);
|
|
}
|
|
|
|
inline void KB_ClearKeyDown(int scan)
|
|
{
|
|
inputState.ClearKeyStatus(scan);
|
|
}
|
|
|
|
inline bool KB_UnBoundKeyPressed(int scan)
|
|
{
|
|
return (inputState.GetKeyStatus(scan) != 0 && !CONTROL_KeyBinds[scan].cmdstr);
|
|
}
|
|
|
|
inline void KB_ClearKeysDown(void)
|
|
{
|
|
KB_LastScan = 0;
|
|
inputState.ClearAllKeyStatus();
|
|
}
|