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https://github.com/ZDoom/raze-gles.git
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190 lines
3.4 KiB
C++
190 lines
3.4 KiB
C++
#pragma once
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#include <stdint.h>
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#include "tarray.h"
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#include "scancodes.h"
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#include "c_bind.h"
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#include "c_buttons.h"
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#include "d_event.h"
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#include "osd.h"
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#include "m_joy.h"
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#include "gamecvars.h"
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typedef uint16_t kb_scancode;
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extern int GUICapture;
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// This encapsulates the entire game-readable input state which previously was spread out across several files.
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struct ControlInfo
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{
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int32_t dx;
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int32_t dy;
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int32_t dz;
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int32_t dyaw;
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int32_t dpitch;
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int32_t droll;
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int32_t mousex;
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int32_t mousey;
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};
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class InputState
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{
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enum
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{
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KEYFIFOSIZ = 64,
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};
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uint8_t KeyStatus[NUM_KEYS];
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kb_scancode g_keyFIFO[KEYFIFOSIZ];
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char16_t g_keyAsciiFIFO[KEYFIFOSIZ];
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uint8_t g_keyFIFOpos;
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uint8_t g_keyFIFOend;
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uint8_t g_keyAsciiPos;
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uint8_t g_keyAsciiEnd;
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vec2_t g_mousePos;
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void keySetState(int32_t key, int32_t state);
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public:
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uint8_t GetKeyStatus(int key)
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{
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return KeyStatus[key];
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}
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void ClearKeyStatus(int key)
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{
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KeyStatus[key] = 0;
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}
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bool AltPressed()
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{
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return KeyStatus[sc_LeftAlt] || KeyStatus[sc_RightAlt];
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}
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bool CtrlPressed()
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{
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return KeyStatus[sc_LeftControl] || KeyStatus[sc_RightControl];
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}
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bool WinPressed()
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{
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return KeyStatus[sc_LeftWin] || KeyStatus[sc_RightWin];
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}
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bool ShiftPressed()
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{
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return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
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}
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bool EscapePressed()
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{
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return !!KeyStatus[sc_Escape];
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}
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void SetBindsEnabled(bool on)
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{
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}
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bool keyBufferWaiting()
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{
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return (g_keyAsciiPos != g_keyAsciiEnd);
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}
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int keyBufferFull(void)
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{
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return ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1)) == g_keyAsciiPos;
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}
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kb_scancode keyGetScan()
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{
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if (g_keyFIFOpos == g_keyFIFOend)
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return 0;
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auto const c = g_keyFIFO[g_keyFIFOpos];
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g_keyFIFOpos = ((g_keyFIFOpos + 2) & (KEYFIFOSIZ - 1));
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return c;
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}
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void keyFlushScans(void)
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{
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memset(&g_keyFIFO, 0, sizeof(g_keyFIFO));
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g_keyFIFOpos = g_keyFIFOend = 0;
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}
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//
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// character-based input functions
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//
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char keyGetChar(void)
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{
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if (g_keyAsciiPos == g_keyAsciiEnd)
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return 0;
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char const c = g_keyAsciiFIFO[g_keyAsciiPos];
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g_keyAsciiPos = ((g_keyAsciiPos + 1) & (KEYFIFOSIZ - 1));
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return c;
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}
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void keyFlushChars(void)
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{
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memset(&g_keyAsciiFIFO, 0, sizeof(g_keyAsciiFIFO));
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g_keyAsciiPos = g_keyAsciiEnd = 0;
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}
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inline bool UnboundKeyPressed(int scan)
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{
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return (GetKeyStatus(scan) != 0 && Bindings.GetBind(scan) == nullptr);
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}
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void AddEvent(const event_t* ev);
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void MouseSetPos(int x, int y)
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{
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g_mousePos = { x, y };
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}
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void MouseAddToPos(int x, int y)
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{
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g_mousePos.x += x;
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g_mousePos.y += y;
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}
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bool gamePadActive()
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{
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// fixme: This needs to be tracked.
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return false;
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}
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void GetMouseDelta(ControlInfo* info);
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void ClearAllInput()
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{
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memset(KeyStatus, 0, sizeof(KeyStatus));
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keyFlushChars();
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keyFlushScans();
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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}
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bool CheckAllInput()
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{
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int res;
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do
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res = keyGetScan();
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while (res > KEY_LASTJOYBUTTON && res < KEY_PAD_LTHUMB_RIGHT); // Controller movement events should not register here.
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ClearAllInput();
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return res;
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}
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};
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extern InputState inputState;
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void CONTROL_GetInput(ControlInfo* info);
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int32_t handleevents(void);
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#define WIN_IS_PRESSED ( inputState.WinPressed() )
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#define ALT_IS_PRESSED ( inputState.AltPressed() )
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#define SHIFTS_IS_PRESSED ( inputState.ShiftPressed() )
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