raze-gles/source/common/input/input.cpp

190 lines
4.8 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "gamecontrol.h"
#include "input.h"
#include "inputstate.h"
char typebuf[TYPEBUFSIZE];
bool mouseInactiveConditional(bool condition)
{
return condition;
}
int32_t I_CheckAllInput(void)
{
return
inputState.keyBufferWaiting()
|| inputState.MouseGetButtons()
//|| JOYSTICK_GetButtons()
;
}
void I_ClearAllInput(void)
{
inputState.keyFlushChars();
inputState.ClearKeysDown();
inputState.MouseClearAllButtonss();
//JOYSTICK_ClearAllButtons();
buttonMap.ResetButtonStates();
}
int32_t I_TextSubmit(void)
{
return
inputState.GetKeyStatus(sc_Enter)
|| inputState.GetKeyStatus(sc_kpad_Enter)
|| mouseInactiveConditional(inputState.MouseGetButtons()&LEFT_MOUSE)
/*|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_A))*/;
}
void I_TextSubmitClear(void)
{
inputState.keyFlushChars();
inputState.ClearKeyStatus(sc_kpad_Enter);
inputState.ClearKeyStatus(sc_Enter);
inputState.MouseClearButton(LEFT_MOUSE);
//JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_A);
}
int32_t I_AdvanceTrigger(void)
{
return
I_TextSubmit()
|| inputState.GetKeyStatus(sc_Space);
}
void I_AdvanceTriggerClear(void)
{
I_TextSubmitClear();
inputState.ClearKeyStatus(sc_Space);
}
int32_t I_ReturnTrigger(void)
{
return
inputState.GetKeyStatus(sc_Escape)
|| (inputState.MouseGetButtons()&RIGHT_MOUSE)
/*|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_B))*/;
}
void I_ReturnTriggerClear(void)
{
inputState.keyFlushChars();
inputState.ClearKeyStatus(sc_Escape);
inputState.MouseClearButton(RIGHT_MOUSE);
//JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_B);
}
int32_t I_GeneralTrigger(void)
{
return
I_AdvanceTrigger()
|| I_ReturnTrigger()
|| buttonMap.ButtonDown(gamefunc_Open)
|| mouseInactiveConditional(buttonMap.ButtonDown(gamefunc_Fire))
|| buttonMap.ButtonDown(gamefunc_Crouch)
/*|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_START))*/;
}
void I_GeneralTriggerClear(void)
{
I_AdvanceTriggerClear();
I_ReturnTriggerClear();
buttonMap.ClearButton(gamefunc_Open);
buttonMap.ClearButton(gamefunc_Fire);
buttonMap.ClearButton(gamefunc_Crouch);
//JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_START);
}
int32_t I_EscapeTrigger(void)
{
return
inputState.GetKeyStatus(sc_Escape)
/*|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_START))*/;
}
void I_EscapeTriggerClear(void)
{
inputState.keyFlushChars();
inputState.ClearKeyStatus(sc_Escape);
//JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_START);
}
int32_t I_EnterText(char *t, int32_t maxlength, int32_t flags)
{
char ch;
int32_t inputloc = strlen(typebuf);
while ((ch = inputState.keyGetChar()) != 0)
{
if (ch == asc_BackSpace)
{
if (inputloc > 0)
{
inputloc--;
*(t+inputloc) = 0;
}
}
else
{
if (ch == asc_Enter)
{
I_AdvanceTriggerClear();
return 1;
}
else if (ch == asc_Escape)
{
I_ReturnTriggerClear();
return -1;
}
else if (ch >= 32 && inputloc < maxlength && ch < 127)
{
if (!(flags & INPUT_NUMERIC) || (ch >= '0' && ch <= '9'))
{
// JBF 20040508: so we can have numeric only if we want
*(t+inputloc) = ch;
*(t+inputloc+1) = 0;
inputloc++;
}
}
}
}
if (I_TextSubmit())
{
I_TextSubmitClear();
return 1;
}
if (I_ReturnTrigger())
{
I_ReturnTriggerClear();
return -1;
}
return 0;
}