mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 02:01:39 +00:00
21ac5e87b5
- draw fullscreen blends below the console. - moved all mouse event processing out of the SDL backend to D_PostEvent. - removed all remaining code for dealing with mouse buttons directly.
341 lines
5.7 KiB
C++
341 lines
5.7 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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extern char appactive;
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typedef uint8_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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enum
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{
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NUMKEYS = 256,
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MAXMOUSEBUTTONS = 10,
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};
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extern bool CONTROL_BindsEnabled;
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extern bool g_mouseGrabbed;
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extern bool g_mouseEnabled;
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extern bool g_mouseInsideWindow;
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extern bool g_mouseLockedToWindow;
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enum EMouseBits
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{
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LEFT_MOUSE = 1,
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RIGHT_MOUSE = 2,
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MIDDLE_MOUSE = 4,
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THUMB_MOUSE = 8,
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WHEELUP_MOUSE = 16,
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WHEELDOWN_MOUSE= 32,
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THUMB2_MOUSE = 64,
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};
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enum
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{
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MOUSE_IDLE = 0,
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MOUSE_PRESSED,
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MOUSE_HELD,
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MOUSE_RELEASED,
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};
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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[NUMKEYS];
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char g_keyFIFO[KEYFIFOSIZ];
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char 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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kb_scancode KB_LastScan;
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int g_mouseBits;
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uint8_t g_mouseClickState;
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vec2_t g_mousePos;
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vec2_t g_mouseAbs;
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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 SetKeyStatus(int key, int state = 1)
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{
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KeyStatus[key] = (uint8_t)state;
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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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void ClearAllKeyStatus()
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{
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memset(KeyStatus, 0, sizeof(KeyStatus));
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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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// This just forwards the setting
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CONTROL_BindsEnabled = on;
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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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void keyBufferInsert(char code)
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{
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g_keyAsciiFIFO[g_keyAsciiEnd] = code;
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g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
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}
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void keySetState(int32_t key, int32_t state)
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{
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if (state && !GetKeyStatus(key))
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{
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KB_LastScan = key;
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}
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SetKeyStatus(key, state);
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event_t ev = { (uint8_t)(state ? EV_KeyDown : EV_KeyUp), 0, (int16_t)key };
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if (state)
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{
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g_keyFIFO[g_keyFIFOend] = key;
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g_keyFIFO[(g_keyFIFOend + 1) & (KEYFIFOSIZ - 1)] = state;
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g_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1));
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}
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}
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char keyGetScan(void)
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{
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if (g_keyFIFOpos == g_keyFIFOend)
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return 0;
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char 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 keySetChar(int key)
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{
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g_keyAsciiFIFO[g_keyAsciiEnd] = key;
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g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
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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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kb_scancode GetLastScanCode()
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{
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return (KB_LastScan);
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}
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void SetLastScanCode(kb_scancode scancode)
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{
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KB_LastScan = (scancode);
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}
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void ClearLastScanCode()
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{
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KB_LastScan = sc_None;
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}
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void ClearKeysDown(void)
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{
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KB_LastScan = 0;
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ClearAllKeyStatus();
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}
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void mouseSetBit(int val, int state)
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{
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if (state) g_mouseBits |= val;
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else g_mouseBits &=~val;
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}
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void handleevents_updatemousestate(uint8_t state)
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{
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g_mouseClickState = state == EV_KeyUp ? MOUSE_RELEASED : MOUSE_PRESSED;
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}
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void AddEvent(const event_t* ev);
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int32_t mouseReadButtons(void)
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{
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return (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || GUICapture) ? 0 : g_mouseBits;
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}
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int mouseClickState()
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{
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return g_mouseClickState;
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}
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void clearMouseClickState()
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{
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g_mouseClickState = MOUSE_IDLE;
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}
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int32_t mouseAdvanceClickState(void)
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{
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switch (g_mouseClickState)
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{
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case MOUSE_PRESSED: g_mouseClickState = MOUSE_HELD; return 1;
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case MOUSE_RELEASED: g_mouseClickState = MOUSE_IDLE; return 1;
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case MOUSE_HELD: return 1;
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}
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return 0;
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}
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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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void MouseSetAbs(int x, int y)
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{
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g_mouseAbs = { x, y };
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}
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int32_t MouseGetButtons(void) { return mouseReadButtons(); }
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inline void MouseClearButton(int32_t b) { g_mouseBits &= ~b; }
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inline void MouseClearAllButtonss(void) { g_mouseBits = 0; }
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int32_t mouseReadAbs(vec2_t* const pResult);
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void GetMouseDelta(ControlInfo* info);
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};
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typedef enum
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{
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dir_North,
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dir_NorthEast,
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dir_East,
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dir_SouthEast,
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dir_South,
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dir_SouthWest,
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dir_West,
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dir_NorthWest,
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dir_None
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} direction;
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struct UserInput
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{
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int32_t button0;
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int32_t button1;
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direction dir;
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};
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// Shadow Warrior still uses these. :(
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inline void CONTROL_GetUserInput(UserInput* inp)
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{
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}
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inline void CONTROL_ClearUserInput(UserInput* inp)
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{
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}
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extern InputState inputState;
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