mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
29b7e1cf79
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
422 lines
9 KiB
C++
422 lines
9 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 "d_event.h"
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typedef uint8_t kb_scancode;
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typedef struct
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{
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const char* key;
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char* cmdstr;
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char repeat;
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char laststate;
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}
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consolekeybind_t;
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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 int32_t CONTROL_ButtonFlags[NUMKEYS];
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extern bool CONTROL_BindsEnabled;
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire,
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1,
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gamefunc_Weapon_2,
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gamefunc_Weapon_3,
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gamefunc_Weapon_4,
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gamefunc_Weapon_5,
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gamefunc_Weapon_6,
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gamefunc_Weapon_7,
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gamefunc_Weapon_8,
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gamefunc_Weapon_9,
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gamefunc_Weapon_10,
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gamefunc_Inventory,
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gamefunc_Inventory_Use = gamefunc_Inventory,
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gamefunc_Inventory_Left,
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gamefunc_Inventory_Right,
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gamefunc_Holo_Duke,
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gamefunc_Jetpack,
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gamefunc_NightVision,
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gamefunc_Night_Vision = gamefunc_NightVision,
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gamefunc_MedKit,
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gamefunc_Med_Kit = gamefunc_MedKit,
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map,
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gamefunc_Map_Toggle = gamefunc_Map,
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gamefunc_Shrink_Screen,
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gamefunc_Enlarge_Screen,
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gamefunc_Center_View,
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gamefunc_Holster_Weapon,
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gamefunc_Show_Opponents_Weapon,
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gamefunc_Map_Follow_Mode,
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gamefunc_See_Coop_View,
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gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
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gamefunc_Mouse_Aiming,
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gamefunc_Toggle_Crosshair,
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gamefunc_Steroids,
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gamefunc_Quick_Kick,
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gamefunc_Next_Weapon,
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gamefunc_Previous_Weapon,
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gamefunc_Show_Console,
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gamefunc_Show_DukeMatch_Scores,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_AutoRun,
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gamefunc_Last_Weapon,
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gamefunc_Quick_Save,
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gamefunc_Quick_Load,
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View,
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gamefunc_Toggle_Crouch,
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gamefunc_See_Chase_View, // this was added by Blood
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gamefunc_Turn_Around,
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gamefunc_Aim_Center,
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gamefunc_Tilt_Left,
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gamefunc_Tilt_Right,
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gamefunc_Send_Message,
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gamefunc_BeastVision,
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gamefunc_CrystalBall,
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gamefunc_JumpBoots,
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gamefunc_ProximityBombs,
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gamefunc_RemoteBombs,
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gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
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gamefunc_Gas_Bomb,
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gamefunc_Flash_Bomb,
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gamefunc_Caltrops,
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NUMGAMEFUNCTIONS
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};
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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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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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// 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
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// 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
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// because it does not track what triggered the button.
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struct ButtonStateFlags
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{
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bool ButtonActive; // Button currently reports being active to the client
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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.
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};
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ButtonStateFlags ButtonState[NUMGAMEFUNCTIONS];
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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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public:
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bool BUTTON(int x)
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{
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return ButtonState[x].ButtonActive;
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}
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// Receive a status update
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void UpdateButton(int x, bool set)
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{
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auto &b = ButtonState[x];
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if (!b.ButtonCleared) b.ButtonActive = set;
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else if (!set) b.ButtonCleared = false;
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}
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void ClearButton(int x)
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{
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ButtonState[x].ButtonActive = false;
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ButtonState[x].ButtonCleared = true;
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}
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void ClearAllButtons()
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{
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for (auto & b : ButtonState)
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{
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b.ButtonActive = false;
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b.ButtonCleared = true;
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}
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}
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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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Bmemset(&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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Bmemset(&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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{
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// Set the old mouseBits. Yet another piece of cruft that needs to go away.
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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switch (ev->data1)
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{
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case KEY_MOUSE1 : mouseSetBit(LEFT_MOUSE, ev->type == EV_KeyDown); handleevents_updatemousestate(ev->type); break;
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case KEY_MOUSE2 : mouseSetBit(RIGHT_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MOUSE3 : mouseSetBit(MIDDLE_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MOUSE4 : mouseSetBit(THUMB_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MWHEELUP: mouseSetBit(WHEELUP_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MWHEELDOWN: mouseSetBit(WHEELDOWN_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MOUSE5: mouseSetBit(THUMB2_MOUSE, ev->type == EV_KeyDown); break;
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default: break;
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}
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}
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keySetState(ev->data1, ev->type == EV_KeyDown);
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if (ev->data2) keySetChar(ev->data2);
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}
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int32_t mouseReadButtons(void)
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{
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return (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || (osd && osd->flags & OSD_CAPTURE)) ? 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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static inline int32_t MouseGetButtons(void) { return mouseReadButtons(); }
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static inline void MouseClearButton(int32_t b) { g_mouseBits &= ~b; }
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static inline void MouseClearAllButtonss(void) { g_mouseBits = 0; }
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};
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extern InputState inputState;
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