raze-gles/source/core/inputstate.h
Christoph Oelckers e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00

190 lines
3.4 KiB
C++

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