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