mirror of
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251 lines
5.2 KiB
C++
251 lines
5.2 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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typedef uint8_t kb_scancode;
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extern kb_scancode KB_LastScan;
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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 consolekeybind_t CONTROL_KeyBinds[NUMKEYS + MAXMOUSEBUTTONS];
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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_Weapon_Fire,
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gamefunc_Weapon_Special_Fire,
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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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class InputState
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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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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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};
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extern InputState inputState;
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inline bool BUTTON(int x)
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{
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return inputState.BUTTON(x);
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}
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inline uint8_t KB_KeyPressed(int scan)
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{
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return inputState.GetKeyStatus(scan);
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}
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inline void KB_ClearKeyDown(int scan)
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{
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inputState.ClearKeyStatus(scan);
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}
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inline bool KB_UnBoundKeyPressed(int scan)
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{
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return (inputState.GetKeyStatus(scan) != 0 && !CONTROL_KeyBinds[scan].cmdstr);
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}
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inline void KB_ClearKeysDown(void)
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{
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KB_LastScan = 0;
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inputState.ClearAllKeyStatus();
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}
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