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https://github.com/ZDoom/Raze.git
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b747df60ee
Sadly there's 1ß00 lines of code using this...
341 lines
6.9 KiB
C++
341 lines
6.9 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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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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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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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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D_PostEvent(&ev);
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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 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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};
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extern InputState inputState;
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static inline void KB_KeyEvent(int32_t scancode, int32_t keypressed)
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{
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if (keypressed) inputState.SetLastScanCode(scancode);
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}
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void keySetCallback(void (*callback)(int32_t, int32_t));
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inline void KB_Startup(void) { keySetCallback(KB_KeyEvent); }
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inline void KB_Shutdown(void) { keySetCallback((void (*)(int32_t, int32_t))NULL); }
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