kolibrios-gitea/contrib/games/wolf3d/id_in.cpp

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//
// ID Engine
// ID_IN.c - Input Manager
// v1.0d1
// By Jason Blochowiak
//
//
// This module handles dealing with the various input devices
//
// Depends on: Memory Mgr (for demo recording), Sound Mgr (for timing stuff),
// User Mgr (for command line parms)
//
// Globals:
// LastScan - The keyboard scan code of the last key pressed
// LastASCII - The ASCII value of the last key pressed
// DEBUG - there are more globals
//
#include "wl_def.h"
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
//
// configuration variables
//
boolean MousePresent;
boolean forcegrabmouse;
// Global variables
volatile boolean Keyboard[SDLK_LAST];
volatile boolean Paused;
volatile char LastASCII;
volatile ScanCode LastScan;
//KeyboardDef KbdDefs = {0x1d,0x38,0x47,0x48,0x49,0x4b,0x4d,0x4f,0x50,0x51};
static KeyboardDef KbdDefs = {
sc_Control, // button0
sc_Alt, // button1
sc_Home, // upleft
sc_UpArrow, // up
sc_PgUp, // upright
sc_LeftArrow, // left
sc_RightArrow, // right
sc_End, // downleft
sc_DownArrow, // down
sc_PgDn // downright
};
static SDL_Joystick *Joystick;
int JoyNumButtons;
static int JoyNumHats;
static bool GrabInput = false;
static bool NeedRestore = false;
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
byte ASCIINames[] = // Unshifted ASCII for scan codes // TODO: keypad
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 ,9 ,0 ,0 ,0 ,13 ,0 ,0 , // 0
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,27 ,0 ,0 ,0 , // 1
' ',0 ,0 ,0 ,0 ,0 ,0 ,39 ,0 ,0 ,'*','+',',','-','.','/', // 2
'0','1','2','3','4','5','6','7','8','9',0 ,';',0 ,'=',0 ,0 , // 3
'`','a','b','c','d','e','f','g','h','i','j','k','l','m','n','o', // 4
'p','q','r','s','t','u','v','w','x','y','z','[',92 ,']',0 ,0 , // 5
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7
};
byte ShiftNames[] = // Shifted ASCII for scan codes
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 ,9 ,0 ,0 ,0 ,13 ,0 ,0 , // 0
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,27 ,0 ,0 ,0 , // 1
' ',0 ,0 ,0 ,0 ,0 ,0 ,34 ,0 ,0 ,'*','+','<','_','>','?', // 2
')','!','@','#','$','%','^','&','*','(',0 ,':',0 ,'+',0 ,0 , // 3
'~','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O', // 4
'P','Q','R','S','T','U','V','W','X','Y','Z','{','|','}',0 ,0 , // 5
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7
};
byte SpecialNames[] = // ASCII for 0xe0 prefixed codes
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 0
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,13 ,0 ,0 ,0 , // 1
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 2
0 ,0 ,0 ,0 ,0 ,'/',0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 3
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 4
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 5
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7
};
static boolean IN_Started;
static Direction DirTable[] = // Quick lookup for total direction
{
dir_NorthWest, dir_North, dir_NorthEast,
dir_West, dir_None, dir_East,
dir_SouthWest, dir_South, dir_SouthEast
};
///////////////////////////////////////////////////////////////////////////
//
// INL_GetMouseButtons() - Gets the status of the mouse buttons from the
// mouse driver
//
///////////////////////////////////////////////////////////////////////////
static int
INL_GetMouseButtons(void)
{
int buttons = SDL_GetMouseState(NULL, NULL);
int middlePressed = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
int rightPressed = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
buttons &= ~(SDL_BUTTON(SDL_BUTTON_MIDDLE) | SDL_BUTTON(SDL_BUTTON_RIGHT));
if(middlePressed) buttons |= 1 << 2;
if(rightPressed) buttons |= 1 << 1;
return buttons;
}
///////////////////////////////////////////////////////////////////////////
//
// IN_GetJoyDelta() - Returns the relative movement of the specified
// joystick (from +/-127)
//
///////////////////////////////////////////////////////////////////////////
void IN_GetJoyDelta(int *dx,int *dy)
{
if(!Joystick)
{
*dx = *dy = 0;
return;
}
SDL_JoystickUpdate();
#ifdef _arch_dreamcast
int x = 0;
int y = 0;
#else
int x = SDL_JoystickGetAxis(Joystick, 0) >> 8;
int y = SDL_JoystickGetAxis(Joystick, 1) >> 8;
#endif
if(param_joystickhat != -1)
{
uint8_t hatState = SDL_JoystickGetHat(Joystick, param_joystickhat);
if(hatState & SDL_HAT_RIGHT)
x += 127;
else if(hatState & SDL_HAT_LEFT)
x -= 127;
if(hatState & SDL_HAT_DOWN)
y += 127;
else if(hatState & SDL_HAT_UP)
y -= 127;
if(x < -128) x = -128;
else if(x > 127) x = 127;
if(y < -128) y = -128;
else if(y > 127) y = 127;
}
*dx = x;
*dy = y;
}
///////////////////////////////////////////////////////////////////////////
//
// IN_GetJoyFineDelta() - Returns the relative movement of the specified
// joystick without dividing the results by 256 (from +/-127)
//
///////////////////////////////////////////////////////////////////////////
void IN_GetJoyFineDelta(int *dx, int *dy)
{
if(!Joystick)
{
*dx = 0;
*dy = 0;
return;
}
SDL_JoystickUpdate();
int x = SDL_JoystickGetAxis(Joystick, 0);
int y = SDL_JoystickGetAxis(Joystick, 1);
if(x < -128) x = -128;
else if(x > 127) x = 127;
if(y < -128) y = -128;
else if(y > 127) y = 127;
*dx = x;
*dy = y;
}
/*
===================
=
= IN_JoyButtons
=
===================
*/
int IN_JoyButtons()
{
if(!Joystick) return 0;
SDL_JoystickUpdate();
int res = 0;
for(int i = 0; i < JoyNumButtons && i < 32; i++)
res |= SDL_JoystickGetButton(Joystick, i) << i;
return res;
}
boolean IN_JoyPresent()
{
return Joystick != NULL;
}
static void processEvent(SDL_Event *event)
{
switch (event->type)
{
// exit if the window is closed
case SDL_QUIT:
Quit(NULL);
// check for keypresses
case SDL_KEYDOWN:
{
if(event->key.keysym.sym==SDLK_SCROLLOCK || event->key.keysym.sym==SDLK_F12)
{
GrabInput = !GrabInput;
SDL_WM_GrabInput(GrabInput ? SDL_GRAB_ON : SDL_GRAB_OFF);
return;
}
LastScan = event->key.keysym.sym;
SDLMod mod = SDL_GetModState();
if(Keyboard[sc_Alt])
{
if(LastScan==SDLK_F4)
Quit(NULL);
}
if(LastScan == SDLK_KP_ENTER) LastScan = SDLK_RETURN;
else if(LastScan == SDLK_RSHIFT) LastScan = SDLK_LSHIFT;
else if(LastScan == SDLK_RALT) LastScan = SDLK_LALT;
else if(LastScan == SDLK_RCTRL) LastScan = SDLK_LCTRL;
else
{
if((mod & KMOD_NUM) == 0)
{
switch(LastScan)
{
case SDLK_KP2: LastScan = SDLK_DOWN; break;
case SDLK_KP4: LastScan = SDLK_LEFT; break;
case SDLK_KP6: LastScan = SDLK_RIGHT; break;
case SDLK_KP8: LastScan = SDLK_UP; break;
}
}
}
int sym = LastScan;
if(sym >= 'a' && sym <= 'z')
sym -= 32; // convert to uppercase
if(mod & (KMOD_SHIFT | KMOD_CAPS))
{
if(sym < lengthof(ShiftNames) && ShiftNames[sym])
LastASCII = ShiftNames[sym];
}
else
{
if(sym < lengthof(ASCIINames) && ASCIINames[sym])
LastASCII = ASCIINames[sym];
}
if(LastScan<SDLK_LAST)
Keyboard[LastScan] = 1;
if(LastScan == SDLK_PAUSE)
Paused = true;
break;
}
case SDL_KEYUP:
{
int key = event->key.keysym.sym;
if(key == SDLK_KP_ENTER) key = SDLK_RETURN;
else if(key == SDLK_RSHIFT) key = SDLK_LSHIFT;
else if(key == SDLK_RALT) key = SDLK_LALT;
else if(key == SDLK_RCTRL) key = SDLK_LCTRL;
else
{
if((SDL_GetModState() & KMOD_NUM) == 0)
{
switch(key)
{
case SDLK_KP2: key = SDLK_DOWN; break;
case SDLK_KP4: key = SDLK_LEFT; break;
case SDLK_KP6: key = SDLK_RIGHT; break;
case SDLK_KP8: key = SDLK_UP; break;
}
}
}
if(key<SDLK_LAST)
Keyboard[key] = 0;
break;
}
case SDL_ACTIVEEVENT:
{
if(fullscreen && (event->active.state & SDL_APPACTIVE) != 0)
{
if(event->active.gain)
{
if(NeedRestore)
{
FreeLatchMem();
LoadLatchMem();
}
NeedRestore = false;
}
else NeedRestore = true;
}
}
#if defined(GP2X)
case SDL_JOYBUTTONDOWN:
GP2X_ButtonDown(event->jbutton.button);
break;
case SDL_JOYBUTTONUP:
GP2X_ButtonUp(event->jbutton.button);
break;
#endif
}
}
void IN_WaitAndProcessEvents()
{
SDL_Event event;
if(!SDL_WaitEvent(&event)) return;
do
{
processEvent(&event);
}
while(SDL_PollEvent(&event));
}
void IN_ProcessEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
processEvent(&event);
}
}
///////////////////////////////////////////////////////////////////////////
//
// IN_Startup() - Starts up the Input Mgr
//
///////////////////////////////////////////////////////////////////////////
void
IN_Startup(void)
{
if (IN_Started)
return;
IN_ClearKeysDown();
if(param_joystickindex >= 0 && param_joystickindex < SDL_NumJoysticks())
{
Joystick = SDL_JoystickOpen(param_joystickindex);
if(Joystick)
{
JoyNumButtons = SDL_JoystickNumButtons(Joystick);
if(JoyNumButtons > 32) JoyNumButtons = 32; // only up to 32 buttons are supported
JoyNumHats = SDL_JoystickNumHats(Joystick);
if(param_joystickhat < -1 || param_joystickhat >= JoyNumHats)
Quit("The joystickhat param must be between 0 and %i!", JoyNumHats - 1);
}
}
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
if(fullscreen || forcegrabmouse)
{
GrabInput = true;
SDL_WM_GrabInput(SDL_GRAB_ON);
}
// I didn't find a way to ask libSDL whether a mouse is present, yet...
#if defined(GP2X)
MousePresent = false;
#elif defined(_arch_dreamcast)
MousePresent = DC_MousePresent();
#else
MousePresent = true;
#endif
IN_Started = true;
}
///////////////////////////////////////////////////////////////////////////
//
// IN_Shutdown() - Shuts down the Input Mgr
//
///////////////////////////////////////////////////////////////////////////
void
IN_Shutdown(void)
{
if (!IN_Started)
return;
if(Joystick)
SDL_JoystickClose(Joystick);
IN_Started = false;
}
///////////////////////////////////////////////////////////////////////////
//
// IN_ClearKeysDown() - Clears the keyboard array
//
///////////////////////////////////////////////////////////////////////////
void
IN_ClearKeysDown(void)
{
LastScan = sc_None;
LastASCII = key_None;
memset ((void *) Keyboard,0,sizeof(Keyboard));
}
///////////////////////////////////////////////////////////////////////////
//
// IN_ReadControl() - Reads the device associated with the specified
// player and fills in the control info struct
//
///////////////////////////////////////////////////////////////////////////
void
IN_ReadControl(int player,ControlInfo *info)
{
word buttons;
int dx,dy;
Motion mx,my;
dx = dy = 0;
mx = my = motion_None;
buttons = 0;
IN_ProcessEvents();
if (Keyboard[KbdDefs.upleft])
mx = motion_Left,my = motion_Up;
else if (Keyboard[KbdDefs.upright])
mx = motion_Right,my = motion_Up;
else if (Keyboard[KbdDefs.downleft])
mx = motion_Left,my = motion_Down;
else if (Keyboard[KbdDefs.downright])
mx = motion_Right,my = motion_Down;
if (Keyboard[KbdDefs.up])
my = motion_Up;
else if (Keyboard[KbdDefs.down])
my = motion_Down;
if (Keyboard[KbdDefs.left])
mx = motion_Left;
else if (Keyboard[KbdDefs.right])
mx = motion_Right;
if (Keyboard[KbdDefs.button0])
buttons += 1 << 0;
if (Keyboard[KbdDefs.button1])
buttons += 1 << 1;
dx = mx * 127;
dy = my * 127;
info->x = dx;
info->xaxis = mx;
info->y = dy;
info->yaxis = my;
info->button0 = (buttons & (1 << 0)) != 0;
info->button1 = (buttons & (1 << 1)) != 0;
info->button2 = (buttons & (1 << 2)) != 0;
info->button3 = (buttons & (1 << 3)) != 0;
info->dir = DirTable[((my + 1) * 3) + (mx + 1)];
}
///////////////////////////////////////////////////////////////////////////
//
// IN_WaitForKey() - Waits for a scan code, then clears LastScan and
// returns the scan code
//
///////////////////////////////////////////////////////////////////////////
ScanCode
IN_WaitForKey(void)
{
ScanCode result;
while ((result = LastScan)==0)
IN_WaitAndProcessEvents();
LastScan = 0;
return(result);
}
///////////////////////////////////////////////////////////////////////////
//
// IN_WaitForASCII() - Waits for an ASCII char, then clears LastASCII and
// returns the ASCII value
//
///////////////////////////////////////////////////////////////////////////
char
IN_WaitForASCII(void)
{
char result;
while ((result = LastASCII)==0)
IN_WaitAndProcessEvents();
LastASCII = '\0';
return(result);
}
///////////////////////////////////////////////////////////////////////////
//
// IN_Ack() - waits for a button or key press. If a button is down, upon
// calling, it must be released for it to be recognized
//
///////////////////////////////////////////////////////////////////////////
boolean btnstate[NUMBUTTONS];
void IN_StartAck(void)
{
IN_ProcessEvents();
//
// get initial state of everything
//
IN_ClearKeysDown();
memset(btnstate, 0, sizeof(btnstate));
int buttons = IN_JoyButtons() << 4;
if(MousePresent)
buttons |= IN_MouseButtons();
for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1)
if(buttons & 1)
btnstate[i] = true;
}
boolean IN_CheckAck (void)
{
IN_ProcessEvents();
//
// see if something has been pressed
//
if(LastScan)
return true;
int buttons = IN_JoyButtons() << 4;
if(MousePresent)
buttons |= IN_MouseButtons();
for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1)
{
if(buttons & 1)
{
if(!btnstate[i])
{
// Wait until button has been released
do
{
IN_WaitAndProcessEvents();
buttons = IN_JoyButtons() << 4;
if(MousePresent)
buttons |= IN_MouseButtons();
}
while(buttons & (1 << i));
return true;
}
}
else
btnstate[i] = false;
}
return false;
}
void IN_Ack (void)
{
IN_StartAck ();
do
{
IN_WaitAndProcessEvents();
}
while(!IN_CheckAck ());
}
///////////////////////////////////////////////////////////////////////////
//
// IN_UserInput() - Waits for the specified delay time (in ticks) or the
// user pressing a key or a mouse button. If the clear flag is set, it
// then either clears the key or waits for the user to let the mouse
// button up.
//
///////////////////////////////////////////////////////////////////////////
boolean IN_UserInput(longword delay)
{
longword lasttime;
lasttime = GetTimeCount();
IN_StartAck ();
do
{
IN_ProcessEvents();
if (IN_CheckAck())
return true;
SDL_Delay(5);
} while (GetTimeCount() - lasttime < delay);
return(false);
}
//===========================================================================
/*
===================
=
= IN_MouseButtons
=
===================
*/
int IN_MouseButtons (void)
{
if (MousePresent)
return INL_GetMouseButtons();
else
return 0;
}
bool IN_IsInputGrabbed()
{
return GrabInput;
}
void IN_CenterMouse()
{
SDL_WarpMouse(screenWidth / 2, screenHeight / 2);
}