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id_in.cpp
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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 grabmouse = true;
// There's no SDLK_LAST anymore. If your program had a lookup table of
// SDLK_LAST elements, to map between SDL keys and whatever your
// application wanted internally, that's no longer feasible. Use a hash
// table instead. A std::map will do.
// <https://wiki.libsdl.org/MigrationGuide>
// Global variables
std::unordered_map<ScanCode, boolean> Keyboard;
volatile boolean Paused;
volatile char LastASCII;
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;
/*
=============================================================================
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 boolean screenvisible;
static boolean window_focused;
static int window_w, window_h;
static boolean MouseShouldBeGrabbed(void)
{
// if the window doesnt have focus, never grab it
if (!window_focused)
return false;
// always grab the mouse when full screen (dont want to
// see the mouse pointer)
if (fullscreen)
return true;
// if we specify not to grab the mouse, never grab
if (!grabmouse)
return false;
// when menu is active or game is paused, release the mouse
if (Paused || menuactive)
return false;
// only grab mouse when playing levels (but not demos)
return ingame && !demoplayback;
}
static void SetShowCursor(boolean show)
{
// When the cursor is hidden, grab the input.
// Relative mode implicitly hides the cursor.
SDL_SetRelativeMouseMode(show ? SDL_FALSE : SDL_TRUE);
SDL_GetRelativeMouseState(NULL, NULL);
}
void IN_UpdateGrab(void)
{
static boolean currently_grabbed = false;
boolean grab;
grab = MouseShouldBeGrabbed();
if (grab && !currently_grabbed)
{
SetShowCursor(false);
}
if (!grab && currently_grabbed)
{
int screen_w, screen_h;
SetShowCursor(true);
// When releasing the mouse from grab, warp the mouse cursor to
// the bottom-right of the screen. This is a minimally distracting
// place for it to appear - we may only have released the grab
// because we're at an end of level intermission screen, for
// example.
SDL_GetWindowSize(window, &screen_w, &screen_h);
SDL_WarpMouseInWindow(window, screen_w - 16, screen_h - 16);
SDL_GetRelativeMouseState(NULL, NULL);
}
currently_grabbed = grab;
}
static unsigned int mouse_button_state = 0;
static void UpdateMouseButtonState(unsigned int button, boolean on)
{
// Note: button "0" is left, button "1" is right,
// button "2" is middle for Doom. This is different
// to how SDL sees things.
switch (button)
{
case SDL_BUTTON_LEFT:
button = 0;
break;
case SDL_BUTTON_RIGHT:
button = 1;
break;
case SDL_BUTTON_MIDDLE:
button = 2;
break;
default:
return;
}
// Turn bit representing this button on or off.
if (on)
{
mouse_button_state |= (1 << button);
}
else
{
mouse_button_state &= ~(1 << button);
}
}
static void I_HandleMouseEvent(SDL_Event *sdlevent)
{
switch (sdlevent->type)
{
case SDL_MOUSEBUTTONDOWN:
UpdateMouseButtonState(sdlevent->button.button, true);
break;
case SDL_MOUSEBUTTONUP:
UpdateMouseButtonState(sdlevent->button.button, false);
break;
default:
break;
}
}
static int
INL_GetMouseButtons(void)
{
return mouse_button_state;
}
///////////////////////////////////////////////////////////////////////////
//
// 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();
int x = SDL_JoystickGetAxis(Joystick, 0) >> 8;
int y = SDL_JoystickGetAxis(Joystick, 1) >> 8;
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 HandleWindowEvent(SDL_WindowEvent *event)
{
switch (event->event)
{
case SDL_WINDOWEVENT_RESIZED:
if (!fullscreen)
{
SDL_GetWindowSize(window, &window_w, &window_h);
}
break;
// Don't render the screen when the window is minimized:
case SDL_WINDOWEVENT_MINIMIZED:
screenvisible = false;
break;
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
screenvisible = true;
break;
// Update the value of window_focused when we get a focus event
//
// We try to make ourselves be well-behaved: the grab on the mouse
// is removed if we lose focus (such as a popup window appearing),
// and we dont move the mouse around if we aren't focused either.
case SDL_WINDOWEVENT_FOCUS_GAINED:
window_focused = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
window_focused = false;
break;
default:
break;
}
IN_UpdateGrab();
}
static boolean ToggleFullScreenKeyShortcut(SDL_Keysym *sym)
{
Uint16 flags = (KMOD_LALT | KMOD_RALT);
#if defined(__MACOSX__)
flags |= (KMOD_LGUI | KMOD_RGUI);
#endif
return (sym->scancode == SDL_SCANCODE_RETURN ||
sym->scancode == SDL_SCANCODE_KP_ENTER) && (sym->mod & flags) != 0;
}
static void I_ToggleFullScreen(void)
{
unsigned int flags = 0;
fullscreen = !fullscreen;
if (fullscreen)
{
SDL_GetWindowSize(window, &window_w, &window_h);
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_SetWindowFullscreen(window, flags);
if (!fullscreen)
{
if (!window_w || !window_h)
{
window_w = screenWidth;
window_h = screenHeight;
}
SDL_SetWindowSize(window, window_w, window_h);
}
}
// [FG] map mouse wheel to key presses
static unsigned int mwheelsym = 0;
static inline void mwheelkey (int type)
{
SDL_Event event;
event.type = type;
event.key.keysym.sym = mwheelsym;
SDL_PushEvent(&event);
mwheelsym = 0;
}
static void processEvent(SDL_Event *event)
{
switch (event->type)
{
// exit if the window is closed
case SDL_QUIT:
Quit(NULL);
// [FG] map mouse wheel to key presses
case SDL_MOUSEWHEEL:
{
if (MousePresent && window_focused)
{
if (event->wheel.y > 0)
{
mwheelsym = KEYD_MWHEELUP;
}
else
{
mwheelsym = KEYD_MWHEELDOWN;
}
// [FG] fake key press event
event->key.keysym.sym = mwheelsym;
}
} // [FG] fall through
// check for keypresses
case SDL_KEYDOWN:
{
if (ToggleFullScreenKeyShortcut(&event->key.keysym))
{
I_ToggleFullScreen();
return;
}
LastScan = event->key.keysym.sym;
SDL_Keymod 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_KP_2: LastScan = SDLK_DOWN; break;
case SDLK_KP_4: LastScan = SDLK_LEFT; break;
case SDLK_KP_6: LastScan = SDLK_RIGHT; break;
case SDLK_KP_8: LastScan = SDLK_UP; break;
}
}
}
unsigned 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];
}
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_KP_2: key = SDLK_DOWN; break;
case SDLK_KP_4: key = SDLK_LEFT; break;
case SDLK_KP_6: key = SDLK_RIGHT; break;
case SDLK_KP_8: key = SDLK_UP; break;
}
}
}
Keyboard[key] = 0;
break;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if (MousePresent && window_focused)
{
I_HandleMouseEvent(event);
}
break;
case SDL_WINDOWEVENT:
if (event->window.windowID == SDL_GetWindowID(window))
{
HandleWindowEvent(&event->window);
}
break;
}
}
void IN_WaitAndProcessEvents()
{
SDL_Event event;
if(!SDL_WaitEvent(&event)) return;
do
{
processEvent(&event);
}
while(SDL_PollEvent(&event));
// [FG] fake key release event
if (mwheelsym)
mwheelkey(SDL_KEYUP);
}
void IN_ProcessEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
processEvent(&event);
}
// [FG] fake key release event
if (mwheelsym)
mwheelkey(SDL_KEYUP);
}
///////////////////////////////////////////////////////////////////////////
//
// 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_JoystickEventState(SDL_ENABLE);
}
IN_UpdateGrab();
// I didn't find a way to ask libSDL whether a mouse is present, yet...
MousePresent = true;
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;
Keyboard.clear();
}
///////////////////////////////////////////////////////////////////////////
//
// 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;
}