warzone2100/lib/framework/input.c

535 lines
12 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Input.c
*
* Processes all keyboard and mouse input.
*
*/
#include <stdio.h>
#include <string.h>
#include <SDL/SDL.h>
/* Allow frame header files to be singly included */
#define FRAME_LIB_INCLUDE
/* The input buffer printf's */
//#define DEBUG_GROUP1
#include "types.h"
#include "debug.h"
#include "input.h"
#include "fractions.h"
#include "frame.h"
#include "frameint.h"
#include "configfile.h"
/* The possible states for keys */
typedef enum _key_state
{
KEY_UP,
KEY_PRESSED,
KEY_DOWN,
KEY_RELEASED,
KEY_PRESSRELEASE, // When a key goes up and down in a frame
KEY_DOUBLECLICK, // Only used by mouse keys
KEY_DRAG, // Only used by mouse keys
} KEY_STATE;
/* The current state of the keyboard */
static KEY_STATE aKeyState[KEY_MAXSCAN];
/* The current location of the mouse */
static SDWORD mouseXPos, mouseYPos;
/* How far the mouse has to move to start a drag */
#define DRAG_THRESHOLD 5
/* Which button is being used for a drag */
static MOUSE_KEY_CODE dragKey;
/* The start of a possible drag by the mouse */
static SDWORD dragX, dragY;
/* The current mouse button state */
static KEY_STATE aMouseState[6];
/* The size of the input buffer */
#define INPUT_MAXSTR 512
/* The input string buffer */
static UDWORD pInputBuffer[INPUT_MAXSTR];
static UDWORD *pStartBuffer, *pEndBuffer;
static char pCharInputBuffer[INPUT_MAXSTR];
static char *pCharStartBuffer, *pCharEndBuffer;
static char currentChar;
static KEY_CODE sdlKeyToKeyCode(SDLKey key)
{
return (KEY_CODE)key;
}
static SDLKey keyCodeToSDLKey(KEY_CODE code)
{
return (SDLKey)code;
}
void keyScanToString(KEY_CODE code, char *ascii, UDWORD maxStringSize)
{
if(keyCodeToSDLKey(code) == KEY_MAXSCAN)
{
strcpy(ascii,"???");
return;
}
ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
snprintf(ascii, maxStringSize, "%s", SDL_GetKeyName(keyCodeToSDLKey(code)));
}
/* Initialise the input module */
void inputInitialise(void)
{
UDWORD i;
for(i=0; i<KEY_MAXSCAN; i++)
{
aKeyState[i] = KEY_UP;
}
for (i = 0; i < 6; i++)
{
aMouseState[i] = KEY_UP;
}
pStartBuffer = pInputBuffer;
pEndBuffer = pInputBuffer;
pCharStartBuffer = pCharInputBuffer;
pCharEndBuffer = pCharInputBuffer;
dragX = mouseXPos = screenWidth/2;
dragY = mouseYPos = screenHeight/2;
dragKey = MOUSE_LMB;
SDL_EnableUNICODE(1);
}
/* add count copies of the characater code to the input buffer */
void inputAddBuffer(UDWORD code, char char_code, UDWORD count)
{
UDWORD *pNext;
char *pCharNext;
/* Calculate what pEndBuffer will be set to next */
pNext = pEndBuffer + 1;
pCharNext = pCharEndBuffer + 1;
if (pNext >= pInputBuffer + INPUT_MAXSTR)
{
pNext = pInputBuffer;
pCharNext = pCharInputBuffer;
}
while (pNext != pStartBuffer && count > 0)
{
/* Store the character */
*pEndBuffer = code;
*pCharEndBuffer = char_code;
pEndBuffer = pNext;
pCharEndBuffer = pCharNext;
count -= 1;
/* Calculate what pEndBuffer will be set to next */
pNext = pEndBuffer + 1;
pCharNext = pCharEndBuffer + 1;
if (pNext >= pInputBuffer + INPUT_MAXSTR)
{
pNext = pInputBuffer;
pCharNext = pCharInputBuffer;
}
}
}
/* Clear the input buffer */
void inputClearBuffer(void)
{
pStartBuffer = pInputBuffer;
pEndBuffer = pInputBuffer;
pCharStartBuffer = pCharInputBuffer;
pCharEndBuffer = pCharInputBuffer;
}
/* Return the next key press or 0 if no key in the buffer.
* The key returned will have been remaped to the correct ascii code for the
* windows key map.
* All key presses are buffered up (including windows auto repeat).
*/
UDWORD inputGetKey(void)
{
UDWORD retVal;
if (pStartBuffer != pEndBuffer)
{
retVal = *pStartBuffer;
currentChar = *pCharStartBuffer;
pStartBuffer += 1;
pCharStartBuffer += 1;
if (pStartBuffer >= pInputBuffer + INPUT_MAXSTR)
{
pStartBuffer = pInputBuffer;
pCharStartBuffer = pCharInputBuffer;
}
}
else
{
retVal = 0;
}
return retVal;
}
char inputGetCharKey(void) {
return currentChar;
}
/* Deal with windows messages to maintain the state of the keyboard and mouse */
void inputProcessEvent(SDL_Event *event)
{
UDWORD code,i, vk;
// FRACT divX,divY;
// UDWORD scrX,scrY;
switch(event->type)
{
case SDL_KEYDOWN:
//printf("keydown %s (%i)\n", SDL_GetKeyName(code), event->key.keysym.sym);
switch (event->key.keysym.sym)
{
case SDLK_LEFT:
vk = INPBUF_LEFT;
break;
case SDLK_RIGHT:
vk = INPBUF_RIGHT;
break;
case SDLK_UP:
vk = INPBUF_UP;
break;
case SDLK_DOWN:
vk = INPBUF_DOWN;
break;
case SDLK_HOME:
vk = INPBUF_HOME;
break;
case SDLK_END:
vk = INPBUF_END;
break;
case SDLK_INSERT:
vk = INPBUF_INS;
break;
case SDLK_DELETE:
vk = INPBUF_DEL;
break;
case SDLK_PAGEUP:
vk = INPBUF_PGUP;
break;
case SDLK_PAGEDOWN:
vk = INPBUF_PGDN;
break;
default:
vk = event->key.keysym.sym;
break;
}
{
unsigned char char_code = event->key.keysym.unicode; // FIXME Discarding last 8 bit of 16bit UNICODE !!!
debug( LOG_NEVER, "Code: %x\n", vk);
if (char_code < 32) {
char_code = 0;
}
inputAddBuffer(vk, char_code, 1);
}
code = sdlKeyToKeyCode(event->key.keysym.sym);
if ((aKeyState[code] == KEY_UP) ||
(aKeyState[code] == KEY_RELEASED) ||
(aKeyState[code] == KEY_PRESSRELEASE))
{
aKeyState[code] = KEY_PRESSED;
}
break;
case SDL_KEYUP:
code = sdlKeyToKeyCode(event->key.keysym.sym);
if (aKeyState[code] == KEY_PRESSED)
{
aKeyState[code] = KEY_PRESSRELEASE;
}
else if (aKeyState[code] == KEY_DOWN)
{
aKeyState[code] = KEY_RELEASED;
}
break;
/* Deal with mouse messages */
case SDL_MOUSEMOTION:
if(!mouseDown(MOUSE_MMB))
{
/* store the current mouse position */
mouseXPos = event->motion.x;
mouseYPos = event->motion.y;
/*
if(mouseXPos>=screenWidth)
{
mouseXPos = screenWidth-1;
}
if(mouseYPos >= screenHeight)
{
mouseYPos = screenHeight-1;
}
*/
/* now see if a drag has started */
if ((aMouseState[dragKey] == KEY_PRESSED ||
aMouseState[dragKey] == KEY_DOWN) &&
(ABSDIF(dragX,mouseXPos) > DRAG_THRESHOLD ||
ABSDIF(dragY,mouseYPos) > DRAG_THRESHOLD))
{
// DBPRINTF(("dragging\n"));
aMouseState[dragKey] = KEY_DRAG;
}
}
break;
case SDL_MOUSEBUTTONUP:
if (aMouseState[event->button.button] == KEY_PRESSED)
{
aMouseState[event->button.button] = KEY_PRESSRELEASE;
}
else if (aMouseState[event->button.button] == KEY_DOWN
|| aMouseState[event->button.button] == KEY_DRAG)
{
aMouseState[event->button.button] = KEY_RELEASED;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (aMouseState[event->button.button] == KEY_UP
|| aMouseState[event->button.button] == KEY_RELEASED
|| aMouseState[event->button.button] == KEY_PRESSRELEASE)
{
aMouseState[event->button.button] = KEY_PRESSED;
if (event->button.button < 4)
{
dragKey = (MOUSE_KEY_CODE)event->button.button;
dragX = mouseXPos;
dragY = mouseYPos;
}
}
// TODO: double click
break;
case SDL_ACTIVEEVENT:
/* Lost the window focus, have to take this as a global key up */
for(i=0; i<KEY_MAXSCAN; i++)
{
if ((aKeyState[i] == KEY_PRESSED) ||
(aKeyState[i] == KEY_DOWN))
{
aKeyState[i] = KEY_RELEASED;
}
}
for (i = 0; i < 6; i++)
{
if ((aMouseState[i] == KEY_PRESSED) ||
(aMouseState[i] == KEY_DOWN) ||
(aMouseState[i] == KEY_DRAG))
{
aMouseState[i] = KEY_RELEASED;
}
}
break;
}
}
/* This is called once a frame so that the system can tell
* whether a key was pressed this turn or held down from the last frame.
*/
void inputNewFrame(void)
{
UDWORD i;
/* Do the keyboard */
for (i=0; i< KEY_MAXSCAN; i++)
{
if (aKeyState[i] == KEY_PRESSED)
{
aKeyState[i] = KEY_DOWN;
}
else if ((aKeyState[i] == KEY_RELEASED) ||
(aKeyState[i] == KEY_PRESSRELEASE))
{
aKeyState[i] = KEY_UP;
}
}
/* Do the mouse */
for (i = 0; i < 6; i++) {
if (aMouseState[i] == KEY_PRESSED)
aMouseState[i] = KEY_DOWN;
else if ((aMouseState[i] == KEY_RELEASED)
|| (aMouseState[i] == KEY_DOUBLECLICK)
|| (aMouseState[i] == KEY_PRESSRELEASE))
aMouseState[i] = KEY_UP;
}
}
/* This returns true if the key is currently depressed */
BOOL keyDown(KEY_CODE code)
{
ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
return (aKeyState[code] != KEY_UP);
}
/* This returns true if the key went from being up to being down this frame */
BOOL keyPressed(KEY_CODE code)
{
ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
return ((aKeyState[code] == KEY_PRESSED) || (aKeyState[code] == KEY_PRESSRELEASE));
}
/* This returns true if the key went from being down to being up this frame */
BOOL keyReleased(KEY_CODE code)
{
ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
return ((aKeyState[code] == KEY_RELEASED) || (aKeyState[code] == KEY_PRESSRELEASE));
}
/* Return the X coordinate of the mouse */
SDWORD mouseX(void)
{
return mouseXPos;
}
/* Return the Y coordinate of the mouse */
SDWORD mouseY(void)
{
return mouseYPos;
}
/* This returns true if the mouse key is currently depressed */
BOOL mouseDown(MOUSE_KEY_CODE code)
{
return (aMouseState[code] != KEY_UP);
}
/* This returns true if the mouse key was double clicked */
BOOL mouseDClicked(MOUSE_KEY_CODE code)
{
return (aMouseState[code] == KEY_DOUBLECLICK);
}
/* This returns true if the mouse key went from being up to being down this frame */
BOOL mousePressed(MOUSE_KEY_CODE code)
{
return ((aMouseState[code] == KEY_PRESSED) ||
(aMouseState[code] == KEY_PRESSRELEASE));
}
/* This returns true if the mouse key went from being down to being up this frame */
BOOL mouseReleased(MOUSE_KEY_CODE code)
{
return ((aMouseState[code] == KEY_RELEASED) ||
(aMouseState[code] == KEY_DOUBLECLICK) ||
(aMouseState[code] == KEY_PRESSRELEASE));
}
/* Check for a mouse drag, return the drag start coords if dragging */
BOOL mouseDrag(MOUSE_KEY_CODE code, UDWORD *px, UDWORD *py)
{
if (aMouseState[code] == KEY_DRAG)
{
*px = dragX;
*py = dragY;
return TRUE;
}
return FALSE;
}
void SetMousePos(UDWORD x, UDWORD y)
{
static int mousewarp = -1;
if (mousewarp == -1) {
SDWORD val;
mousewarp = 1;
if (getWarzoneKeyNumeric("nomousewarp", &val)) {
if (val) {
mousewarp = 0;
}
}
}
if (mousewarp)
SDL_WarpMouse(x, y);
}
/* Sets the state of the mouse key to down */
void setMouseDown(MOUSE_KEY_CODE code)
{
SDL_Event event;
event.type = SDL_MOUSEBUTTONDOWN;
event.button.type = SDL_MOUSEBUTTONDOWN;
event.button.button = code;
event.button.state = SDL_PRESSED;
event.button.x = mouseX();
event.button.y = mouseY();
SDL_PushEvent(&event);
}
/* Sets the state of the mouse key to up */
void setMouseUp(MOUSE_KEY_CODE code)
{
SDL_Event event;
event.type = SDL_MOUSEBUTTONUP;
event.button.type = SDL_MOUSEBUTTONUP;
event.button.button = code;
event.button.state = SDL_RELEASED;
event.button.x = mouseX();
event.button.y = mouseY();
SDL_PushEvent(&event);
}