569 lines
13 KiB
C
569 lines
13 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* Input.c
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*
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* Processes all keyboard and mouse input.
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*
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*/
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#include "frame.h"
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/* Allow frame header files to be singly included */
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#define FRAME_LIB_INCLUDE
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#include "input.h"
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#include "frameint.h"
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#include "configfile.h"
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#include "lib/gamelib/gtime.h"
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/* The possible states for keys */
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typedef enum _key_state
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{
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KEY_UP,
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KEY_PRESSED,
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KEY_DOWN,
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KEY_RELEASED,
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KEY_PRESSRELEASE, // When a key goes up and down in a frame
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KEY_DOUBLECLICK, // Only used by mouse keys
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KEY_DRAG, // Only used by mouse keys
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} KEY_STATE;
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typedef struct _input_state {
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KEY_STATE state; /// Last key/mouse state
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UDWORD lastdown; /// last key/mouse button down timestamp
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} INPUT_STATE;
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/// constant for the interval between 2 singleclicks for doubleclick event in ms
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#define DOUBLE_CLICK_INTERVAL 250
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/* The current state of the keyboard */
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static INPUT_STATE aKeyState[KEY_MAXSCAN];
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/* The current location of the mouse */
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static Uint16 mouseXPos, mouseYPos;
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/* How far the mouse has to move to start a drag */
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#define DRAG_THRESHOLD 5
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/* Which button is being used for a drag */
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static MOUSE_KEY_CODE dragKey;
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/* The start of a possible drag by the mouse */
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static SDWORD dragX, dragY;
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/* The current mouse button state */
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static INPUT_STATE aMouseState[6];
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/* The size of the input buffer */
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#define INPUT_MAXSTR 512
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/* The input string buffer */
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static UDWORD pInputBuffer[INPUT_MAXSTR];
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static UDWORD *pStartBuffer, *pEndBuffer;
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static char pCharInputBuffer[INPUT_MAXSTR];
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static char *pCharStartBuffer, *pCharEndBuffer;
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static char currentChar;
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static KEY_CODE sdlKeyToKeyCode(SDLKey key)
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{
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return (KEY_CODE)key;
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}
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static SDLKey keyCodeToSDLKey(KEY_CODE code)
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{
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return (SDLKey)code;
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}
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void keyScanToString(KEY_CODE code, char *ascii, UDWORD maxStringSize)
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{
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if(keyCodeToSDLKey(code) == KEY_MAXSCAN)
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{
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strcpy(ascii,"???");
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return;
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}
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ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
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snprintf(ascii, maxStringSize, "%s", SDL_GetKeyName(keyCodeToSDLKey(code)));
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}
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/* Initialise the input module */
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void inputInitialise(void)
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{
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unsigned int i;
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for (i = 0; i < KEY_MAXSCAN; i++)
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{
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aKeyState[i].state = KEY_UP;
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}
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for (i = 0; i < 6; i++)
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{
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aMouseState[i].state = KEY_UP;
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}
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pStartBuffer = pInputBuffer;
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pEndBuffer = pInputBuffer;
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pCharStartBuffer = pCharInputBuffer;
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pCharEndBuffer = pCharInputBuffer;
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dragX = mouseXPos = screenWidth/2;
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dragY = mouseYPos = screenHeight/2;
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dragKey = MOUSE_LMB;
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SDL_EnableUNICODE(1);
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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}
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/* add count copies of the characater code to the input buffer */
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void inputAddBuffer(UDWORD code, char char_code, UDWORD count)
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{
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UDWORD *pNext;
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char *pCharNext;
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/* Calculate what pEndBuffer will be set to next */
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pNext = pEndBuffer + 1;
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pCharNext = pCharEndBuffer + 1;
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if (pNext >= pInputBuffer + INPUT_MAXSTR)
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{
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pNext = pInputBuffer;
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pCharNext = pCharInputBuffer;
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}
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while (pNext != pStartBuffer && count > 0)
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{
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/* Store the character */
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*pEndBuffer = code;
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*pCharEndBuffer = char_code;
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pEndBuffer = pNext;
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pCharEndBuffer = pCharNext;
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count -= 1;
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/* Calculate what pEndBuffer will be set to next */
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pNext = pEndBuffer + 1;
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pCharNext = pCharEndBuffer + 1;
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if (pNext >= pInputBuffer + INPUT_MAXSTR)
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{
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pNext = pInputBuffer;
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pCharNext = pCharInputBuffer;
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}
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}
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}
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/* Clear the input buffer */
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void inputClearBuffer(void)
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{
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pStartBuffer = pInputBuffer;
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pEndBuffer = pInputBuffer;
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pCharStartBuffer = pCharInputBuffer;
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pCharEndBuffer = pCharInputBuffer;
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}
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/* Return the next key press or 0 if no key in the buffer.
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* The key returned will have been remaped to the correct ascii code for the
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* windows key map.
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* All key presses are buffered up (including windows auto repeat).
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*/
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UDWORD inputGetKey(void)
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{
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UDWORD retVal;
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if (pStartBuffer != pEndBuffer)
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{
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retVal = *pStartBuffer;
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currentChar = *pCharStartBuffer;
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pStartBuffer += 1;
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pCharStartBuffer += 1;
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if (pStartBuffer >= pInputBuffer + INPUT_MAXSTR)
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{
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pStartBuffer = pInputBuffer;
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pCharStartBuffer = pCharInputBuffer;
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}
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}
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else
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{
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retVal = 0;
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}
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return retVal;
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}
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char inputGetCharKey(void) {
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return currentChar;
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}
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/*!
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* Handle keyboard events
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*/
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void inputHandleKeyEvent(SDL_KeyboardEvent * keyEvent)
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{
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UDWORD code, vk;
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unsigned char char_code = keyEvent->keysym.unicode; // FIXME Discarding last 8 bit of 16bit UNICODE !!!
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switch (keyEvent->type)
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{
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case SDL_KEYDOWN:
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switch (keyEvent->keysym.sym)
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{
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case SDLK_LEFT:
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vk = INPBUF_LEFT;
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break;
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case SDLK_RIGHT:
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vk = INPBUF_RIGHT;
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break;
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case SDLK_UP:
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vk = INPBUF_UP;
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break;
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case SDLK_DOWN:
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vk = INPBUF_DOWN;
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break;
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case SDLK_HOME:
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vk = INPBUF_HOME;
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break;
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case SDLK_END:
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vk = INPBUF_END;
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break;
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case SDLK_INSERT:
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vk = INPBUF_INS;
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break;
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case SDLK_DELETE:
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vk = INPBUF_DEL;
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break;
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case SDLK_PAGEUP:
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vk = INPBUF_PGUP;
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break;
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case SDLK_PAGEDOWN:
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vk = INPBUF_PGDN;
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break;
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default:
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vk = keyEvent->keysym.sym;
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break;
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}
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debug( LOG_NEVER, "Code: %x\n", vk);
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if (char_code < 32)
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{
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char_code = 0;
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}
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inputAddBuffer(vk, char_code, 1);
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code = sdlKeyToKeyCode(keyEvent->keysym.sym);
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if ( aKeyState[code].state == KEY_UP ||
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aKeyState[code].state == KEY_RELEASED ||
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aKeyState[code].state == KEY_PRESSRELEASE )
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{
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//whether double key press or not
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aKeyState[code].state = KEY_PRESSED;
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aKeyState[code].lastdown = 0;
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}
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break;
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case SDL_KEYUP:
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code = sdlKeyToKeyCode(keyEvent->keysym.sym);
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if (aKeyState[code].state == KEY_PRESSED)
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{
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aKeyState[code].state = KEY_PRESSRELEASE;
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}
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else if (aKeyState[code].state == KEY_DOWN )
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{
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aKeyState[code].state = KEY_RELEASED;
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}
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break;
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default:
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break;
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}
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}
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/*!
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* Handle mousebutton events
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*/
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void inputHandleMouseButtonEvent(SDL_MouseButtonEvent * buttonEvent)
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{
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switch (buttonEvent->type)
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{
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case SDL_MOUSEBUTTONDOWN:
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if ( aMouseState[buttonEvent->button].state == KEY_UP
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|| aMouseState[buttonEvent->button].state == KEY_RELEASED
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|| aMouseState[buttonEvent->button].state == KEY_PRESSRELEASE )
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{
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if ( (buttonEvent->button != SDL_BUTTON_WHEELUP //skip doubleclick check for wheel
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&& buttonEvent->button != SDL_BUTTON_WHEELDOWN))
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{
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//whether double click or not
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if ( gameTime - aMouseState[buttonEvent->button].lastdown < DOUBLE_CLICK_INTERVAL )
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{
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aMouseState[buttonEvent->button].state = KEY_DOUBLECLICK;
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aMouseState[buttonEvent->button].lastdown = 0;
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}
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else
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{
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aMouseState[buttonEvent->button].state = KEY_PRESSED;
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aMouseState[buttonEvent->button].lastdown = gameTime;
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}
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}
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else //mouse wheel up/down was used, so notify.
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{
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aMouseState[buttonEvent->button].state = KEY_PRESSED;
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aMouseState[buttonEvent->button].lastdown = 0;
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}
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if (buttonEvent->button < 4) // Not the mousewheel
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{
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dragKey = (MOUSE_KEY_CODE)buttonEvent->button;
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dragX = mouseXPos;
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dragY = mouseYPos;
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}
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}
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break;
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case SDL_MOUSEBUTTONUP:
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if (aMouseState[buttonEvent->button].state == KEY_PRESSED)
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{
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aMouseState[buttonEvent->button].state = KEY_PRESSRELEASE;
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}
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else if ( aMouseState[buttonEvent->button].state == KEY_DOWN
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|| aMouseState[buttonEvent->button].state == KEY_DRAG
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|| aMouseState[buttonEvent->button].state == KEY_DOUBLECLICK)
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{
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aMouseState[buttonEvent->button].state = KEY_RELEASED;
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}
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break;
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default:
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break;
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}
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}
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/*!
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* Handle mousemotion events
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*/
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void inputHandleMouseMotionEvent(SDL_MouseMotionEvent * motionEvent)
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{
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switch (motionEvent->type)
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{
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case SDL_MOUSEMOTION:
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if(!mouseDown(MOUSE_MMB))
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{
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/* store the current mouse position */
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mouseXPos = motionEvent->x;
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mouseYPos = motionEvent->y;
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/* now see if a drag has started */
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if ( ( aMouseState[dragKey].state == KEY_PRESSED ||
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aMouseState[dragKey].state == KEY_DOWN )
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&& ( ABSDIF(dragX, mouseXPos) > DRAG_THRESHOLD ||
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ABSDIF(dragY, mouseYPos) > DRAG_THRESHOLD ) )
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{
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aMouseState[dragKey].state = KEY_DRAG;
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}
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}
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break;
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default:
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break;
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}
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}
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/*!
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* This is called once a frame so that the system can tell
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* whether a key was pressed this turn or held down from the last frame.
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*/
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void inputNewFrame(void)
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{
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unsigned int i;
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/* Do the keyboard */
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for (i = 0; i < KEY_MAXSCAN; i++)
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{
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if (aKeyState[i].state == KEY_PRESSED)
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{
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aKeyState[i].state = KEY_DOWN;
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}
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else if ( aKeyState[i].state == KEY_RELEASED ||
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aKeyState[i].state == KEY_PRESSRELEASE )
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{
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aKeyState[i].state = KEY_UP;
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}
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}
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/* Do the mouse */
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for (i = 0; i < 6; i++)
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{
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if (aMouseState[i].state == KEY_PRESSED)
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{
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aMouseState[i].state = KEY_DOWN;
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}
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else if ( aMouseState[i].state == KEY_RELEASED
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|| aMouseState[i].state == KEY_DOUBLECLICK
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|| aMouseState[i].state == KEY_PRESSRELEASE )
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{
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aMouseState[i].state = KEY_UP;
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}
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}
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}
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/*!
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* Release all keys (and buttons) when we loose focus
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*/
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// FIXME This seems to be totally ignored! (Try switching focus while the dragbox is open)
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void inputLooseFocus(void)
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{
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unsigned int i;
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/* Lost the window focus, have to take this as a global key up */
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for(i = 0; i < KEY_MAXSCAN; i++)
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{
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aKeyState[i].state = KEY_RELEASED;
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}
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for (i = 0; i < 6; i++)
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{
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aMouseState[i].state = KEY_RELEASED;
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}
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}
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/* This returns true if the key is currently depressed */
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BOOL keyDown(KEY_CODE code)
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{
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ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
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return (aKeyState[code].state != KEY_UP);
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}
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/* This returns true if the key went from being up to being down this frame */
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BOOL keyPressed(KEY_CODE code)
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{
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ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
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return ((aKeyState[code].state == KEY_PRESSED) || (aKeyState[code].state == KEY_PRESSRELEASE));
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}
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/* This returns true if the key went from being down to being up this frame */
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BOOL keyReleased(KEY_CODE code)
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{
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ASSERT( keyCodeToSDLKey(code) < KEY_MAXSCAN, "Invalid key code: %d", code );
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return ((aKeyState[code].state == KEY_RELEASED) || (aKeyState[code].state == KEY_PRESSRELEASE));
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}
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/* Return the X coordinate of the mouse */
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Uint16 mouseX(void)
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{
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return mouseXPos;
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}
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/* Return the Y coordinate of the mouse */
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Uint16 mouseY(void)
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{
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return mouseYPos;
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}
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/* This returns true if the mouse key is currently depressed */
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BOOL mouseDown(MOUSE_KEY_CODE code)
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{
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return (aMouseState[code].state != KEY_UP);
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}
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/* This returns true if the mouse key was double clicked */
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BOOL mouseDClicked(MOUSE_KEY_CODE code)
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{
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return (aMouseState[code].state == KEY_DOUBLECLICK);
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}
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/* This returns true if the mouse key went from being up to being down this frame */
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BOOL mousePressed(MOUSE_KEY_CODE code)
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{
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return ((aMouseState[code].state == KEY_PRESSED) ||
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(aMouseState[code].state == KEY_DOUBLECLICK) ||
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(aMouseState[code].state == KEY_PRESSRELEASE));
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}
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/* This returns true if the mouse key went from being down to being up this frame */
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BOOL mouseReleased(MOUSE_KEY_CODE code)
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{
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return ((aMouseState[code].state == KEY_RELEASED) ||
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(aMouseState[code].state == KEY_DOUBLECLICK) ||
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(aMouseState[code].state == KEY_PRESSRELEASE));
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}
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/* Check for a mouse drag, return the drag start coords if dragging */
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BOOL mouseDrag(MOUSE_KEY_CODE code, UDWORD *px, UDWORD *py)
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{
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if (aMouseState[code].state == KEY_DRAG)
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{
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*px = dragX;
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*py = dragY;
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return TRUE;
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}
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return FALSE;
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}
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|
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void SetMousePos(Uint16 x, Uint16 y)
|
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{
|
|
static int mousewarp = -1;
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if (mousewarp == -1)
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{
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SDWORD val;
|
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mousewarp = 1;
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if (getWarzoneKeyNumeric("nomousewarp", &val))
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{
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mousewarp = !val;
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}
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}
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if (mousewarp)
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SDL_WarpMouse(x, y);
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}
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|
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/* Sets the state of the mouse key to down */
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void setMouseDown(MOUSE_KEY_CODE code)
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{
|
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SDL_Event event;
|
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event.type = SDL_MOUSEBUTTONDOWN;
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event.button.type = SDL_MOUSEBUTTONDOWN;
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event.button.button = code;
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event.button.state = SDL_PRESSED;
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event.button.x = mouseX();
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event.button.y = mouseY();
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SDL_PushEvent(&event);
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}
|
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|
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/* Sets the state of the mouse key to up */
|
|
void setMouseUp(MOUSE_KEY_CODE code)
|
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{
|
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SDL_Event event;
|
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|
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event.type = SDL_MOUSEBUTTONUP;
|
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event.button.type = SDL_MOUSEBUTTONUP;
|
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event.button.button = code;
|
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event.button.state = SDL_RELEASED;
|
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event.button.x = mouseX();
|
|
event.button.y = mouseY();
|
|
SDL_PushEvent(&event);
|
|
}
|