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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"
#include "id_vl.h"
#include <unordered_map>
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
//
// configuration variables
//
boolean MousePresent;
boolean forcegrabmouse;
// Global variables
std::unordered_map<int, boolean> Keyboard = {
{sc_None, false},
{sc_Return, false},
{sc_Escape, false},
{sc_Space, false},
{sc_BackSpace, false},
{sc_Tab, false},
{sc_Alt, false},
{sc_Control, false},
{sc_CapsLock, false},
{sc_LShift, false},
{sc_RShift, false},
{sc_UpArrow, false},
{sc_DownArrow, false},
{sc_LeftArrow, false},
{sc_RightArrow, false},
{sc_Insert, false},
{sc_Delete, false},
{sc_Home, false},
{sc_End, false},
{sc_PgUp, false},
{sc_PgDn, false},
{sc_F1, false},
{sc_F2, false},
{sc_F3, false},
{sc_F4, false},
{sc_F5, false},
{sc_F6, false},
{sc_F7, false},
{sc_F8, false},
{sc_F9, false},
{sc_F10, false},
{sc_F11, false},
{sc_F12, false},
{sc_ScrollLock, false},
{sc_PrintScreen, false},
{sc_1, false},
{sc_2, false},
{sc_3, false},
{sc_4, false},
{sc_5, false},
{sc_6, false},
{sc_7, false},
{sc_8, false},
{sc_9, false},
{sc_0, false},
{sc_A, false},
{sc_B, false},
{sc_C, false},
{sc_D, false},
{sc_E, false},
{sc_F, false},
{sc_G, false},
{sc_H, false},
{sc_I, false},
{sc_J, false},
{sc_K, false},
{sc_L, false},
{sc_M, false},
{sc_N, false},
{sc_O, false},
{sc_P, false},
{sc_Q, false},
{sc_R, false},
{sc_S, false},
{sc_T, false},
{sc_U, false},
{sc_V, false},
{sc_W, false},
{sc_X, false},
{sc_Y, false},
{sc_Z, false}
};
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;
static SDL_GameController* GameController;
// Flip the right stick axes to match usual mapping of Joystick API.
static SDL_GameControllerAxis GameControllerAxisMap[SDL_CONTROLLER_AXIS_MAX] = {
SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY, // X, Y
SDL_CONTROLLER_AXIS_RIGHTY, SDL_CONTROLLER_AXIS_RIGHTX, // Z, R
SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT
};
JoystickSens* JoySensitivity;
int JoyNumButtons;
int JoyNumAxes;
static int JoyNumHats;
static bool GrabInput = 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)
{
int x, y;
if (!GameController)
{
*dx = *dy = 0;
return;
}
SDL_GameControllerUpdate();
x = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_RIGHTX) >> 8;
y = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_LEFTY) >> 8;
if (SDL_GameControllerGetButton(GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
x += 127;
else if (SDL_GameControllerGetButton(GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT))
x -= 127;
if (SDL_GameControllerGetButton(GameController, SDL_CONTROLLER_BUTTON_DPAD_DOWN))
y += 127;
else if (SDL_GameControllerGetButton(GameController, SDL_CONTROLLER_BUTTON_DPAD_UP))
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 (!GameController)
{
*dx = 0;
*dy = 0;
return;
}
SDL_GameControllerUpdate();
int x = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_RIGHTX) >> 8;
int y = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_LEFTY) >> 8;
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;
}
int IN_GetJoyAxis(int axis)
{
return SDL_GameControllerGetAxis(GameController, GameControllerAxisMap[axis]);
}
/*
===================
=
= IN_JoyButtons
=
===================
*/
int IN_JoyButtons()
{
SDL_GameControllerUpdate();
int res = 0;
for (int i = 0; i < JoyNumButtons; ++i)
{
if (SDL_GameControllerGetButton(GameController, (SDL_GameControllerButton)i))
{
// Allow controllers or PS4/PS5 controllers to use the game controller API
// to enter the menu.
if (i == SDL_CONTROLLER_BUTTON_START)
US_ControlPanel(buttonstate[bt_esc] = true );
else if (i == SDL_CONTROLLER_BUTTON_TOUCHPAD)
US_ControlPanel(buttonstate[bt_esc] = true);
else
res |= 1 << i;
}
}
return res;
if (!GameController)
return 0;
}
boolean IN_JoyPresent()
{
return GameController != NULL;
}
int IN_JoyAxes(void)
{
SDL_GameControllerUpdate();
int res = 0;
for (int i = 0; i < JoyNumAxes; ++i)
{
int16_t pos = SDL_GameControllerGetAxis(GameController, (SDL_GameControllerAxis)GameControllerAxisMap[i]);
if (pos <= -0x1000)
res |= 1 << (i * 2);
else if (pos >= 0x1000)
res |= 1 << (i * 2 + 1);
}
return res;
if (!GameController)
return 0;
}
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_SCROLLLOCK || event->key.keysym.sym == SDLK_F12)
{
GrabInput = !GrabInput;
SDL_SetRelativeMouseMode(GrabInput ? SDL_TRUE : SDL_FALSE);
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;
}
}
}
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];
}
int intLasScan = LastScan;
Keyboard[intLasScan] = 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;
}
}
}
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 (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) == 0 && SDL_IsGameController(param_joystickindex))
{
GameController = SDL_GameControllerOpen(param_joystickindex);
printf("Using game controller: %s\n", SDL_GameControllerName(GameController));
SDL_GameControllerEventState(SDL_IGNORE);
JoyNumButtons = SDL_CONTROLLER_BUTTON_MAX;
JoyNumAxes = SDL_CONTROLLER_AXIS_MAX;
JoyNumHats = 0;
JoySensitivity = new JoystickSens[JoyNumAxes];
}
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
if (fullscreen || forcegrabmouse)
{
GrabInput = true;
SDL_SetRelativeMouseMode(SDL_TRUE);
}
// 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 (GameController)
SDL_GameControllerClose(GameController);
IN_Started = false;
}
///////////////////////////////////////////////////////////////////////////
//
// IN_ClearKeysDown() - Clears the keyboard array
//
///////////////////////////////////////////////////////////////////////////
void
IN_ClearKeysDown(void)
{
LastScan = sc_None;
LastASCII = key_None;
for (auto& pair : Keyboard) {
pair.second = false;
}
}
///////////////////////////////////////////////////////////////////////////
//
// 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_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;
}