36 |
48 |
37 /** |
49 /** |
38 * The bits used in the GuiInput bitmask, each represents something handled locally by Graphics. |
50 * The bits used in the GuiInput bitmask, each represents something handled locally by Graphics. |
39 */ |
51 */ |
40 enum GuiInputBit { |
52 enum GuiInputBit { |
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53 GUI_INPUT_NONE = 0x0000, |
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54 |
41 GUI_INPUT_QUIT = 0x0001, |
55 GUI_INPUT_QUIT = 0x0001, |
42 GUI_INPUT_DISPLAY_WEAPON = 0x0002, |
56 GUI_INPUT_DISPLAY_WEAPON = 0x0002, |
43 GUI_INPUT_DEBUG_PLAYER = 0x0004, |
57 GUI_INPUT_DEBUG_PLAYER = 0x0004, |
44 }; |
58 }; |
45 |
59 |
46 /** |
60 /** |
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61 * Bitmask of InputFlagBits |
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62 */ |
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63 typedef uint8_t InputFlags; |
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64 |
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65 /** |
47 * Bitmask of PlayerInputBits |
66 * Bitmask of PlayerInputBits |
48 * |
67 * |
49 * @see PlayerInputBit |
68 * @see PlayerInputBit |
50 */ |
69 */ |
51 typedef uint16_t PlayerInput; |
70 typedef uint16_t PlayerInput; |
56 * @see GuiInputBit |
75 * @see GuiInputBit |
57 */ |
76 */ |
58 typedef uint16_t GuiInput; |
77 typedef uint16_t GuiInput; |
59 |
78 |
60 /** |
79 /** |
61 * Keymap definition used in Input.cc |
80 * Keymap definition struct |
62 */ |
81 */ |
63 template <typename BitEnumType> struct InputKeymapEntry; |
82 template <typename BitEnumType> struct InputKeymapEntry { |
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83 /** |
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84 * The input bit to set if present |
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85 */ |
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86 BitEnumType input; |
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87 |
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88 /** |
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89 * Flags to use |
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90 * |
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91 * @see InputFlagBits |
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92 */ |
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93 InputFlags flags; |
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94 |
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95 /** |
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96 * Up to two keycodes to check |
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97 */ |
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98 int keycodes[2]; |
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99 }; |
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100 |
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101 |
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102 /** |
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103 * A InputKeyRepeatQueue entry, this contains the input bit value itself, and then the remaining expire time |
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104 */ |
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105 template <typename BitEnumType> struct InputKeyRepeatEntry { |
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106 BitEnumType value; |
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107 TimeMS expire; |
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108 |
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109 public: |
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110 InputKeyRepeatEntry (BitEnumType value, TimeMS expire); |
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111 |
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112 /** |
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113 * Since priority_queue always gives the greatest item, the one with the longest expire is the least item |
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114 */ |
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115 bool operator< (const struct InputKeyRepeatEntry &other); |
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116 |
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117 /** |
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118 * Decrements expire, returning true if it has now expired, false otherwise |
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119 */ |
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120 bool updateExpired (TimeMS dt); |
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121 }; |
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122 |
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123 /** |
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124 * A InputKeyRepeatQueue maintains a list of InputKeyRepeatEntry's, lets you add new input values, find old ones, |
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125 * and update the list |
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126 */ |
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127 template <typename BitEnumType> class InputKeyRepeatQueue { |
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128 private: |
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129 TimeMS expire; |
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130 |
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131 typedef InputKeyRepeatEntry<BitEnumType> entry_type; |
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132 |
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133 std::list<entry_type> list; |
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134 |
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135 typedef typename std::list<entry_type>::iterator list_iterator; |
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136 |
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137 public: |
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138 /** |
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139 * Constructs this queue to contain entries with the given expiry time |
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140 */ |
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141 InputKeyRepeatQueue (TimeMS expire); |
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142 |
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143 /** |
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144 * Push a new input bit onto the queue |
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145 */ |
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146 void push (BitEnumType bit); |
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147 |
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148 /** |
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149 * Checks if the given input is in the queue |
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150 */ |
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151 bool find (BitEnumType bit); |
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152 |
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153 /** |
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154 * Updates the list, removing expired items |
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155 */ |
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156 void update (TimeMS dt); |
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157 }; |
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158 |
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159 /** |
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160 * An InputHandler uses an InputKeymapEntry to maintain a BitMaskType of current inputs |
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161 */ |
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162 template <typename BitEnumType, typename BitMaskType> class InputHandler { |
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163 private: |
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164 /** |
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165 * The keyboard that we read input from |
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166 */ |
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167 CL_InputDevice &keyboard; |
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168 |
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169 /** |
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170 * The keymap that we use |
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171 */ |
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172 InputKeymapEntry<BitEnumType> *keymap; |
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173 |
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174 /** |
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175 * The current bitmask value |
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176 */ |
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177 BitMaskType value; |
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178 |
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179 /** |
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180 * How long the bitmask was held... |
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181 */ |
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182 TimeMS dt; |
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183 |
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184 /** |
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185 * The KeyRepeatQueue |
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186 */ |
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187 InputKeyRepeatQueue<BitEnumType> queue; |
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188 |
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189 public: |
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190 /** |
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191 * Constructs the InputHandler using the given keyboard, keymap and key-repeat expire time |
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192 */ |
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193 InputHandler (CL_InputDevice &keyboard, InputKeymapEntry<BitEnumType> *keymap, TimeMS keyrepeat_expire); |
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194 |
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195 private: |
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196 /** |
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197 * Returns true if the keycode is valid, false if not. |
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198 * |
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199 * A positive keycode requires that the keycode be active, a negative keycode that the keycode be inactive, |
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200 * and a zero keycode always returns true. |
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201 * |
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202 * @param keycode A positive keycode to check that it's set, negative keycode to check that it's not set, or zero |
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203 * @returns bool true if positive+set/negavtive+notset/zero, false otherwise |
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204 */ |
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205 bool checkKeycode (int keycode); |
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206 |
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207 public: |
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208 /** |
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209 * Updates the keyrepeat queue |
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210 */ |
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211 void update (TimeMS dt); |
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212 |
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213 /** |
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214 * Reads the current input mask value and length into mask and dt, and reset ours to zero |
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215 * |
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216 * @param mask our BitMaskType value is returned using this |
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217 * @param dt how long the input was held for |
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218 */ |
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219 void readValue (BitMaskType &mask, TimeMS &dt); |
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220 |
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221 }; |
64 |
222 |
65 /** |
223 /** |
66 * Handles reading input from a keyboard and mapping it to PlayerInput/GuiInput bitmasks |
224 * Handles reading input from a keyboard and mapping it to PlayerInput/GuiInput bitmasks |
67 */ |
225 */ |
68 class Input { |
226 class Input { |
69 protected: |
227 protected: |
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228 /** |
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229 * The keyboard device that we use |
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230 */ |
70 CL_InputDevice &keyboard; |
231 CL_InputDevice &keyboard; |
71 |
232 |
72 public: |
233 /** |
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234 * Our update timer |
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235 */ |
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236 Timer update_timer; |
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237 |
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238 CL_SlotContainer slots; |
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239 |
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240 /** |
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241 * Our PlayerInput |
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242 */ |
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243 InputHandler<PlayerInputBit, PlayerInput> player; |
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244 |
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245 /** |
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246 * Our GuiInput |
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247 */ |
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248 InputHandler<GuiInputBit, GuiInput> gui; |
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249 |
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250 public: |
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251 /** |
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252 * Build the input handler using the given keyboard and the default keymaps |
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253 */ |
73 Input (CL_InputDevice &keyboard); |
254 Input (CL_InputDevice &keyboard); |
74 |
255 |
75 private: |
256 public: |
76 bool checkKeycode (int keycode); |
257 /** |
77 template <typename BitEnumType, typename BitMaskType> BitMaskType buildMask (InputKeymapEntry<BitEnumType> *keymap); |
258 * Reads the current PlayerInput value via mask, and the length of the input via dt |
78 |
259 */ |
79 public: |
260 void readPlayerInput (PlayerInput &mask, TimeMS &dt); |
80 /* |
261 |
81 * Reads the keyboard to determine current state of the Player/Gui input |
262 /** |
82 */ |
263 * Reads the current GuiInput mask and returns it |
83 PlayerInput readPlayerInput (void); |
264 */ |
84 GuiInput readGuiInput (void); |
265 GuiInput readGuiInput (void); |
85 }; |
266 }; |
86 |
267 |
87 #endif |
268 #endif |