src/Input.cc
branchnew_graphics
changeset 414 cede5463b845
parent 413 7dddc163489a
child 415 c1069d23890b
equal deleted inserted replaced
413:7dddc163489a 414:cede5463b845
     1 
       
     2 #include "Input.hh"
       
     3 #include "Engine.hh"
       
     4 #include "Config.hh"
       
     5 
       
     6 InputKeymapEntry<PlayerInputBit> INPUT_PLAYER_KEYMAP[] = {
       
     7     {   INPUT_AIM_UP,       INPUT_FLAG_UNLIMITED,   { -CL_KEY_ENTER,    CL_KEY_UP       } },
       
     8     {   INPUT_AIM_DOWN,     INPUT_FLAG_UNLIMITED,   { -CL_KEY_ENTER,    CL_KEY_DOWN     } },
       
     9     {   INPUT_MOVE_LEFT,    INPUT_FLAG_UNLIMITED,   { -CL_KEY_ENTER,    CL_KEY_LEFT     } },
       
    10     {   INPUT_MOVE_RIGHT,   INPUT_FLAG_UNLIMITED,   { -CL_KEY_ENTER,    CL_KEY_RIGHT    } },
       
    11     {   INPUT_JUMP,         INPUT_FLAG_SLOWREPEAT,  { -CL_KEY_ENTER,    CL_KEY_RSHIFT   } },
       
    12     {   INPUT_DIG,          INPUT_FLAG_NOREPEAT,    { CL_KEY_LEFT,      CL_KEY_RIGHT    } },
       
    13     {   INPUT_SHOOT,        INPUT_FLAG_UNLIMITED,   { CL_KEY_RCONTROL,  0               } },
       
    14     {   INPUT_CHANGE_PREV,  INPUT_FLAG_SLOWREPEAT,  { CL_KEY_ENTER,     CL_KEY_LEFT     } },
       
    15     {   INPUT_CHANGE_NEXT,  INPUT_FLAG_SLOWREPEAT,  { CL_KEY_ENTER,     CL_KEY_RIGHT    } },
       
    16     {   INPUT_ROPE,         INPUT_FLAG_NOREPEAT,    { CL_KEY_ENTER,     CL_KEY_RSHIFT   } },
       
    17     {   INPUT_UNROPE,       INPUT_FLAG_SLOWREPEAT,  { -CL_KEY_ENTER,    CL_KEY_RSHIFT   } },
       
    18     {   INPUT_ROPE_UP,      INPUT_FLAG_UNLIMITED,   { CL_KEY_ENTER,     CL_KEY_UP       } },
       
    19     {   INPUT_ROPE_DOWN,    INPUT_FLAG_UNLIMITED,   { CL_KEY_ENTER,     CL_KEY_DOWN     } },
       
    20     {   INPUT_SUICIDE,      INPUT_FLAG_NOREPEAT,    { CL_KEY_LCONTROL,  CL_KEY_K        } },
       
    21     {   INPUT_NONE,         0,                      { 0,                0               } }
       
    22 };
       
    23 
       
    24 InputKeymapEntry<GuiInputBit> INPUT_GUI_KEYMAP[] = {
       
    25     {   GUI_INPUT_QUIT,                 0,                  { CL_KEY_ESCAPE,    0               } },
       
    26     {   GUI_INPUT_DISPLAY_WEAPON,       0,                  { CL_KEY_ENTER,     0               } },
       
    27     {   GUI_INPUT_DEBUG_PLAYER,         0,                  { CL_KEY_I,         0               } },
       
    28     {   GUI_INPUT_TOGGLE_FULLSCREEN,    INPUT_FLAG_NOREPEAT,{ CL_KEY_LCONTROL,  CL_KEY_F        } },
       
    29     {   GUI_INPUT_NONE,                 0,                  { 0,                0,              } }
       
    30 };
       
    31 
       
    32 /*
       
    33  * InputKeyRepeatEntry
       
    34  */
       
    35 template <typename BitEnumType> 
       
    36 InputKeyRepeatEntry<BitEnumType>::InputKeyRepeatEntry (BitEnumType value, TimeMS expire) : 
       
    37     value(value), expire(expire) 
       
    38 {
       
    39 
       
    40 }
       
    41 
       
    42 template <typename BitEnumType> 
       
    43 bool InputKeyRepeatEntry<BitEnumType>::operator< (const struct InputKeyRepeatEntry &other) {
       
    44     return other.expire > expire;
       
    45 }
       
    46 
       
    47 template <typename BitEnumType> 
       
    48 bool InputKeyRepeatEntry<BitEnumType>::updateExpired (TimeMS dt) {
       
    49     if (expire == 0)
       
    50         return false;
       
    51 
       
    52     expire -= dt;
       
    53 
       
    54     return (expire <= 0);
       
    55 }
       
    56 
       
    57 /*
       
    58  * InputKeyRepeatQueue
       
    59  */
       
    60 template <typename BitEnumType> 
       
    61 InputKeyRepeatQueue<BitEnumType>::InputKeyRepeatQueue (TimeMS expire) :
       
    62     expire(expire)
       
    63 {
       
    64 
       
    65 }
       
    66 
       
    67 template <typename BitEnumType> 
       
    68 void InputKeyRepeatQueue<BitEnumType>::push (BitEnumType bit, bool expire) {
       
    69     list.push_back(InputKeyRepeatEntry<BitEnumType>(bit, expire ? this->expire : 0));
       
    70 }
       
    71 
       
    72 template <typename BitEnumType> 
       
    73 void InputKeyRepeatQueue<BitEnumType>::forget (BitEnumType bit) {
       
    74     // go through the list, looking for it
       
    75     for (list_iterator it = list.begin(); it != list.end(); it++) {
       
    76         if (it->value == bit) {
       
    77             // found, erase it and return
       
    78             list.erase(it);
       
    79             
       
    80             return;
       
    81         }
       
    82     }
       
    83 }
       
    84 
       
    85 template <typename BitEnumType> 
       
    86 bool InputKeyRepeatQueue<BitEnumType>::find (BitEnumType bit) {
       
    87     for (list_iterator it = list.begin(); it != list.end(); it++) {
       
    88         if (it->value == bit)
       
    89             return true;
       
    90     }
       
    91 
       
    92     return false;
       
    93 }
       
    94 
       
    95 template <typename BitEnumType> 
       
    96 void InputKeyRepeatQueue<BitEnumType>::update (TimeMS dt) {
       
    97     list_iterator it = list.begin();
       
    98     
       
    99     // go through each entry, updateExpired and remove if expired
       
   100     while (it != list.end()) {
       
   101         if (it->updateExpired(dt))
       
   102             it = list.erase(it);
       
   103         else
       
   104             it++;
       
   105     }
       
   106 }
       
   107 
       
   108 /*
       
   109  * InputHandler
       
   110  */
       
   111 template <typename BitEnumType, typename BitMaskType> 
       
   112 InputHandler<BitEnumType, BitMaskType>::InputHandler (CL_InputDevice &keyboard, InputKeymapEntry<BitEnumType> *keymap, TimeMS keyrepeat_expire) :
       
   113     keyboard(keyboard), 
       
   114     keymap(keymap), 
       
   115     value(0), 
       
   116     prev_value(0),
       
   117     dt(0),
       
   118     queue(keyrepeat_expire)
       
   119 {
       
   120 
       
   121 }
       
   122 
       
   123 template <typename BitEnumType, typename BitMaskType> 
       
   124 bool InputHandler<BitEnumType, BitMaskType>::checkKeycode (int keycode) {
       
   125     if (keycode > 0)
       
   126         return keyboard.get_keycode(keycode);
       
   127 
       
   128     else if (keycode < 0)
       
   129         return !keyboard.get_keycode(-keycode);
       
   130 
       
   131     else // == 0
       
   132         return true;
       
   133 }
       
   134         
       
   135 template <typename BitEnumType, typename BitMaskType> 
       
   136 void InputHandler<BitEnumType, BitMaskType>::readValue (BitMaskType &mask, TimeMS &dt) {
       
   137     // copy to args
       
   138     mask = this->value;
       
   139     dt = this->dt;
       
   140 
       
   141     this->value = 0;
       
   142     this->dt = 0;
       
   143 }
       
   144 
       
   145 template <typename BitEnumType, typename BitMaskType> 
       
   146 void InputHandler<BitEnumType, BitMaskType>::update (TimeMS dt) {
       
   147     // all bits that are held down, even those ignored
       
   148     BitMaskType raw_value = 0;
       
   149 
       
   150     // update the key-repeat queue
       
   151     queue.update(dt);
       
   152 
       
   153     // then go through the keymap
       
   154     for (InputKeymapEntry<BitEnumType> *e = keymap; e->input != 0; e++) {
       
   155         // check if we've got the correct keycodes
       
   156         if (checkKeycode(e->keycodes[0]) && checkKeycode(e->keycodes[1])) {
       
   157             // set raw_value
       
   158             raw_value |= e->input;
       
   159 
       
   160             if (e->flags & INPUT_FLAG_SLOWREPEAT) {
       
   161                 // repeat, but slowly
       
   162                 if (!(prev_value & e->input)) {
       
   163                     // we've released the key earlier, move it to the back of the queue
       
   164                     queue.forget(e->input);
       
   165                     queue.push(e->input);
       
   166 
       
   167                 } else if (queue.find(e->input)) {
       
   168                     // it's still in the queue, so ignore, but set it in ignore_value
       
   169                     continue;
       
   170 
       
   171                 } else {
       
   172                     // ok, but add it to the queue
       
   173                     queue.push(e->input);
       
   174                 }
       
   175 
       
   176             } else if (e->flags & INPUT_FLAG_NOREPEAT) {
       
   177                 // do not repeat at all
       
   178                 if (prev_value & e->input) {
       
   179                     // ignore repeats
       
   180                     continue;
       
   181                 }
       
   182             }
       
   183 
       
   184             // set bit in masks
       
   185             this->value |= e->input;
       
   186         }
       
   187     }
       
   188 
       
   189     // update prev_value, also adding ignored values
       
   190     prev_value = raw_value;
       
   191 
       
   192     // then increment our dt
       
   193     this->dt += dt;
       
   194 }
       
   195 
       
   196 /**
       
   197  * Input
       
   198  */
       
   199 Input::Input (CL_InputDevice &keyboard) :
       
   200     keyboard(keyboard),
       
   201     update_timer(INPUT_POLL_INTERVAL),
       
   202     player(keyboard, INPUT_PLAYER_KEYMAP, INPUT_REPEAT_DELAY),
       
   203     gui(keyboard, INPUT_GUI_KEYMAP, INPUT_REPEAT_DELAY)
       
   204 {
       
   205     // connect timer 
       
   206     slots.connect(update_timer.sig_tick(), &player, &InputHandler<PlayerInputBit, PlayerInput>::update);
       
   207     slots.connect(update_timer.sig_tick(), &gui, &InputHandler<GuiInputBit, GuiInput>::update);
       
   208 
       
   209     // enable timer
       
   210     update_timer.start();
       
   211 }
       
   212 
       
   213 void Input::readPlayerInput (PlayerInput &mask, TimeMS &dt) {
       
   214     player.readValue(mask, dt);
       
   215 }
       
   216 
       
   217 GuiInput Input::readGuiInput (void) {
       
   218     GuiInput mask;
       
   219     TimeMS dt;
       
   220 
       
   221     gui.readValue(mask, dt);
       
   222 
       
   223     return mask;
       
   224 }
       
   225