1 #ifndef INPUT_HH |
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2 #define INPUT_HH |
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3 |
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4 #include "Timer.hh" |
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5 #include "Types.hh" |
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6 |
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7 #include <ClanLib/Display/input_device.h> |
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8 #include <ClanLib/Display/keys.h> |
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9 #include <queue> |
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10 |
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11 // const TimeMS INPUT_INTERVAL_MS = 20; |
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12 |
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13 /** |
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14 * Flags to control input behaviour |
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15 */ |
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16 enum InputFlagBits { |
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17 /** Default */ |
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18 |
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19 /** |
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20 * The bit is not limited, i.e. it is set every time if it's present |
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21 */ |
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22 INPUT_FLAG_UNLIMITED = 0x0000, |
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23 |
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24 /** |
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25 * The bit is repeat-limited using INPUT_REPEAT_DELAY |
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26 */ |
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27 INPUT_FLAG_SLOWREPEAT = 0x0001, |
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28 |
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29 /** |
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30 * The bit is repeat-limited using an infinite delay, i.e. you must release the key to trigger it again |
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31 */ |
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32 INPUT_FLAG_NOREPEAT = 0x0002, |
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33 }; |
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34 |
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35 /** |
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36 * The bits used in the PlayerInput bitmask, each represents a separate action handled by LocalPlayer::handleInput. |
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37 * |
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38 * @see LocalPlayer::handleInput |
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39 */ |
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40 enum PlayerInputBit { |
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41 INPUT_NONE = 0x0000, |
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42 |
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43 INPUT_AIM_UP = 0x0001, |
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44 INPUT_AIM_DOWN = 0x0002, |
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45 |
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46 INPUT_MOVE_LEFT = 0x0004, |
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47 INPUT_MOVE_RIGHT = 0x0008, |
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48 |
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49 INPUT_JUMP = 0x0010, |
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50 INPUT_DIG = 0x0020, |
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51 INPUT_SHOOT = 0x0040, |
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52 INPUT_CHANGE_NEXT = 0x0080, |
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53 INPUT_CHANGE_PREV = 0x0100, |
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54 INPUT_ROPE = 0x0200, |
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55 INPUT_UNROPE = 0x0400, |
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56 INPUT_ROPE_UP = 0x0800, |
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57 INPUT_ROPE_DOWN = 0x1000, |
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58 |
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59 INPUT_SUICIDE = 0x2000, |
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60 }; |
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61 |
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62 /** |
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63 * The bits used in the GuiInput bitmask, each represents something handled locally by Graphics. |
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64 */ |
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65 enum GuiInputBit { |
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66 GUI_INPUT_NONE = 0x0000, |
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67 |
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68 GUI_INPUT_QUIT = 0x0001, |
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69 GUI_INPUT_DISPLAY_WEAPON = 0x0002, |
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70 GUI_INPUT_DEBUG_PLAYER = 0x0004, |
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71 |
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72 GUI_INPUT_TOGGLE_FULLSCREEN = 0x0008, |
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73 }; |
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74 |
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75 /** |
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76 * Bitmask of InputFlagBits |
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77 */ |
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78 typedef uint8_t InputFlags; |
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79 |
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80 /** |
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81 * Bitmask of PlayerInputBits |
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82 * |
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83 * @see PlayerInputBit |
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84 */ |
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85 typedef uint16_t PlayerInput; |
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86 |
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87 /** |
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88 * Bitmask for GuiInputBits |
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89 * |
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90 * @see GuiInputBit |
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91 */ |
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92 typedef uint16_t GuiInput; |
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93 |
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94 /** |
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95 * Keymap definition struct |
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96 */ |
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97 template <typename BitEnumType> struct InputKeymapEntry { |
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98 /** |
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99 * The input bit to set if present |
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100 */ |
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101 BitEnumType input; |
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102 |
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103 /** |
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104 * Flags to use |
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105 * |
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106 * @see InputFlagBits |
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107 */ |
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108 InputFlags flags; |
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109 |
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110 /** |
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111 * Up to two keycodes to check |
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112 */ |
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113 int keycodes[2]; |
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114 }; |
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115 |
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116 |
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117 /** |
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118 * A InputKeyRepeatQueue entry, this contains the input bit value itself, and then the remaining expire time |
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119 */ |
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120 template <typename BitEnumType> struct InputKeyRepeatEntry { |
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121 BitEnumType value; |
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122 |
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123 /** |
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124 * The remaining expire time. If this is zero, it never expires |
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125 */ |
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126 TimeMS expire; |
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127 |
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128 public: |
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129 InputKeyRepeatEntry (BitEnumType value, TimeMS expire); |
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130 |
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131 /** |
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132 * Since priority_queue always gives the greatest item, the one with the longest expire is the least item |
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133 */ |
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134 bool operator< (const struct InputKeyRepeatEntry &other); |
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135 |
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136 /** |
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137 * Decrements expire, returning true if it has now expired, false otherwise. Always returns false if expire is |
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138 * zero. |
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139 */ |
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140 bool updateExpired (TimeMS dt); |
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141 }; |
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142 |
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143 /** |
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144 * A InputKeyRepeatQueue maintains a list of InputKeyRepeatEntry's, lets you add new input values, find old ones, |
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145 * and update the list |
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146 */ |
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147 template <typename BitEnumType> class InputKeyRepeatQueue { |
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148 private: |
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149 TimeMS expire; |
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150 |
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151 typedef InputKeyRepeatEntry<BitEnumType> entry_type; |
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152 |
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153 std::list<entry_type> list; |
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154 |
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155 typedef typename std::list<entry_type>::iterator list_iterator; |
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156 |
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157 public: |
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158 /** |
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159 * Constructs this queue to contain entries with the given expiry time |
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160 */ |
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161 InputKeyRepeatQueue (TimeMS expire); |
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162 |
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163 /** |
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164 * Push a new input bit onto the queue. |
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165 * |
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166 * If expire is true, the bit will automatically expire after our expire time, otherwise, it iwll never expire |
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167 * until forget()'d |
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168 */ |
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169 void push (BitEnumType bit, bool expire = true); |
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170 |
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171 /** |
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172 * Remove any entry for the given bit |
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173 */ |
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174 void forget (BitEnumType bit); |
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175 |
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176 /** |
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177 * Checks if the given input is in the queue |
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178 */ |
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179 bool find (BitEnumType bit); |
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180 |
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181 /** |
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182 * Updates the list, removing expired items |
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183 */ |
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184 void update (TimeMS dt); |
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185 }; |
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186 |
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187 /** |
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188 * An InputHandler uses an InputKeymapEntry to maintain a BitMaskType of current inputs |
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189 */ |
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190 template <typename BitEnumType, typename BitMaskType> class InputHandler { |
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191 private: |
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192 /** |
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193 * The keyboard that we read input from |
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194 */ |
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195 CL_InputDevice &keyboard; |
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196 |
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197 /** |
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198 * The keymap that we use |
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199 */ |
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200 InputKeymapEntry<BitEnumType> *keymap; |
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201 |
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202 /** |
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203 * The current bitmask value |
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204 */ |
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205 BitMaskType value; |
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206 |
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207 /** |
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208 * The previous value, used to detect key-up. This also includes keys that were filtered out |
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209 */ |
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210 BitMaskType prev_value; |
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211 |
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212 /** |
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213 * How long the bitmask was held... |
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214 */ |
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215 TimeMS dt; |
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216 |
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217 /** |
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218 * The KeyRepeatQueue |
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219 */ |
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220 InputKeyRepeatQueue<BitEnumType> queue; |
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221 |
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222 public: |
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223 /** |
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224 * Constructs the InputHandler using the given keyboard, keymap and key-repeat expire time |
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225 */ |
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226 InputHandler (CL_InputDevice &keyboard, InputKeymapEntry<BitEnumType> *keymap, TimeMS keyrepeat_expire); |
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227 |
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228 private: |
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229 /** |
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230 * Returns true if the keycode is valid, false if not. |
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231 * |
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232 * A positive keycode requires that the keycode be active, a negative keycode that the keycode be inactive, |
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233 * and a zero keycode always returns true. |
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234 * |
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235 * @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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236 * @returns bool true if positive+set/negavtive+notset/zero, false otherwise |
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237 */ |
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238 bool checkKeycode (int keycode); |
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239 |
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240 public: |
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241 /** |
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242 * Updates the keyrepeat queue |
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243 */ |
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244 void update (TimeMS dt); |
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245 |
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246 /** |
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247 * Reads the current input mask value and length into mask and dt, and reset ours to zero |
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248 * |
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249 * @param mask our BitMaskType value is returned using this |
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250 * @param dt how long the input was held for |
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251 */ |
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252 void readValue (BitMaskType &mask, TimeMS &dt); |
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253 |
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254 }; |
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255 |
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256 /** |
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257 * Handles reading input from a keyboard and mapping it to PlayerInput/GuiInput bitmasks |
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258 */ |
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259 class Input { |
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260 protected: |
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261 /** |
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262 * The keyboard device that we use |
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263 */ |
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264 CL_InputDevice &keyboard; |
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265 |
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266 /** |
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267 * Our update timer |
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268 */ |
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269 Timer update_timer; |
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270 |
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271 CL_SlotContainer slots; |
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272 |
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273 /** |
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274 * Our PlayerInput |
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275 */ |
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276 InputHandler<PlayerInputBit, PlayerInput> player; |
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277 |
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278 /** |
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279 * Our GuiInput |
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280 */ |
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281 InputHandler<GuiInputBit, GuiInput> gui; |
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282 |
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283 public: |
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284 /** |
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285 * Build the input handler using the given keyboard and the default keymaps |
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286 */ |
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287 Input (CL_InputDevice &keyboard); |
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288 |
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289 public: |
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290 /** |
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291 * Reads the current PlayerInput value via mask, and the length of the input via dt |
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292 */ |
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293 void readPlayerInput (PlayerInput &mask, TimeMS &dt); |
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294 |
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295 /** |
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296 * Reads the current GuiInput mask and returns it |
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297 */ |
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298 GuiInput readGuiInput (void); |
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299 }; |
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300 |
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301 #endif |
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