--- a/src/Input.cc Mon Dec 08 21:15:52 2008 +0000
+++ b/src/Input.cc Mon Dec 08 21:18:08 2008 +0000
@@ -1,44 +1,108 @@
-
-#define INPUT_CC
#include "Input.hh"
-
-template <typename BitEnumType> struct InputKeymapEntry {
- BitEnumType input;
- int keycode1, keycode2;
-};
+#include "Config.hh"
InputKeymapEntry<PlayerInputBit> INPUT_PLAYER_KEYMAP[] = {
- { INPUT_AIM_UP, -CL_KEY_ENTER, CL_KEY_UP },
- { INPUT_AIM_DOWN, -CL_KEY_ENTER, CL_KEY_DOWN },
- { INPUT_MOVE_LEFT, -CL_KEY_ENTER, CL_KEY_LEFT },
- { INPUT_MOVE_RIGHT, -CL_KEY_ENTER, CL_KEY_RIGHT },
- { INPUT_JUMP, -CL_KEY_ENTER, CL_KEY_RSHIFT },
- { INPUT_DIG, CL_KEY_LEFT, CL_KEY_RIGHT },
- { INPUT_SHOOT, CL_KEY_RCONTROL, 0 },
- { INPUT_CHANGE_PREV, CL_KEY_ENTER, CL_KEY_LEFT },
- { INPUT_CHANGE_NEXT, CL_KEY_ENTER, CL_KEY_RIGHT },
- { INPUT_ROPE, CL_KEY_ENTER, CL_KEY_RSHIFT },
- { INPUT_UNROPE, -CL_KEY_ENTER, CL_KEY_RSHIFT },
- { INPUT_ROPE_UP, CL_KEY_ENTER, CL_KEY_UP },
- { INPUT_ROPE_DOWN, CL_KEY_ENTER, CL_KEY_DOWN },
- { INPUT_SUICIDE, CL_KEY_LCONTROL, CL_KEY_K },
- { INPUT_NONE, 0, 0 }
+ { INPUT_AIM_UP, INPUT_FLAG_REPEAT, { -CL_KEY_ENTER, CL_KEY_UP } },
+ { INPUT_AIM_DOWN, INPUT_FLAG_REPEAT, { -CL_KEY_ENTER, CL_KEY_DOWN } },
+ { INPUT_MOVE_LEFT, INPUT_FLAG_REPEAT, { -CL_KEY_ENTER, CL_KEY_LEFT } },
+ { INPUT_MOVE_RIGHT, INPUT_FLAG_REPEAT, { -CL_KEY_ENTER, CL_KEY_RIGHT } },
+ { INPUT_JUMP, INPUT_FLAG_NOREPEAT, { -CL_KEY_ENTER, CL_KEY_RSHIFT } },
+ { INPUT_DIG, INPUT_FLAG_NOREPEAT, { CL_KEY_LEFT, CL_KEY_RIGHT } },
+ { INPUT_SHOOT, INPUT_FLAG_REPEAT, { CL_KEY_RCONTROL, 0 } },
+ { INPUT_CHANGE_PREV, INPUT_FLAG_NOREPEAT, { CL_KEY_ENTER, CL_KEY_LEFT } },
+ { INPUT_CHANGE_NEXT, INPUT_FLAG_NOREPEAT, { CL_KEY_ENTER, CL_KEY_RIGHT } },
+ { INPUT_ROPE, INPUT_FLAG_NOREPEAT, { CL_KEY_ENTER, CL_KEY_RSHIFT } },
+ { INPUT_UNROPE, INPUT_FLAG_NOREPEAT, { -CL_KEY_ENTER, CL_KEY_RSHIFT } },
+ { INPUT_ROPE_UP, INPUT_FLAG_REPEAT, { CL_KEY_ENTER, CL_KEY_UP } },
+ { INPUT_ROPE_DOWN, INPUT_FLAG_REPEAT, { CL_KEY_ENTER, CL_KEY_DOWN } },
+ { INPUT_SUICIDE, INPUT_FLAG_NOREPEAT, { CL_KEY_LCONTROL, CL_KEY_K } },
+ { INPUT_NONE, 0, { 0, 0 } }
};
InputKeymapEntry<GuiInputBit> INPUT_GUI_KEYMAP[] = {
- { GUI_INPUT_QUIT, CL_KEY_ESCAPE, 0 },
- { GUI_INPUT_DISPLAY_WEAPON, CL_KEY_ENTER, 0 },
- { GUI_INPUT_DEBUG_PLAYER, CL_KEY_I, 0 },
+ { GUI_INPUT_QUIT, 0, { CL_KEY_ESCAPE, 0 } },
+ { GUI_INPUT_DISPLAY_WEAPON, 0, { CL_KEY_ENTER, 0 } },
+ { GUI_INPUT_DEBUG_PLAYER, 0, { CL_KEY_I, 0 } },
+ { GUI_INPUT_NONE, 0, { 0, 0, } }
};
-Input::Input (CL_InputDevice &keyboard) :
- keyboard(keyboard)
+/*
+ * InputKeyRepeatEntry
+ */
+template <typename BitEnumType>
+InputKeyRepeatEntry<BitEnumType>::InputKeyRepeatEntry (BitEnumType value, TimeMS expire) :
+ value(value), expire(expire)
{
}
+
+template <typename BitEnumType>
+bool InputKeyRepeatEntry<BitEnumType>::operator< (const struct InputKeyRepeatEntry &other) {
+ return other.expire > expire;
+}
+
+template <typename BitEnumType>
+bool InputKeyRepeatEntry<BitEnumType>::updateExpired (TimeMS dt) {
+ expire -= dt;
+
+ return (expire <= 0);
+}
+
+/*
+ * InputKeyRepeatQueue
+ */
+template <typename BitEnumType>
+InputKeyRepeatQueue<BitEnumType>::InputKeyRepeatQueue (TimeMS expire) :
+ expire(expire)
+{
+
+}
+
+template <typename BitEnumType>
+void InputKeyRepeatQueue<BitEnumType>::push (BitEnumType bit) {
+ list.push_back(InputKeyRepeatEntry<BitEnumType>(bit, expire));
+}
+
+template <typename BitEnumType>
+bool InputKeyRepeatQueue<BitEnumType>::find (BitEnumType bit) {
+ for (list_iterator it = list.begin(); it != list.end(); it++) {
+ if (it->value == bit)
+ return true;
+ }
+
+ return false;
+}
+
+template <typename BitEnumType>
+void InputKeyRepeatQueue<BitEnumType>::update (TimeMS dt) {
+ list_iterator it = list.begin();
-bool Input::checkKeycode (int keycode) {
+ // go through each entry, updateExpired and remove if expired
+ while (it != list.end()) {
+ if (it->updateExpired(dt))
+ it = list.erase(it);
+ else
+ it++;
+ }
+}
+
+/*
+ * InputHandler
+ */
+template <typename BitEnumType, typename BitMaskType>
+InputHandler<BitEnumType, BitMaskType>::InputHandler (CL_InputDevice &keyboard, InputKeymapEntry<BitEnumType> *keymap, TimeMS keyrepeat_expire) :
+ keyboard(keyboard),
+ keymap(keymap),
+ value(0),
+ dt(0),
+ queue(keyrepeat_expire)
+{
+
+}
+
+template <typename BitEnumType, typename BitMaskType>
+bool InputHandler<BitEnumType, BitMaskType>::checkKeycode (int keycode) {
if (keycode > 0)
return keyboard.get_keycode(keycode);
@@ -48,23 +112,71 @@
else // == 0
return true;
}
-
-template <typename BitEnumType, typename BitMaskType> BitMaskType Input::buildMask (InputKeymapEntry<BitEnumType> *keymap) {
- BitMaskType input_mask = 0;
+
+template <typename BitEnumType, typename BitMaskType>
+void InputHandler<BitEnumType, BitMaskType>::readValue (BitMaskType &mask, TimeMS &dt) {
+ // copy to args
+ mask = this->value;
+ dt = this->dt;
- for (InputKeymapEntry<BitEnumType> *e = keymap; (e->keycode1 || e->keycode2) && e->input; e++) {
- if (checkKeycode(e->keycode1) && checkKeycode(e->keycode2))
- input_mask |= e->input;
- }
-
- return input_mask;
+ this->value = 0;
+ this->dt = 0;
}
-PlayerInput Input::readPlayerInput (void) {
- return buildMask<PlayerInputBit, PlayerInput>(INPUT_PLAYER_KEYMAP);
+template <typename BitEnumType, typename BitMaskType>
+void InputHandler<BitEnumType, BitMaskType>::update (TimeMS dt) {
+ // update the key-repeat queue
+ queue.update(dt);
+
+ // then go through the keymap
+ for (InputKeymapEntry<BitEnumType> *e = keymap; e->input != 0; e++) {
+ // check if we've got the correct keycodes
+ if (checkKeycode(e->keycodes[0]) && checkKeycode(e->keycodes[1])) {
+ // should we do keyrepeats?
+ if (e->flags & INPUT_FLAG_NOREPEAT) {
+ // if it's in the queue, ignore, else add it
+ if (queue.find(e->input))
+ continue;
+ else
+ queue.push(e->input);
+ }
+
+ // set bit in mask
+ this->value |= e->input;
+ }
+ }
+
+ // then increment our dt
+ this->dt += dt;
+}
+
+/**
+ * Input
+ */
+Input::Input (CL_InputDevice &keyboard) :
+ keyboard(keyboard),
+ update_timer(INPUT_POLL_INTERVAL),
+ player(keyboard, INPUT_PLAYER_KEYMAP, INPUT_REPEAT_DELAY),
+ gui(keyboard, INPUT_GUI_KEYMAP, INPUT_REPEAT_DELAY)
+{
+ // connect timer
+ slots.connect(update_timer.sig_tick(), &player, &InputHandler<PlayerInputBit, PlayerInput>::update);
+ slots.connect(update_timer.sig_tick(), &gui, &InputHandler<GuiInputBit, GuiInput>::update);
+
+ // enable timer
+ update_timer.start();
+}
+
+void Input::readPlayerInput (PlayerInput &mask, TimeMS &dt) {
+ player.readValue(mask, dt);
}
GuiInput Input::readGuiInput (void) {
- return buildMask<GuiInputBit, GuiInput>(INPUT_GUI_KEYMAP);
+ GuiInput mask;
+ TimeMS dt;
+
+ gui.readValue(mask, dt);
+
+ return mask;
}