ref: 10996a84469e3b0385129942fa9603f40378b7c3
dir: /Game/src/control.c/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License aint32_t with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include <stdio.h> #include <string.h> #include "duke3d.h" #include "config.h" #include "control.h" #include "display.h" #include "engine.h" #include "function.h" #include "joystick.h" #include "mouse.h" //*************************************************************************** // // GLOBALS // //*************************************************************************** // FIX_00018: Removed the "smoothmouse" option. This was just a bad fix. Mouse is now faster, // smoother. // extern int g_CV_EnableSmoothMouse; // extern int g_CV_SmoothMouseSensX; // extern int g_CV_SmoothMouseSensY; uint32 CONTROL_RudderEnabled; boolean CONTROL_MousePresent; boolean CONTROL_JoysPresent[ MaxJoys ]; boolean CONTROL_MouseEnabled; boolean CONTROL_JoystickEnabled; byte CONTROL_JoystickPort; uint32 CONTROL_MouseButtonState1; uint32 CONTROL_MouseButtonState2; // FIX_00019: DigitalAxis Handling now supported. (cool for medkit use) uint32 CONTROL_MouseDigitalAxisState1; uint32 CONTROL_MouseDigitalAxisState2; //uint32 CONTROL_ButtonHeldState1; //uint32 CONTROL_ButtonHeldState2; uint32 CONTROL_JoyButtonState1; uint32 CONTROL_JoyButtonState2; uint32 CONTROL_JoyHatState1; //[MAXJOYHATS]; uint32 CONTROL_JoyHatState2; //[MAXJOYHATS]; static short mouseButtons = 0; static short lastmousebuttons = 0; static short joyHats[MAXJOYHATS]; static short lastjoyHats[MAXJOYHATS]; static int32 mousePositionX = 0; static int32 mousePositionY = 0; static int32 mouseRelativeX = 0; static int32 mouseRelativeY = 0; //*************************************************************************** // // FUNCTIONS // //*************************************************************************** // Joystick/Gamepad bindings static int32 JoyAxisMapping[MAXJOYAXES]; static int32 JoyHatMapping[MAXJOYHATS][8]; static int32 JoyButtonMapping[MAXJOYBUTTONS]; static float JoyAnalogScale[MAXJOYAXES]; static int32 JoyAnalogDeadzone[MAXJOYAXES]; int ACTION(int i) { //Keyboard input if( (KB_KeyDown[KeyMapping[i].key1]) || (KB_KeyDown[KeyMapping[i].key2]) ) { return 1; } // Check mouse if((ControllerType == controltype_keyboardandmouse) || (ControllerType == controltype_joystickandmouse)) { //Mouse buttons if ((i)>31) { if((CONTROL_MouseButtonState2>>( (i) - 32) ) & 1) { return 1; } } else { if((CONTROL_MouseButtonState1>> (i) ) & 1) { return 1; } } // FIX_00019: DigitalAxis Handling now supported. (cool for medkit use) //Mouse Digital Axes if ((i)>31) { if((CONTROL_MouseDigitalAxisState2>>( (i) - 32) ) & 1) { return 1; } } else { if((CONTROL_MouseDigitalAxisState1>> (i) ) & 1) { return 1; } } } // Check joystick if((ControllerType == controltype_keyboardandjoystick) || (ControllerType == controltype_joystickandmouse) ) { if ((i)>31) { // Check the joystick if( (CONTROL_JoyButtonState2 >> (i - 32)) & 1) { return 1; } // Check the hats if( (CONTROL_JoyHatState2 >> (i - 32)) & 1) { return 1; } } else { if( (CONTROL_JoyButtonState1 >> i) & 1) { return 1; } // Check the hats if( (CONTROL_JoyHatState1 >> i) & 1) { return 1; } } } return 0; } int RESET_ACTION(int i) { KB_KeyDown[KeyMapping[i].key1] = 0; KB_KeyDown[KeyMapping[i].key2] = 0; return 0; } static void SETMOUSEBUTTON(int i) { //CONTROL_MouseButtonState1 |= (1<<i); int b; if (i < 32) { b = 1 << i; CONTROL_MouseButtonState1 |= b; } else { i -= 32; b = 1 << i; CONTROL_MouseButtonState2 |= b; } } void RESMOUSEBUTTON(int i) { //CONTROL_MouseButtonState1 &= ~(1<<i); int b; if (i < 32) { b = 1 << i; CONTROL_MouseButtonState1 &= ~b; } else { i -= 32; b = 1 << i; CONTROL_MouseButtonState2 &= ~b; } } // FIX_00019: DigitalAxis Handling now supported. (cool for medkit use) void SETMOUSEDIGITALAXIS(int i) { int b; if (i<0) return; if (i < 32) { b = 1 << i; CONTROL_MouseDigitalAxisState1 |= b; } else { i -= 32; b = 1 << i; CONTROL_MouseDigitalAxisState2 |= b; } } void RESMOUSEDIGITALAXIS(int i) { int b; if (i<0) return; if (i < 32) { b = 1 << i; CONTROL_MouseDigitalAxisState1 &= ~b; } else { i -= 32; b = 1 << i; CONTROL_MouseDigitalAxisState2 &= ~b; } } static void SETJOYBUTTON(int i) { //CONTROL_JoyButtonState |= (1<<i); int b; if (i < 32) { b = 1 << i; CONTROL_JoyButtonState1 |= b; } else { i -= 32; b = 1 << i; CONTROL_JoyButtonState2 |= b; } } static void RESJOYBUTTON(int i) { int b; if (i < 32) { b = 1 << i; CONTROL_JoyButtonState1 &= ~b; } else { i -= 32; b = 1 << i; CONTROL_JoyButtonState2 &= ~b; } } static void SETHATBUTTON(int i) { //CONTROL_JoyHatState1 |= (1<<i); int b; if (i < 32) { b = 1 << i; CONTROL_JoyHatState1 |= b; } else { i -= 32; b = 1 << i; CONTROL_JoyHatState2 |= b; } } static void RESHATBUTTON(int i) { //CONTROL_JoyHatState1 &= ~(1<<i); int b; if (i < 32) { b = 1 << i; CONTROL_JoyHatState1 &= ~b; } else { i -= 32; b = 1 << i; CONTROL_JoyHatState2 &= ~b; } } void CONTROL_UpdateKeyboardState(int key, int pressed) { /* if(pressed) { CONTROL_KeyStates[key] = 1; } else { CONTROL_KeyStates[key] = 0; } */ /* int i; for (i = 0; i < MAXGAMEBUTTONS; i++) { if (KeyMapping[i].key_active == false) { continue; } if (KeyMapping[i].key1 == key || KeyMapping[i].key2 == key) { if (pressed) { SETBUTTON(i); } else { RESBUTTON(i); } } } */ } void CONTROL_MapKey( int32 which, kb_scancode key1, kb_scancode key2 ) { // FIX_00020: Protect you from assigning a function to the ESC key through duke3d.cfg if(key1==sc_Escape || key2==sc_Escape) { if(key1==sc_Escape) key1=0; else key2=0; printf("Discarding ESCAPE key for function : %s\n", gamefunctions[which]); } if(key1 || key2) KeyMapping[which].key_active = true; else KeyMapping[which].key_active = false; KeyMapping[which].key1 = key1; KeyMapping[which].key2 = key2; } void CONTROL_MapButton ( int32 whichfunction, int32 whichbutton, boolean clicked_or_doubleclicked ) { if(clicked_or_doubleclicked) return; // TODO if(whichbutton < 0 || whichbutton >= MAXMOUSEBUTTONS) return; MouseMapping[whichbutton] = whichfunction; } void CONTROL_MapJoyButton(int32 whichfunction, int32 whichbutton, boolean doubleclicked) { if(whichbutton < 0 || whichbutton >= MAXJOYBUTTONS) { return; } if(doubleclicked) return; // TODO JoyButtonMapping[whichbutton] = whichfunction; } void CONTROL_MapJoyHat(int32 whichfunction, int32 whichhat, int32 whichvalue) { if(whichhat < 0 || whichhat >= MAXJOYHATS) { return; } JoyHatMapping[whichhat][whichvalue] = whichfunction; } void CONTROL_DefineFlag( int32 which, boolean toggle ) { // STUBBED("CONTROL_DefineFlag"); } boolean CONTROL_FlagActive( int32 which ) { STUBBED("CONTROL_FlagActive"); return false; } void CONTROL_ClearAssignments( void ) { STUBBED("CONTROL_ClearAssignments"); } void CONTROL_GetUserInput( UserInput *info ) { STUBBED("CONTROL_GetUserInput"); } void CONTROL_GetInput( ControlInfo *info ) { int32 sens_X = CONTROL_GetMouseSensitivity_X(); int32 sens_Y = CONTROL_GetMouseSensitivity_Y(); int32 mx = 0, my = 0; int i, j; memset(info, '\0', sizeof (ControlInfo)); //info->dx = info->dz = 0; _handle_events(); // get the very last mouse position before reading it. MOUSE_GetDelta(&mx,&my); //GetCursorPos(&point); // SDL_GetMouseState(&x, &y); // SDL_WarpMouse(160, 100); //mx = (-xx+point.x)<<2; //my = (-yy+point.y)<<2; //xx=point.x; yy=point.y; info->dyaw = (mx * sens_X); switch(ControllerType) { case controltype_keyboardandjoystick: { } break; case controltype_joystickandmouse: // Not sure what I was thinking here... // Commented this out because it totally breaks smooth mouse etc... /* { // Mouse should use pitch instead of forward movement. info->dpitch = my * sens*2; } break; */ default: { // If mouse aim is active if( myaimmode ) { // FIX_00052: Y axis for the mouse is now twice as sensitive as before info->dpitch = (my * sens_Y * 2); } else { info->dz = (my * sens_Y * 2); } } break; } // TODO: releasing the mouse button does not honor if a keyboard key with // the same function is still pressed. how should it? for(i=0; i<MAXMOUSEBUTTONS;++i) { if( MouseMapping[i] != -1 ) { if(!(lastmousebuttons & (1<<i)) && mouseButtons & (1<<i)) { SETMOUSEBUTTON(MouseMapping[i]); //MouseMapping[i] //printf("mouse button: %d\n", i); } else if(lastmousebuttons & (1<<i) && !(mouseButtons & (1<<i))) { RESMOUSEBUTTON(MouseMapping[i]);//MouseMapping[i] } } } lastmousebuttons = mouseButtons; // FIX_00019: DigitalAxis Handling now supported. (cool for medkit use) // update digital axis RESMOUSEDIGITALAXIS(MouseDigitalAxeMapping[0][0]); RESMOUSEDIGITALAXIS(MouseDigitalAxeMapping[0][1]); RESMOUSEDIGITALAXIS(MouseDigitalAxeMapping[1][0]); RESMOUSEDIGITALAXIS(MouseDigitalAxeMapping[1][1]); if (mx < 0) { SETMOUSEDIGITALAXIS(MouseDigitalAxeMapping[0][0]); } else if (mx > 0) { SETMOUSEDIGITALAXIS(MouseDigitalAxeMapping[0][1]); } if (my < 0) { SETMOUSEDIGITALAXIS(MouseDigitalAxeMapping[1][0]); } else if (my > 0) { SETMOUSEDIGITALAXIS(MouseDigitalAxeMapping[1][1]); } // update stick state. if ((CONTROL_JoystickEnabled) && (_joystick_update())) { // Check the hats JOYSTICK_UpdateHats(); // TODO: make this NOT use the BUTTON() system for storing the hat input. (requires much game code changing) for(i=0; i<MAXJOYHATS; i++) { for(j=0; j<8; j++) { if(!(lastjoyHats[i] & (1<<j)) && (joyHats[i] & (1<<j))) { SETHATBUTTON(JoyHatMapping[i][j]); } else if((lastjoyHats[i] & (1<<j)) && !(joyHats[i] & (1<<j))) { RESHATBUTTON(JoyHatMapping[i][j]); } } lastjoyHats[i] = joyHats[i]; } for(i=0; i<MAXJOYAXES;i++) { switch(JoyAxisMapping[i]) { case analog_turning: { info->dyaw += (int32)((float)CONTROL_FilterDeadzone ( _joystick_axis(i), JoyAnalogDeadzone[i] ) * JoyAnalogScale[i] ); } break; case analog_strafing: { info->dx += (int32)((float)CONTROL_FilterDeadzone ( _joystick_axis(i), JoyAnalogDeadzone[i] ) * JoyAnalogScale[i] ); //printf("Joy %d = %d\n", i, info->dx); } break; case analog_lookingupanddown: info->dpitch += (int32)((float)CONTROL_FilterDeadzone ( _joystick_axis(i), JoyAnalogDeadzone[i] ) * JoyAnalogScale[i] ); break; case analog_elevation: //STUB break; case analog_rolling: //STUB break; case analog_moving: { info->dz += (int32)((float)CONTROL_FilterDeadzone ( _joystick_axis(i), JoyAnalogDeadzone[i] ) * JoyAnalogScale[i] ); } break; default: break; } } // !!! FIXME: Do this. //SETBUTTON based on _joystick_button(). for(i=0; i<MAXJOYBUTTONS;++i) { if(_joystick_button(i)) { SETJOYBUTTON(JoyButtonMapping[i]); } else { RESJOYBUTTON(JoyButtonMapping[i]); } } } } void CONTROL_ClearAction( int32 whichbutton ) { //RESBUTTON(whichbutton); KB_KeyDown[KeyMapping[whichbutton].key1] = 0; KB_KeyDown[KeyMapping[whichbutton].key2] = 0; RESJOYBUTTON(whichbutton); RESHATBUTTON(whichbutton); RESMOUSEDIGITALAXIS(whichbutton); } void CONTROL_ClearUserInput( UserInput *info ) { STUBBED("CONTROL_ClearUserInput"); } void CONTROL_WaitRelease( void ) { STUBBED("CONTROL_WaitRelease"); } void CONTROL_Ack( void ) { STUBBED("CONTROL_Ack"); } void CONTROL_CenterJoystick ( void ( *CenterCenter )( void ), void ( *UpperLeft )( void ), void ( *LowerRight )( void ), void ( *CenterThrottle )( void ), void ( *CenterRudder )( void ) ) { STUBBED("CONTROL_CenterJoystick"); } int32 CONTROL_GetMouseSensitivity_X( void ) { return mouseSensitivity_X; } void CONTROL_SetMouseSensitivity_X( int32 newsensitivity ) { mouseSensitivity_X = newsensitivity; } // FIX_00014: Added Y cursor setup for mouse sensitivity in the menus int32 CONTROL_GetMouseSensitivity_Y( void ) { return mouseSensitivity_Y; } void CONTROL_SetMouseSensitivity_Y( int32 newsensitivity ) { mouseSensitivity_Y = newsensitivity; } void CONTROL_Startup ( controltype which, int32 ( *TimeFunction )( void ), int32 ticspersecond ) { int i; // Init the joystick _joystick_init(); for(i=0; i < MAXJOYHATS; i++) { joyHats[i] = 0; lastjoyHats[i] = 0; } CONTROL_MouseButtonState1 = 0; CONTROL_MouseButtonState2 = 0; CONTROL_MouseDigitalAxisState1 = 0; CONTROL_MouseDigitalAxisState2 = 0; CONTROL_JoyButtonState1 = 0; CONTROL_JoyButtonState2 = 0; CONTROL_JoyHatState1 = 0; CONTROL_JoyHatState2 = 0; } void CONTROL_Shutdown( void ) { _joystick_deinit(); } void CONTROL_MapAnalogAxis ( int32 whichaxis, int32 whichanalog ) { //STUBBED("CONTROL_MapAnalogAxis"); if(whichaxis < MAXJOYAXES) { JoyAxisMapping[whichaxis] = whichanalog; } } // FIX_00019: DigitalAxis Handling now supported. (cool for medkit use) void CONTROL_MapDigitalAxis ( int32 whichaxis, int32 whichfunction, int32 direction ) { if(whichaxis < 0 || whichaxis >= MAXMOUSEAXES || direction < 0 || direction >= 2) return; MouseDigitalAxeMapping[whichaxis][direction] = whichfunction; } void CONTROL_SetAnalogAxisScale ( int32 whichaxis, float axisscale ) { if(whichaxis < MAXJOYAXES) { // Set it... make sure we don't let them set it to 0.. div by 0 is bad. JoyAnalogScale[whichaxis] = (axisscale == 0) ? 1.0f : axisscale; } } void CONTROL_SetAnalogAxisDeadzone ( int32 whichaxis, int32 axisdeadzone ) { if(whichaxis < MAXJOYAXES) { // Set it... JoyAnalogDeadzone[whichaxis] = axisdeadzone; } } int32 CONTROL_FilterDeadzone ( int32 axisvalue, int32 axisdeadzone ) { if((axisvalue < axisdeadzone) && (axisvalue > -axisdeadzone)) { return 0; } return axisvalue; } int32 CONTROL_GetFilteredAxisValue(int32 axis) { return (int32)((float)CONTROL_FilterDeadzone ( _joystick_axis(axis), JoyAnalogDeadzone[axis] ) * JoyAnalogScale[axis] ); } void CONTROL_PrintAxes( void ) { STUBBED("CONTROL_PrintAxes"); } boolean MOUSE_Init( void ) { memset(MouseMapping,-1,sizeof(MouseMapping)); memset(MouseDigitalAxeMapping, -1, sizeof(MouseDigitalAxeMapping)); return true; } void MOUSE_Shutdown( void ) { STUBBED("MOUSE_Shutdown"); } void MOUSE_ShowCursor( void ) { STUBBED("MOUSE_ShowCursor"); } void MOUSE_HideCursor( void ) { STUBBED("MOUSE_HideCursor"); } static void updateMouse(void) { // this is in buildengine. short x, y; getmousevalues(&x, &y, &mouseButtons); mouseRelativeX += x; mouseRelativeY += y; mousePositionX += x; mousePositionY += y; } int32 MOUSE_GetButtons( void ) { //updateMouse(); return ((int32) mouseButtons); } void MOUSE_GetPosition( int32*x, int32*y ) { if (x) *x = mousePositionX; if (y) *y = mousePositionY; } void MOUSE_GetDelta( int32*x, int32*y ) { updateMouse(); if (x) *x = mouseRelativeX; if (y) *y = mouseRelativeY; mouseRelativeX = 0; mouseRelativeY = 0; } void JOYSTICK_UpdateHats() { int i; for(i=0; i<MAXJOYHATS; i++) { //for(j=0; j<8; j++) //{ joyHats[i] = _joystick_hat(i); //} } }