4jcraft/4J.Input/4J_Input.cpp

342 lines
15 KiB
C++

#include "4J_Input.h"
#include "../Minecraft.Client/Platform/Common/App_enums.h"
#include "../4J.Render/4J_Render.h"
#include <SDL2/SDL.h>
#include <math.h>
#include <string.h>
#include <stdio.h>
C_4JInput InputManager;
static const int KEY_COUNT = SDL_NUM_SCANCODES;
static const float MOUSE_SCALE = 0.015f;
// Vars
static bool s_sdlInitialized = false;
static bool s_keysCurrent[KEY_COUNT] = {};
static bool s_keysPrev [KEY_COUNT] = {};
static bool s_mouseLeftCurrent = false, s_mouseLeftPrev = false;
static bool s_mouseRightCurrent = false, s_mouseRightPrev = false;
static bool s_menuDisplayed[4] = {};
static bool s_prevMenuDisplayed = false;
static bool s_snapTaken = false;
static float s_accumRelX = 0, s_accumRelY = 0;
static float s_snapRelX = 0, s_snapRelY = 0;
static int s_scrollTicksForButtonPressed = 0;
static int s_scrollTicksForGetValue = 0;
static int s_scrollTicksSnap = 0;
static bool s_scrollSnapTaken = false;
// We set all the watched keys
// I don't know if I'll need to change this if we add chat support soon.
static const int s_watchedKeys[] = {
SDL_SCANCODE_W, SDL_SCANCODE_A, SDL_SCANCODE_S, SDL_SCANCODE_D,
SDL_SCANCODE_SPACE, SDL_SCANCODE_LSHIFT, SDL_SCANCODE_RSHIFT,
SDL_SCANCODE_E, SDL_SCANCODE_Q, SDL_SCANCODE_F,
SDL_SCANCODE_C, SDL_SCANCODE_ESCAPE, SDL_SCANCODE_RETURN,
SDL_SCANCODE_F3, SDL_SCANCODE_F5,
SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT,
SDL_SCANCODE_PAGEUP, SDL_SCANCODE_PAGEDOWN,
SDL_SCANCODE_TAB, SDL_SCANCODE_LCTRL, SDL_SCANCODE_RCTRL,
SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_3, SDL_SCANCODE_4,
SDL_SCANCODE_5, SDL_SCANCODE_6, SDL_SCANCODE_7, SDL_SCANCODE_8,
SDL_SCANCODE_9,
};
static const int s_watchedKeyCount = (int)(sizeof(s_watchedKeys) / sizeof(s_watchedKeys[0]));
static inline bool KDown (int sc) { return (sc > 0 && sc < KEY_COUNT) ? s_keysCurrent[sc] : false; }
static inline bool KPressed (int sc) { return (sc > 0 && sc < KEY_COUNT) ? !s_keysPrev[sc] && s_keysCurrent[sc] : false; }
static inline bool KReleased(int sc) { return (sc > 0 && sc < KEY_COUNT) ? s_keysPrev[sc] && !s_keysCurrent[sc] : false; }
static inline bool MouseLDown () { return s_mouseLeftCurrent; }
static inline bool MouseLPressed () { return s_mouseLeftCurrent && !s_mouseLeftPrev; }
static inline bool MouseLReleased() { return !s_mouseLeftCurrent && s_mouseLeftPrev; }
static inline bool MouseRDown () { return s_mouseRightCurrent; }
static inline bool MouseRPressed () { return s_mouseRightCurrent && !s_mouseRightPrev; }
static inline bool MouseRReleased() { return !s_mouseRightCurrent && s_mouseRightPrev; }
// get directly into SDL events before the game queue can steal them.
// this took me a while.
static int SDLCALL EventWatcher(void*, SDL_Event* e) {
if (e->type == SDL_MOUSEWHEEL) {
int y = e->wheel.y;
if (e->wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
y = -y;
}
s_scrollTicksForGetValue += y;
s_scrollTicksForButtonPressed += y;
} else if (e->type == SDL_MOUSEBUTTONDOWN) {
if (e->button.button == 4) {
s_scrollTicksForGetValue++;
s_scrollTicksForButtonPressed++;
} else if (e->button.button == 5) {
s_scrollTicksForGetValue--;
s_scrollTicksForButtonPressed--;
}
} else if (e->type == SDL_MOUSEMOTION) {
s_accumRelX += (float)e->motion.xrel;
s_accumRelY += (float)e->motion.yrel;
}
return 1;
}
static int ScrollSnap() {
if (!s_scrollSnapTaken) {
s_scrollTicksSnap = s_scrollTicksForButtonPressed;
s_scrollTicksForButtonPressed = 0;
s_scrollSnapTaken = true;
}
return s_scrollTicksSnap;
}
static void TakeSnapIfNeeded() {
if (!s_snapTaken) {
s_snapRelX = s_accumRelX; s_accumRelX = 0;
s_snapRelY = s_accumRelY; s_accumRelY = 0;
s_snapTaken = true;
}
}
// We initialize the SDL input
void C_4JInput::Initialise(int, unsigned char, unsigned char, unsigned char) {
if (!s_sdlInitialized) {
if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
SDL_Init(SDL_INIT_VIDEO);
}
SDL_AddEventWatch(EventWatcher, NULL);
s_sdlInitialized = true;
}
memset(s_keysCurrent, 0, sizeof(s_keysCurrent));
memset(s_keysPrev, 0, sizeof(s_keysPrev));
memset(s_menuDisplayed, 0, sizeof(s_menuDisplayed));
s_mouseLeftCurrent = s_mouseLeftPrev = s_mouseRightCurrent = s_mouseRightPrev = false;
s_accumRelX = s_accumRelY = s_snapRelX = s_snapRelY = 0;
// i really gotta name these vars better..
s_scrollTicksForButtonPressed = s_scrollTicksForGetValue = s_scrollTicksSnap = 0;
s_snapTaken = s_scrollSnapTaken = s_prevMenuDisplayed = false;
if (s_sdlInitialized)
SDL_SetRelativeMouseMode(SDL_TRUE);
}
// Each tick we update the input state by polling SDL, this is where we get the kbd and mouse state.
void C_4JInput::Tick() {
if (!s_sdlInitialized) return;
memcpy(s_keysPrev, s_keysCurrent, sizeof(s_keysCurrent));
s_mouseLeftPrev = s_mouseLeftCurrent;
s_mouseRightPrev = s_mouseRightCurrent;
s_snapTaken = false;
s_scrollSnapTaken = false;
s_snapRelX = s_snapRelY = 0;
s_scrollTicksSnap = 0;
SDL_PumpEvents();
if (s_menuDisplayed[0]) {
s_scrollTicksForGetValue = 0;
}
const Uint8 *state = SDL_GetKeyboardState(NULL);
for (int i = 0; i < s_watchedKeyCount; ++i) {
int sc = s_watchedKeys[i];
if (sc > 0 && sc < KEY_COUNT) s_keysCurrent[sc] = state[sc] != 0;
}
Uint32 btns = SDL_GetMouseState(NULL, NULL);
s_mouseLeftCurrent = (btns & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;
s_mouseRightCurrent = (btns & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
if (!SDL_GetRelativeMouseMode()) {
s_accumRelX = 0;
s_accumRelY = 0;
}
if (!SDL_GetKeyboardFocus()) {
SDL_Window *mf = SDL_GetMouseFocus();
if (mf) { SDL_RaiseWindow(mf); SDL_SetWindowGrab(mf, SDL_TRUE); }
}
}
int C_4JInput::GetHotbarSlotPressed(int iPad) {
if (iPad != 0) return -1;
constexpr size_t NUM_HOTBAR_SLOTS = 9;
static const int sc[NUM_HOTBAR_SLOTS] = {
SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_3, SDL_SCANCODE_4,
SDL_SCANCODE_5, SDL_SCANCODE_6, SDL_SCANCODE_7, SDL_SCANCODE_8,
SDL_SCANCODE_9,
};
static bool s_wasDown[NUM_HOTBAR_SLOTS] = {};
for (int i = 0; i < NUM_HOTBAR_SLOTS; ++i) {
bool down = KDown(sc[i]);
bool pressed = down && !s_wasDown[i];
s_wasDown[i] = down;
if (pressed) return i;
}
return -1;
}
#define ACTION_CASES(FN) \
case ACTION_MENU_UP: return FN(SDL_SCANCODE_UP); \
case ACTION_MENU_DOWN: return FN(SDL_SCANCODE_DOWN); \
case ACTION_MENU_LEFT: return FN(SDL_SCANCODE_LEFT); \
case ACTION_MENU_RIGHT: return FN(SDL_SCANCODE_RIGHT); \
case ACTION_MENU_PAGEUP: return FN(SDL_SCANCODE_PAGEUP); \
case ACTION_MENU_PAGEDOWN: return FN(SDL_SCANCODE_PAGEDOWN); \
case ACTION_MENU_OK: return FN(SDL_SCANCODE_RETURN); \
case ACTION_MENU_CANCEL: return FN(SDL_SCANCODE_ESCAPE); \
case MINECRAFT_ACTION_JUMP: return FN(SDL_SCANCODE_SPACE); \
case MINECRAFT_ACTION_FORWARD: return FN(SDL_SCANCODE_W); \
case MINECRAFT_ACTION_BACKWARD: return FN(SDL_SCANCODE_S); \
case MINECRAFT_ACTION_LEFT: return FN(SDL_SCANCODE_A); \
case MINECRAFT_ACTION_RIGHT: return FN(SDL_SCANCODE_D); \
case MINECRAFT_ACTION_INVENTORY: return FN(SDL_SCANCODE_E); \
case MINECRAFT_ACTION_PAUSEMENU: return FN(SDL_SCANCODE_ESCAPE); \
case MINECRAFT_ACTION_DROP: return FN(SDL_SCANCODE_Q); \
case MINECRAFT_ACTION_CRAFTING: return FN(SDL_SCANCODE_C); \
case MINECRAFT_ACTION_RENDER_THIRD_PERSON:return FN(SDL_SCANCODE_F5); \
case MINECRAFT_ACTION_GAME_INFO: return FN(SDL_SCANCODE_F3); \
case MINECRAFT_ACTION_DPAD_LEFT: return FN(SDL_SCANCODE_LEFT); \
case MINECRAFT_ACTION_DPAD_RIGHT: return FN(SDL_SCANCODE_RIGHT); \
case MINECRAFT_ACTION_DPAD_UP: return FN(SDL_SCANCODE_UP); \
case MINECRAFT_ACTION_DPAD_DOWN: return FN(SDL_SCANCODE_DOWN); \
default: return false;
bool C_4JInput::ButtonDown(int iPad, unsigned char ucAction) {
if (iPad != 0) return false;
if (ucAction == 255) {
for (int i = 0; i < s_watchedKeyCount; ++i)
if (s_keysCurrent[s_watchedKeys[i]]) return true;
return s_mouseLeftCurrent || s_mouseRightCurrent;
}
switch (ucAction) {
case MINECRAFT_ACTION_ACTION: return MouseLDown() || KDown(SDL_SCANCODE_RETURN);
case MINECRAFT_ACTION_USE: return MouseRDown() || KDown(SDL_SCANCODE_F);
case MINECRAFT_ACTION_SNEAK_TOGGLE: return KDown(SDL_SCANCODE_LSHIFT) || KDown(SDL_SCANCODE_RSHIFT);
case MINECRAFT_ACTION_SPRINT: return KDown(SDL_SCANCODE_LCTRL) || KDown(SDL_SCANCODE_RCTRL);
case MINECRAFT_ACTION_LEFT_SCROLL:
case ACTION_MENU_LEFT_SCROLL: return ScrollSnap() > 0;
case MINECRAFT_ACTION_RIGHT_SCROLL:
case ACTION_MENU_RIGHT_SCROLL: return ScrollSnap() < 0;
ACTION_CASES(KDown)
}
}
// The part that handles completing the action of pressing a button.
bool C_4JInput::ButtonPressed(int iPad, unsigned char ucAction) {
if (iPad != 0 || ucAction == 255) return false;
switch (ucAction) {
case MINECRAFT_ACTION_ACTION: return MouseLPressed() || KPressed(SDL_SCANCODE_RETURN);
case MINECRAFT_ACTION_USE: return MouseRPressed() || KPressed(SDL_SCANCODE_F);
case MINECRAFT_ACTION_SNEAK_TOGGLE: return KPressed(SDL_SCANCODE_LSHIFT) || KPressed(SDL_SCANCODE_RSHIFT);
case MINECRAFT_ACTION_SPRINT: return KPressed(SDL_SCANCODE_LCTRL) || KPressed(SDL_SCANCODE_RCTRL);
case MINECRAFT_ACTION_LEFT_SCROLL:
case ACTION_MENU_LEFT_SCROLL: return ScrollSnap() > 0;
case MINECRAFT_ACTION_RIGHT_SCROLL:
case ACTION_MENU_RIGHT_SCROLL: return ScrollSnap() < 0;
ACTION_CASES(KPressed)
}
}
// The part that handles Releasing a button.
bool C_4JInput::ButtonReleased(int iPad, unsigned char ucAction) {
if (iPad != 0 || ucAction == 255) return false;
switch (ucAction) {
case MINECRAFT_ACTION_ACTION: return MouseLReleased() || KReleased(SDL_SCANCODE_RETURN);
case MINECRAFT_ACTION_USE: return MouseRReleased() || KReleased(SDL_SCANCODE_F);
case MINECRAFT_ACTION_SNEAK_TOGGLE: return KReleased(SDL_SCANCODE_LSHIFT) || KReleased(SDL_SCANCODE_RSHIFT);
case MINECRAFT_ACTION_SPRINT: KReleased(SDL_SCANCODE_LCTRL) || KReleased(SDL_SCANCODE_RCTRL);
case MINECRAFT_ACTION_LEFT_SCROLL:
case ACTION_MENU_LEFT_SCROLL:
case MINECRAFT_ACTION_RIGHT_SCROLL:
case ACTION_MENU_RIGHT_SCROLL: return false;
ACTION_CASES(KReleased)
}
}
unsigned int C_4JInput::GetValue(int iPad, unsigned char ucAction, bool) {
if (iPad != 0) return 0;
if (ucAction == MINECRAFT_ACTION_LEFT_SCROLL) {
if (s_scrollTicksForGetValue > 0) {
unsigned int v = (unsigned int)s_scrollTicksForGetValue;
s_scrollTicksForGetValue = 0;
return v;
}
return 0u;
}
if (ucAction == MINECRAFT_ACTION_RIGHT_SCROLL) {
if (s_scrollTicksForGetValue < 0) {
unsigned int v = (unsigned int)(-s_scrollTicksForGetValue);
s_scrollTicksForGetValue = 0;
return v;
}
return 0u;
}
return ButtonDown(iPad, ucAction) ? 1u : 0u;
}
// Left stick movement, the one that moves the player around or selects menu options. (Soon be tested.)
float C_4JInput::GetJoypadStick_LX(int, bool) {
return (KDown(SDL_SCANCODE_D) ? 1.f : 0.f) - (KDown(SDL_SCANCODE_A) ? 1.f : 0.f);
}
float C_4JInput::GetJoypadStick_LY(int, bool) {
return (KDown(SDL_SCANCODE_W) ? 1.f : 0.f) - (KDown(SDL_SCANCODE_S) ? 1.f : 0.f);
}
// We use mouse movement and convert it into a Right Stick output using logarithmic scaling
// This is the most important mouse part. Yet it's so small.
static float MouseAxis(float raw) {
if (fabsf(raw) < 0.0001f) return 0.f; // from 4j previous code
return (raw >= 0.f ? 1.f : -1.f) * sqrtf(fabsf(raw));
}
// We apply the Stick movement on the R(Right) X(2D Position)
float C_4JInput::GetJoypadStick_RX(int, bool) {
if (!SDL_GetRelativeMouseMode()) return 0.f;
TakeSnapIfNeeded();
return MouseAxis(s_snapRelX * MOUSE_SCALE);
}
// Bis. but with Y(2D Position)
float C_4JInput::GetJoypadStick_RY(int, bool) {
if (!SDL_GetRelativeMouseMode()) return 0.f;
TakeSnapIfNeeded();
return MouseAxis(-s_snapRelY * MOUSE_SCALE);
}
unsigned char C_4JInput::GetJoypadLTrigger(int, bool) { return s_mouseRightCurrent ? 255 : 0; }
unsigned char C_4JInput::GetJoypadRTrigger(int, bool) { return s_mouseLeftCurrent ? 255 : 0; }
// We detect if a Menu is visible on the player's screen to the mouse being stuck.
void C_4JInput::SetMenuDisplayed(int iPad, bool bVal) {
if (iPad >= 0 && iPad < 4) s_menuDisplayed[iPad] = bVal;
if (!s_sdlInitialized || bVal == s_prevMenuDisplayed) return;
SDL_SetRelativeMouseMode(bVal ? SDL_FALSE : SDL_TRUE);
s_prevMenuDisplayed = bVal;
}
int C_4JInput::GetScrollDelta() {
int v = s_scrollTicksForButtonPressed;
s_scrollTicksForButtonPressed = 0;
return v;
}
void C_4JInput::SetDeadzoneAndMovementRange(unsigned int, unsigned int){}
void C_4JInput::SetGameJoypadMaps(unsigned char, unsigned char, unsigned int){}
unsigned int C_4JInput::GetGameJoypadMaps(unsigned char, unsigned char){ return 0; }
void C_4JInput::SetJoypadMapVal(int, unsigned char){}
unsigned char C_4JInput::GetJoypadMapVal(int){ return 0; }
void C_4JInput::SetJoypadSensitivity(int, float){}
void C_4JInput::SetJoypadStickAxisMap(int, unsigned int, unsigned int){}
void C_4JInput::SetJoypadStickTriggerMap(int, unsigned int, unsigned int){}
void C_4JInput::SetKeyRepeatRate(float, float){}
void C_4JInput::SetDebugSequence(const char*, int(*)(void *), void *){}
FLOAT C_4JInput::GetIdleSeconds(int){ return 0.f; }
bool C_4JInput::IsPadConnected(int iPad){ return iPad == 0; }
// Silly check, we check if we have a keyboard.
EKeyboardResult C_4JInput::RequestKeyboard(const wchar_t *, const wchar_t *, int, unsigned int,
int(*)(void *, const bool), void *, C_4JInput::EKeyboardMode)
{ return EKeyboard_Cancelled; }
void C_4JInput::GetText(uint16_t *s){ if (s) s[0] = 0; }
bool C_4JInput::VerifyStrings(wchar_t **, int, int(*)(void *, STRING_VERIFY_RESPONSE *), void *){ return true; }
void C_4JInput::CancelQueuedVerifyStrings(int(*)(void *, STRING_VERIFY_RESPONSE *), void *){}
void C_4JInput::CancelAllVerifyInProgress(){}