mirror of
https://github.com/Karaka-Management/cOMS.git
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776 lines
31 KiB
C
776 lines
31 KiB
C
/**
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* Jingga
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*
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* @copyright Jingga
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* @license OMS License 2.0
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* @version 1.0.0
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* @link https://jingga.app
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*/
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#ifndef TOS_INPUT_H
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#define TOS_INPUT_H
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// How many concurrent mouse/secondary input device presses to we recognize
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#define MAX_MOUSE_PRESSES 3
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// How many concurrent primary key/button presses can be handled?
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#define MAX_KEY_PRESSES 5
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#define MAX_KEY_STATES (2 * MAX_KEY_PRESSES)
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// How many keys/buttons do we support for the devices
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#define MAX_KEYBOARD_KEYS 255
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#define MAX_MOUSE_KEYS 10
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#define MAX_CONTROLLER_KEYS 24
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#define MIN_INPUT_DEVICES 2
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// How often can a key be asigned to a different hotkey
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#define MAX_KEY_TO_HOTKEY 5
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// How many buttons together are allowed to form a hotkey
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#define MAX_HOTKEY_COMBINATION 3
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// These values are used as bit flags to hint if a "key" is a keyboard/primary or mouse/secondary input
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// When adding a keybind the "key" can only be uint8 but we expand it to an int and set the first bit accordingly
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#define INPUT_MOUSE_PREFIX 0
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#define INPUT_KEYBOARD_PREFIX 8192
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#define INPUT_CONTROLLER_PREFIX 16384
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#define INPUT_TYPE_MOUSE_KEYBOARD 0x01
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#define INPUT_TYPE_CONTROLLER 0x02
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#define INPUT_TYPE_OTHER 0x03
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#define MIN_CONTROLLER_DEVICES 4
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#include "../stdlib/Types.h"
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#include "../utils/BitUtils.h"
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#include "ControllerInput.h"
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#ifdef _WIN32
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#include <windows.h>
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#endif
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// @todo I'm not sure if I like the general input handling
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// Having separate keyboard_down and mouse_down etc. is a little bit weird in the functions below
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struct InputMapping {
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// A key/button can be bound to up to 5 different hotkeys
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// This is used to check if a key/button has a hotkey association
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uint8 keys[MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS + MAX_CONTROLLER_KEYS][MAX_KEY_TO_HOTKEY];
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// A hotkey can be bound to a combination of up to 3 key/button presses
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uint8 hotkey_count;
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// negative hotkeys mean any of them needs to be matched, positive hotkeys means all of them need to be matched
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// mixing positive and negative keys for one hotkey is not possible
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int16* hotkeys;
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};
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enum KeyState {
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KEY_STATE_PRESSED,
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KEY_STATE_HELD,
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KEY_STATE_RELEASED,
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};
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struct InputKey {
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// Includes flag for mouse, keyboard, controller
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uint16 key_id;
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uint16 key_state;
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int16 value; // e.g. stick/trigger keys
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uint64 time; // when was this action performed (useful to decide if key state is held vs pressed)
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};
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// @question Maybe we should also add a third key_down array for controllers and some special controller functions here to just handle everything in one struct
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// Or think about completely splitting all states (mouse, keyboard, other)
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struct InputState {
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// State of the hotkeys, resulting from the device input
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uint8 state_hotkeys[MAX_KEY_PRESSES];
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InputKey state_keys[MAX_KEY_STATES];
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int32 dx;
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int32 dy;
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uint32 x;
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uint32 y;
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// Secondary coordinate input (usually used by controllers)
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int32 dx2;
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int32 dy2;
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uint32 x2;
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uint32 y2;
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// Tertiary coordinate input (usually used by controllers)
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int32 dx3;
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int32 dy3;
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uint32 x3;
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uint32 y3;
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};
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struct Input {
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// Device
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bool is_connected;
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#ifdef _WIN32
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// @question maybe replace with id?!
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// -> remove _WIN32 section?
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HANDLE handle_keyboard;
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HANDLE handle_mouse;
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HANDLE handle_controller;
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#endif
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bool state_change_button;
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bool state_change_mouse;
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bool mouse_movement;
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InputState state;
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uint64 time_last_input_check;
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uint32 deadzone = 10;
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InputMapping input_mapping1;
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InputMapping input_mapping2;
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};
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inline
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void input_clean_state(InputState* state)
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{
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for (int i = 0; i < MAX_KEY_STATES; ++i) {
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if (state->state_keys[i].key_state == KEY_STATE_RELEASED) {
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state->state_keys[i].key_id = 0;
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}
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}
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}
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inline
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bool input_action_exists(const InputState* state, int16 key)
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{
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return state->state_keys[0].key_id == key
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|| state->state_keys[1].key_id == key
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|| state->state_keys[2].key_id == key
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|| state->state_keys[3].key_id == key
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|| state->state_keys[4].key_id == key
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|| state->state_keys[4].key_id == key
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|| state->state_keys[5].key_id == key
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|| state->state_keys[6].key_id == key
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|| state->state_keys[7].key_id == key
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|| state->state_keys[8].key_id == key
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|| state->state_keys[9].key_id == key;
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}
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inline
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bool input_is_down(const InputState* state, int16 key)
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{
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return (state->state_keys[0].key_id == key && state->state_keys[0].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[1].key_id == key && state->state_keys[1].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[2].key_id == key && state->state_keys[2].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[3].key_id == key && state->state_keys[3].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[5].key_id == key && state->state_keys[5].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[6].key_id == key && state->state_keys[6].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[7].key_id == key && state->state_keys[7].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[8].key_id == key && state->state_keys[8].key_state != KEY_STATE_RELEASED)
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|| (state->state_keys[9].key_id == key && state->state_keys[9].key_state != KEY_STATE_RELEASED);
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}
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inline
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bool input_is_pressed(const InputState* state, int16 key)
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{
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return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_PRESSED)
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|| (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_PRESSED);
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}
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inline
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bool input_is_held(const InputState* state, int16 key)
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{
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return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_HELD)
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|| (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_HELD)
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|| (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_HELD)
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|| (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_HELD)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_HELD)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_HELD)
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|| (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_HELD)
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|| (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_HELD)
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|| (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_HELD)
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|| (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_HELD)
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|| (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_HELD);
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}
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inline
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bool input_is_released(const InputState* state, int16 key)
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{
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return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_RELEASED);
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}
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inline
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bool input_was_down(const InputState* state, int16 key)
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{
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return (state->state_keys[0].key_id == key && state->state_keys[0].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[1].key_id == key && state->state_keys[1].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[2].key_id == key && state->state_keys[2].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[3].key_id == key && state->state_keys[3].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[4].key_id == key && state->state_keys[4].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[5].key_id == key && state->state_keys[5].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[6].key_id == key && state->state_keys[6].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[7].key_id == key && state->state_keys[7].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[8].key_id == key && state->state_keys[8].key_state == KEY_STATE_RELEASED)
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|| (state->state_keys[9].key_id == key && state->state_keys[9].key_state == KEY_STATE_RELEASED);
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}
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inline
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bool inputs_are_down(
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const InputState* state,
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int16 key0, int16 key1 = 0, int16 key2 = 0, int16 key3 = 0, int16 key4 = 0
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) {
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return (key0 != 0 && input_is_down(state, key0))
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&& (key1 == 0 || input_is_down(state, key1))
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&& (key2 == 0 || input_is_down(state, key2))
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&& (key3 == 0 || input_is_down(state, key3))
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&& (key4 == 0 || input_is_down(state, key4));
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}
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// We are binding hotkeys bi-directional
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void
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input_add_hotkey(
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InputMapping* mapping, uint8 hotkey,
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int32 key0, int32 key1 = 0, int32 key2 = 0
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)
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{
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int count = 0;
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// Define required keys for hotkey
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if (key0 != 0) {
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// Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty)
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mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION] = (int16) key0;
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++count;
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}
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if (key1 != 0) {
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// Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty)
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mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + count] = (int16) key1;
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++count;
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}
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if (key2 != 0) {
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// Note: -1 since the hotkeys MUST start at 1 (0 is a special value for empty)
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mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + count] = (int16) key2;
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}
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int key0_offset = ((bool) (key0 & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS
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+ ((bool) (key0 & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS);
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int key1_offset = ((bool) (key1 & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS
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+ ((bool) (key1 & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS);
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int key2_offset = ((bool) (key2 & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS
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+ ((bool) (key2 & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS);
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key0 = (key0 & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX));
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key1 = (key1 & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX));
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key2 = (key2 & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX));
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// Bind key to hotkey
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for (int i = 0; i < MAX_KEY_TO_HOTKEY; ++i) {
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if (key0 == 0 && key1 == 0 && key2 == 0) {
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break;
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}
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if (key0 != 0 && mapping->keys[key0 + key0_offset - 1][i] == 0) {
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mapping->keys[key0 + key0_offset - 1][i] = hotkey;
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key0 = 0; // prevent adding same key again
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}
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if (key1 != 0 && mapping->keys[key1 + key1_offset - 1][i] == 0) {
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mapping->keys[key1 + key1_offset - 1][i] = hotkey;
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key1 = 0; // prevent adding same key again
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}
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if (key2 != 0 && mapping->keys[key2 + key2_offset - 1][i] == 0) {
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mapping->keys[key2 + key2_offset - 1][i] = hotkey;
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key2 = 0; // prevent adding same key again
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}
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}
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}
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inline
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bool hotkey_is_active(const InputState* state, uint8 hotkey)
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{
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return state->state_hotkeys[0] == hotkey
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|| state->state_hotkeys[1] == hotkey
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|| state->state_hotkeys[2] == hotkey
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|| state->state_hotkeys[3] == hotkey
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|| state->state_hotkeys[4] == hotkey;
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}
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// similar to hotkey_is_active but instead of just performing a lookup in the input_hotkey_state created results
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// this is actively checking the current input state (not the hotkey state)
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inline
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bool hotkey_keys_are_active(const InputState* __restrict state, const InputMapping* __restrict mapping, uint8 hotkey)
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{
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int16 key0 = mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION];
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int16 key1 = mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + 1];
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int16 key2 = mapping->hotkeys[(hotkey - 1) * MAX_HOTKEY_COMBINATION + 2];
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// This may seem a little bit confusing but we don't care if a input key is down or up
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// Any state means it was used recently BUT NOT YET HANDLED
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// If it was handled it would've been removed (at least in case of RELEASED)
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// Therefore, if a key has a state -> treat it as if active
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bool is_active = input_action_exists(state, key0);
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if (!is_active || key1 == 0) {
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return is_active || input_action_exists(state, -key0);
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}
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is_active &= input_action_exists(state, key1);
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if (!is_active || key2 == 0) {
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return is_active || input_action_exists(state, -key1);
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}
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return (is_active &= input_action_exists(state, key2)) || input_action_exists(state, -key2);
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}
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inline
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void input_set_state(InputState* state, InputKey* __restrict new_key)
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{
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InputKey* free_state = NULL;
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bool action_required = true;
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for (int j = 0; j < MAX_KEY_STATES; ++j) {
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if (!free_state && state->state_keys[j].key_id == 0) {
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free_state = &state->state_keys[j];
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} else if (state->state_keys[j].key_id == new_key->key_id) {
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state->state_keys[j].key_state = new_key->key_state;
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state->state_keys[j].value = new_key->value;
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state->state_keys[j].time = new_key->time;
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action_required = false;
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}
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}
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if (!action_required || !free_state) {
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return;
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}
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free_state->key_id = new_key->key_id;
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free_state->key_state = new_key->key_state;
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free_state->value = new_key->value;
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free_state->time = new_key->time;
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}
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// Controllers are a little bit special
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// We need to manually check the specific buttons and set their key
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// Since some controllers are constantly sending data like mad it's not possible to handle them event based
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// We need to poll them and then check the old state against this new state (annoying but necessary)
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// Mice are fully supported by RawInput and are fairly generalized in terms of their buttons -> no special function needed
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inline
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void input_set_controller_state(Input* input, ControllerInput* controller, uint64 time)
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{
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// Check active keys that might need to be set to inactive
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for (int i = 0; i < MAX_KEY_PRESSES; ++i) {
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if ((input->state.state_keys[i].key_id & INPUT_CONTROLLER_PREFIX)
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&& input->state.state_keys[i].key_state != KEY_STATE_RELEASED
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) {
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uint32 key_id = input->state.state_keys[i].key_id & ~INPUT_CONTROLLER_PREFIX;
|
|
|
|
if ((key_id == CONTROLLER_BUTTON_STICK_LEFT_BUTTON && controller->stick_left_button == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_STICK_LEFT_HORIZONTAL && OMS_ABS(controller->stick_left_x) < input->deadzone)
|
|
|| (key_id == CONTROLLER_BUTTON_STICK_LEFT_VERTOCAL && OMS_ABS(controller->stick_left_y) < input->deadzone)
|
|
|| (key_id == CONTROLLER_BUTTON_STICK_RIGHT_BUTTON && controller->stick_right_button == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_STICK_RIGHT_HORIZONTAL && OMS_ABS(controller->stick_right_x) < input->deadzone)
|
|
|| (key_id == CONTROLLER_BUTTON_STICK_RIGHT_VERTOCAL && OMS_ABS(controller->stick_right_y) < input->deadzone)
|
|
|| (key_id == CONTROLLER_BUTTON_SHOULDER_LEFT_TRIGGER && OMS_ABS(controller->shoulder_trigger_left) < input->deadzone)
|
|
|| (key_id == CONTROLLER_BUTTON_SHOULDER_LEFT_BUTTON && controller->shoulder_button_left == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_SHOULDER_RIGHT_TRIGGER && OMS_ABS(controller->shoulder_trigger_right) < input->deadzone)
|
|
|| (key_id == CONTROLLER_BUTTON_SHOULDER_RIGHT_BUTTON && controller->shoulder_button_right == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_X && controller->button_X == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_C && controller->button_C == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_T && controller->button_T == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_S && controller->button_S == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_DPAD_LEFT && controller->dpad_left == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_DPAD_RIGHT && controller->dpad_right == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_DPAD_UP && controller->dpad_up == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_DPAD_DOWN && controller->dpad_down == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_0 && controller->button_other[0] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_1 && controller->button_other[1] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_2 && controller->button_other[2] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_3 && controller->button_other[3] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_4 && controller->button_other[4] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_5 && controller->button_other[5] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_6 && controller->button_other[6] == 0)
|
|
|| (key_id == CONTROLLER_BUTTON_OTHER_7 && controller->button_other[7] == 0)
|
|
) {
|
|
input->state.state_keys[i].key_state = KEY_STATE_RELEASED;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Special keys
|
|
// @todo this code means we cannot change this behavior (e.g. swap mouse view to dpad, swap sticks, ...)
|
|
if (OMS_ABS(controller->stick_right_x) > input->deadzone) {
|
|
input->state.dx += controller->stick_right_x / 8;
|
|
input->state_change_mouse = true;
|
|
} else {
|
|
input->state.dx = 0;
|
|
}
|
|
|
|
if (OMS_ABS(controller->stick_right_y) > input->deadzone) {
|
|
input->state.dy += controller->stick_right_y / 8;
|
|
input->state_change_mouse = true;
|
|
} else {
|
|
input->state.dy = 0;
|
|
}
|
|
|
|
if (OMS_ABS(controller->stick_left_x) > input->deadzone) {
|
|
input->state.dx2 += controller->stick_left_x / 8;
|
|
// @todo needs state change flag like mouse?!
|
|
} else {
|
|
input->state.dx2 = 0;
|
|
}
|
|
|
|
if (OMS_ABS(controller->stick_left_y) > input->deadzone) {
|
|
input->state.dy2 += controller->stick_left_y / 8;
|
|
input->state.y2 += controller->stick_left_y / 8;
|
|
// @todo needs state change flag like mouse?!
|
|
} else {
|
|
input->state.dy2 = 0;
|
|
}
|
|
|
|
// General Keys
|
|
int count = 0;
|
|
InputKey keys[5];
|
|
|
|
// @todo this logic below is painful, fix
|
|
if (count < 5 && controller->stick_left_button != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_STICK_LEFT_BUTTON | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->stick_left_button;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && OMS_ABS(controller->stick_left_x) > input->deadzone) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_STICK_LEFT_HORIZONTAL | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->stick_left_x;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && OMS_ABS(controller->stick_left_y) > input->deadzone) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_STICK_LEFT_VERTOCAL | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->stick_left_y;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->stick_right_button != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_STICK_RIGHT_BUTTON | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->stick_right_button;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && OMS_ABS(controller->stick_right_x) > input->deadzone) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_STICK_RIGHT_HORIZONTAL | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->stick_right_x;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && OMS_ABS(controller->stick_right_y) > input->deadzone) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_STICK_RIGHT_VERTOCAL | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->stick_right_y;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && OMS_ABS(controller->shoulder_trigger_left) > input->deadzone) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_SHOULDER_LEFT_TRIGGER | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->shoulder_trigger_left;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->shoulder_button_left != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_SHOULDER_LEFT_BUTTON | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->shoulder_button_left;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && OMS_ABS(controller->shoulder_trigger_right) > input->deadzone) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_SHOULDER_RIGHT_TRIGGER | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->shoulder_trigger_right;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->shoulder_button_right != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_SHOULDER_RIGHT_BUTTON | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->shoulder_button_right;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_X != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_X | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_X;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_C != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_C | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_C;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_T != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_T | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_T;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_S != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_S | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_S;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->dpad_left != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_DPAD_LEFT | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->dpad_left;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->dpad_right != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_DPAD_RIGHT | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->dpad_right;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->dpad_up != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_DPAD_UP | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->dpad_up;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->dpad_down != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_DPAD_DOWN | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->dpad_down;
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[0] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_0 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[0];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[1] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_1 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[1];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[2] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_2 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[2];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[3] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_3 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[3];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[4] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_4 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[4];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[5] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_5 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[5];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[6] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_6 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[6];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
if (count < 5 && controller->button_other[7] != 0) {
|
|
keys[count].key_id = CONTROLLER_BUTTON_OTHER_7 | INPUT_CONTROLLER_PREFIX;
|
|
keys[count].key_state = KEY_STATE_PRESSED;
|
|
keys[count].value = controller->button_other[7];
|
|
keys[count].time = time;
|
|
|
|
++count;
|
|
}
|
|
|
|
for (int i = 0; i < count; ++i) {
|
|
input_set_state(&input->state, &keys[i]);
|
|
}
|
|
|
|
input->state_change_button = true;
|
|
}
|
|
|
|
void
|
|
input_hotkey_state(Input* input)
|
|
{
|
|
memset(input->state.state_hotkeys, 0, sizeof(uint8) * MAX_KEY_PRESSES);
|
|
|
|
int active_hotkeys = 0;
|
|
|
|
// Check every key down state
|
|
for (int key_state = 0; key_state < MAX_KEY_STATES; ++key_state) {
|
|
if (input->state.state_keys[key_state].key_id == 0
|
|
|| input->state.state_keys[key_state].key_state == KEY_STATE_RELEASED
|
|
) {
|
|
// no key defined for this down state
|
|
continue;
|
|
}
|
|
|
|
// Is a key defined for this state AND is at least one hotkey defined for this key
|
|
// If no hotkey is defined we don't care
|
|
// Careful, remember MAX_MOUSE_KEYS offset
|
|
InputKey* key = &input->state.state_keys[key_state];
|
|
int32 internal_key_id = (key->key_id & ~(INPUT_KEYBOARD_PREFIX | INPUT_CONTROLLER_PREFIX))
|
|
+ ((bool) (key->key_id & INPUT_KEYBOARD_PREFIX)) * MAX_MOUSE_KEYS
|
|
+ ((bool) (key->key_id & INPUT_CONTROLLER_PREFIX)) * (MAX_MOUSE_KEYS + MAX_KEYBOARD_KEYS);
|
|
|
|
// Handle 2 input devices (1 = keyboard + mouse, 2 = controller)
|
|
for (int i = 0; i < 2; ++i) {
|
|
InputMapping* mapping;
|
|
if (i == 0) {
|
|
mapping = &input->input_mapping1;
|
|
} else {
|
|
// @todo Maybe we want to ignore < INPUT_CONTROLLER_PREFIX since we could use this to handle alt keybinds
|
|
if (!input->handle_controller || key->key_id < INPUT_CONTROLLER_PREFIX) {
|
|
continue;
|
|
}
|
|
|
|
mapping = &input->input_mapping2;
|
|
}
|
|
|
|
const uint8* hotkeys_for_key = mapping->keys[internal_key_id - 1];
|
|
if (hotkeys_for_key[0] == 0) {
|
|
// no possible hotkey associated with this key
|
|
continue;
|
|
}
|
|
|
|
// Check every possible hotkey
|
|
// Since multiple input devices have their own button/key indices whe have to do this weird range handling
|
|
for (int possible_hotkey_idx = 0; possible_hotkey_idx < MAX_KEY_TO_HOTKEY; ++possible_hotkey_idx) {
|
|
// We only support a slimited amount of active hotkeys
|
|
if (active_hotkeys >= MAX_KEY_PRESSES) {
|
|
return;
|
|
}
|
|
|
|
bool is_pressed = hotkey_keys_are_active(&input->state, mapping, hotkeys_for_key[possible_hotkey_idx]);
|
|
|
|
// store active hotkey, if it is not already active
|
|
if (is_pressed && !hotkey_is_active(&input->state, hotkeys_for_key[possible_hotkey_idx])) {
|
|
input->state.state_hotkeys[active_hotkeys] = hotkeys_for_key[possible_hotkey_idx];
|
|
++active_hotkeys;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// @bug how to handle long press vs click
|
|
// @bug how to handle priority? e.g. there might be a hotkey for 1 and one for alt+1
|
|
// in this case only the hotkey for alt+1 should be triggered
|
|
// @bug how to handle other conditions besides buttons pressed together? some hotkeys are only available in certain situations
|
|
// @bug how to handle alternative hotkeys (e.g. keyboard and controller at the same time)
|
|
// @bug how to handle values (e.g. stick may or may not set the x/y or dx/dy in some situations)
|
|
}
|
|
|
|
#endif |