Serious-Engine/Sources/Engine/Base/Input.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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 along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Timer.h>
#include <Engine/Base/Input.h>
#include <Engine/Base/Translation.h>
#include <Engine/Base/KeyNames.h>
#include <Engine/Math/Functions.h>
#include <Engine/Graphics/ViewPort.h>
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#include <Engine/Base/Console.h>
#include <Engine/Base/Synchronization.h>
#include <Engine/Base/ErrorReporting.h>
/*
* rcg10072001
* The bulk of CInput's implementation is in the platform-specific subdirs.
* For example, if you want the win32 implementation, look in
* Engine\Base\win32\Win32Input.cpp ...
*/
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INDEX inp_ctJoysticksAllowed = 8;
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static CTString inp_astrAxisTran[MAX_OVERALL_AXES];// translated names for axis
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// pointer to global input object
CInput *_pInput = NULL;
// deafult constructor
CInput::CInput(void)
{
// disable control scaning
inp_bInputEnabled = FALSE;
inp_bPollJoysticks = FALSE;
inp_bLastPrescan = FALSE;
// clear key buffer
for( INDEX iButton=0; iButton<MAX_OVERALL_BUTTONS; iButton++)
{
inp_ubButtonsBuffer[ iButton] = 0;
}
// clear axis relative and absolute values
for( INDEX iAxis=0; iAxis<MAX_OVERALL_AXES; iAxis++)
{
inp_caiAllAxisInfo[ iAxis].cai_fReading = 0.0f;
inp_caiAllAxisInfo[ iAxis].cai_bExisting = FALSE;
}
PlatformInit();
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}
void CInput::SetJoyPolling(BOOL bPoll)
{
inp_bPollJoysticks = bPoll;
}
/*
* Sets names of keys on keyboard
*/
void CInput::SetKeyNames( void)
{
// set name "None" for all keys, known keys will override this default name
for( INDEX iKey=0; iKey<ARRAYCOUNT(inp_strButtonNames); iKey++) {
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inp_strButtonNames[iKey] = "None";
inp_strButtonNamesTra[iKey] = TRANS("None");
}
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PlatformSetKeyNames();
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// -------- Enumerate known axis -------------
// no axis as axis type 0
inp_caiAllAxisInfo[0].cai_strAxisName = "None";
inp_astrAxisTran[ 0] = TRANS("None");
// mouse axis occupy types from 1 up to 3
inp_caiAllAxisInfo[1].cai_strAxisName = "mouse X";
inp_astrAxisTran[ 1] = TRANS("mouse X");
inp_caiAllAxisInfo[2].cai_strAxisName = "mouse Y";
inp_astrAxisTran[ 2] = TRANS("mouse Y");
inp_caiAllAxisInfo[3].cai_strAxisName = "mouse Z";
inp_astrAxisTran[ 3] = TRANS("mouse Z");
inp_caiAllAxisInfo[4].cai_strAxisName = "2nd mouse X";
inp_astrAxisTran[ 4] = TRANS("2nd mouse X");
inp_caiAllAxisInfo[5].cai_strAxisName = "2nd mouse Y";
inp_astrAxisTran[ 5] = TRANS("2nd mouse Y");
// -------- Get number of joysticks ----------
// get number of joystics
INDEX ctJoysticksPresent = PlatformGetJoystickCount();
CPrintF(TRANSV(" joysticks found: %d\n"), ctJoysticksPresent);
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ctJoysticksPresent = Min(ctJoysticksPresent, inp_ctJoysticksAllowed);
CPrintF(TRANSV(" joysticks allowed: %d\n"), ctJoysticksPresent);
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// -------- Enumerate axis and buttons for joysticks ----------
for (INDEX iJoy=0; iJoy<MAX_JOYSTICKS; iJoy++) {
inp_abJoystickOn[iJoy] = FALSE;
if (iJoy<ctJoysticksPresent && CheckJoystick(iJoy)) {
inp_abJoystickOn[iJoy] = TRUE;
}
AddJoystickAbbilities(iJoy);
}
}
// adds axis and buttons for given joystick
void CInput::AddJoystickAbbilities(INDEX iJoy)
{
CTString strJoystickName;
strJoystickName.PrintF("Joy %d", iJoy+1);
CTString strJoystickNameTra;
strJoystickNameTra.PrintF(TRANSV("Joy %d"), iJoy+1);
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// for each axis
for( UINT iAxis=0; iAxis<6; iAxis++) {
INDEX iAxisTotal = FIRST_JOYAXIS+iJoy*MAX_AXES_PER_JOYSTICK+iAxis;
ControlAxisInfo &cai= inp_caiAllAxisInfo[iAxisTotal];
CTString &strTran = inp_astrAxisTran[iAxisTotal];
// set axis name
switch( iAxis) {
case 0: cai.cai_strAxisName = strJoystickName + " Axis X"; strTran = strJoystickNameTra + TRANS(" Axis X"); break;
case 1: cai.cai_strAxisName = strJoystickName + " Axis Y"; strTran = strJoystickNameTra + TRANS(" Axis Y"); break;
case 2: cai.cai_strAxisName = strJoystickName + " Axis Z"; strTran = strJoystickNameTra + TRANS(" Axis Z"); break;
case 3: cai.cai_strAxisName = strJoystickName + " Axis R"; strTran = strJoystickNameTra + TRANS(" Axis R"); break;
case 4: cai.cai_strAxisName = strJoystickName + " Axis U"; strTran = strJoystickNameTra + TRANS(" Axis U"); break;
case 5: cai.cai_strAxisName = strJoystickName + " Axis V"; strTran = strJoystickNameTra + TRANS(" Axis V"); break;
}
}
INDEX iButtonTotal = FIRST_JOYBUTTON+iJoy*MAX_BUTTONS_PER_JOYSTICK;
// add buttons that the joystick supports
for( UINT iButton=0; iButton<32; iButton++) {
CTString strButtonName;
CTString strButtonNameTra;
// create name for n-th button
strButtonName.PrintF( " Button %d", iButton);
strButtonNameTra.PrintF( TRANS(" Button %d"), iButton);
// set n-th button name
inp_strButtonNames[iButtonTotal] = strJoystickName + strButtonName;
inp_strButtonNamesTra[iButtonTotal] = strJoystickNameTra + strButtonNameTra;
iButtonTotal++;
}
// add the four POV buttons
inp_strButtonNames [ iButtonTotal ] = strJoystickName + (" POV N");
inp_strButtonNamesTra[ iButtonTotal++] = strJoystickNameTra + TRANS(" POV N");
inp_strButtonNames [ iButtonTotal ] = strJoystickName + (" POV E");
inp_strButtonNamesTra[ iButtonTotal++] = strJoystickNameTra + TRANS(" POV E");
inp_strButtonNames [ iButtonTotal ] = strJoystickName + (" POV S");
inp_strButtonNamesTra[ iButtonTotal++] = strJoystickNameTra + TRANS(" POV S");
inp_strButtonNames [ iButtonTotal ] = strJoystickName + (" POV W");
inp_strButtonNamesTra[ iButtonTotal++] = strJoystickNameTra + TRANS(" POV W");
}
/*
* Initializes all available devices and enumerates available controls
*/
void CInput::Initialize( void )
{
CPrintF(TRANSV("Detecting input devices...\n"));
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SetKeyNames();
CPrintF("\n");
}
/*
* Enable direct input
*/
void CInput::EnableInput(CViewPort *pvp)
{
EnableInput(pvp->vp_hWnd);
}
// Clear all input states (keys become not pressed, axes are reset to zero)
void CInput::ClearInput( void)
{
// clear button's buffer
memset( inp_ubButtonsBuffer, 0, sizeof( inp_ubButtonsBuffer));
// clear axis values
for (INDEX i=0; i<MAX_OVERALL_AXES; i++) {
inp_caiAllAxisInfo[i].cai_fReading = 0;
}
}
const CTString &CInput::GetAxisTransName( INDEX iAxisNo) const
{
return inp_astrAxisTran[iAxisNo];
}
// end of Input.cpp ...
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