mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
136 lines
4.9 KiB
C++
136 lines
4.9 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_INPUT_H
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#define SE_INCL_INPUT_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/CTString.h>
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// number of key ids reserved (in KeyNames.h)
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#define KID_TOTALCOUNT 256
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// defines for offsets of empty axis ("NONE" key) and mouse axis
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#define AXIS_NONE 0
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#define MOUSE_X_AXIS 1
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#define MOUSE_Y_AXIS 2
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#define MAX_JOYSTICKS 8
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#define MAX_AXES_PER_JOYSTICK 6 // (XYZRUV)
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#define FIRST_JOYAXIS (1+3+2) // one dummy, 3 axis for windows mouse (3rd is scroller), 2 axis for serial mouse
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#define MAX_OVERALL_AXES (FIRST_JOYAXIS+MAX_JOYSTICKS*MAX_AXES_PER_JOYSTICK)
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#define MAX_BUTTONS_PER_JOYSTICK (32+4) // 32 buttons and 4 POV directions
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#define FIRST_JOYBUTTON (KID_TOTALCOUNT)
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#define MAX_OVERALL_BUTTONS (KID_TOTALCOUNT+MAX_JOYSTICKS*MAX_BUTTONS_PER_JOYSTICK)
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/*
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* Mouse speed control structure
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*/
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struct MouseSpeedControl
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{
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int msc_iThresholdX;
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int msc_iThresholdY;
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int msc_iSpeed;
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};
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/*
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* One axis descriptive information
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*/
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struct ENGINE_API ControlAxisInfo
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{
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CTString cai_strAxisName; // name of this axis
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FLOAT cai_fReading; // current reading of this axis
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BOOL cai_bExisting; // set if the axis exists (for joystick axes)
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SLONG cai_slMax; // max/min info for joysticks
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SLONG cai_slMin;
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};
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/*
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* Class responsible for dealing with DirectInput
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*/
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class ENGINE_API CInput {
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public:
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// Attributes
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BOOL inp_bLastPrescan;
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BOOL inp_bInputEnabled;
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BOOL inp_bPollJoysticks;
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struct ControlAxisInfo inp_caiAllAxisInfo[ MAX_OVERALL_AXES];// info for all available axis
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CTString inp_strButtonNames[ MAX_OVERALL_BUTTONS];// individual button names
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CTString inp_strButtonNamesTra[ MAX_OVERALL_BUTTONS];// individual button names (translated)
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UBYTE inp_ubButtonsBuffer[ MAX_OVERALL_BUTTONS]; // statuses for all buttons (KEY & 128 !=0)
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BOOL inp_abJoystickOn[MAX_JOYSTICKS]; // set if a joystick is valid for reading
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BOOL inp_abJoystickHasPOV[MAX_JOYSTICKS]; // set if a joystick has a POV hat
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SLONG inp_slScreenCenterX; // screen center X in pixels
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SLONG inp_slScreenCenterY; // screen center Y in pixels
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RECT inp_rectOldClip; // old cursor clip rectangle in pixels
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POINT inp_ptOldMousePos; // old mouse position
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struct MouseSpeedControl inp_mscMouseSettings; // system mouse settings
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void SetKeyNames( void); // sets name for every key
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// check if a joystick exists
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BOOL CheckJoystick(INDEX iJoy);
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// adds axis and buttons for given joystick
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void AddJoystickAbbilities(INDEX iJoy);
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BOOL ScanJoystick(INDEX iJoyNo, BOOL bPreScan);// scans axis and buttons for given joystick
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public:
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// Operations
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CInput();
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~CInput();
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// Initializes all available devices and enumerates available controls
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void Initialize(void);
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// Enable input inside one viewport, or window
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void EnableInput(CViewPort *pvp);
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void EnableInput(HWND hWnd);
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// Disable input
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void DisableInput(void);
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// enable/disable joystick polling (it can be slow to poll if user doesn't realy use the joystick)
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void SetJoyPolling(BOOL bPoll);
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// Test input activity
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BOOL IsInputEnabled( void) const { return inp_bInputEnabled; };
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// Scan states of all available input sources
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void GetInput(BOOL bPreScan);
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// Clear all input states (keys become not pressed, axes are reset to zero)
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void ClearInput( void);
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// Get count of available axis
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inline const INDEX GetAvailableAxisCount( void) const {
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return MAX_OVERALL_AXES;};
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// Get count of available buttons
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inline const INDEX GetAvailableButtonsCount( void) const {
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return MAX_OVERALL_BUTTONS;};
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// Get name of given axis
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inline const CTString &GetAxisName( INDEX iAxisNo) const {
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return inp_caiAllAxisInfo[ iAxisNo].cai_strAxisName;};
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const CTString &GetAxisTransName( INDEX iAxisNo) const;
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// Get current position of given axis
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inline float GetAxisValue( INDEX iAxisNo) const {
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return inp_caiAllAxisInfo[ iAxisNo].cai_fReading;};
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// Get given button's name
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inline const CTString &GetButtonName( INDEX iButtonNo) const {
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return inp_strButtonNames[ iButtonNo];};
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// Get given button's name translated
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inline const CTString &GetButtonTransName( INDEX iButtonNo) const {
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return inp_strButtonNamesTra[ iButtonNo];};
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// Get given button's current state
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inline BOOL GetButtonState( INDEX iButtonNo) const {
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return (inp_ubButtonsBuffer[ iButtonNo] & 128) != 0;};
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// rcg02042003 hack for SDL vs. Win32.
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void ClearRelativeMouseMotion(void);
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protected:
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BOOL PlatformInit(void); /* rcg10072001 platform-specific construction */
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BOOL PlatformSetKeyNames(void); /* rcg10072001 platform-specific code */
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LONG PlatformGetJoystickCount(void); /* rcg11242001 platform-specific code */
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};
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// pointer to global input object
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ENGINE_API extern CInput *_pInput;
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#endif /* include-once check. */
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