Start with EventQueue

This commit is contained in:
Ben Lankamp
2020-06-23 23:40:53 +02:00
parent fecd7f8ca0
commit 136b5e2c70
12 changed files with 353 additions and 101 deletions
+2
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@@ -11,6 +11,8 @@ set(CMAKE_VERBOSE_MAKEFILE ON)
set(src_io
./REDALERT/io/UserInput.cpp
./REDALERT/io/UserInput.h
./REDALERT/io/EventQueue.h
./REDALERT/io/EventQueue.cpp
)
set(src_win32lib
+1
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@@ -161,6 +161,7 @@ extern PKey SlowKey;
extern RulesClass Rule;
extern KeyboardClass * Keyboard;
extern UserInputClass UserInput;
extern EventQueueClass EventQueue;
extern RandomStraw CryptRandom;
extern RandomClass NonCriticalRandomNumber;
extern CarryoverClass * Carryover;
+1
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@@ -201,6 +201,7 @@ struct NoInitClass {
#include "key.h"
#include "io/UserInput.h"
#include "io/EventQueue.h"
#include <wwlib32.h>
#include "mpu.h"
+16 -75
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@@ -471,7 +471,9 @@ void GadgetClass::Draw_All(bool forced)
*=========================================================================*/
KeyNumType GadgetClass::Input(void)
{
KeyNumType key;
EventMessage* eventMessage = NULL;
KeyNumType key = KN_NONE;
int flags = 0;
int forced = false;
/*
@@ -488,78 +490,13 @@ KeyNumType GadgetClass::Input(void)
/*
** Fetch any pending keyboard input.
*/
key = Keyboard->Check();
if (key != 0) {
key = Keyboard->Get();
UserInput.Process_Input(); // key, flags);
if ( EventQueue.Check() ) {
eventMessage = EventQueue.Get();
eventMessage->Key_Flags( key, flags );
}
/*
** For mouse button clicks, the mouse position is actually held in the MouseQ...
** globals rather than their normal Mouse... globals. This is because we need to
** know the position of the mouse at the exact instant when the click occurred
** rather the the mouse position at the time we get around to this function.
*/
// jmarshall
int flags = g_globalKeyFlags;
UserInput.Process_Input( g_globalKeyNumType, flags );
// jmarshall end
/*
** Set the mouse button state flags. These will be passed to the individual
** buttons so that they can determine what action to perform (if any).
*/
//if (key) {
// if (key == KN_LMOUSE) {
// flags |= LEFTPRESS;
// }
// if (key == KN_RMOUSE) {
// flags |= RIGHTPRESS;
// }
// if (key == (KN_LMOUSE | KN_RLSE_BIT)) {
// flags |= LEFTRELEASE;
// }
// if (key == (KN_RMOUSE | KN_RLSE_BIT)) {
// flags |= RIGHTRELEASE;
// }
//}
/*
** If the mouse wasn't responsible for this key code, then it must be from
** the keyboard. Flag this fact.
*/
if (key && !flags) {
flags |= KEYBOARD;
}
/*
** Mouse button up or down action is ignored if there is a keyboard event. This
** allows keyboard events to fall through normally even if the mouse is over a
** gadget that is flagged for LEFTUP or RIGHTUP.
*/
// jmarshall
//if (!key) {
//
// /*
// ** Check for the mouse being held down. We can't use the normal input system
// ** for this, so we must examine the actual current state of the mouse
// ** buttons. As a side note, if we determine that the mouse button isn't being
// ** held down, then we automatically know that it must be up -- set the flag
// ** accordingly.
// */
// if (Keyboard->Down(KN_LMOUSE)) {
// flags |= LEFTHELD;
// } else {
// flags |= LEFTUP;
// }
// if (Keyboard->Down(KN_RMOUSE)) {
// flags |= RIGHTHELD;
// } else {
// flags |= RIGHTUP;
// }
//}
// jmarshall end
/*
** If "sticky" processing is active, then only process the stuck gadget.
*/
@@ -567,18 +504,21 @@ KeyNumType GadgetClass::Input(void)
StuckOn->Draw_Me(false);
GadgetClass * oldstuck = StuckOn;
StuckOn->Clicked_On(key, flags, UserInput.Mouse.X, UserInput.Mouse.Y);
if (StuckOn) {
if (StuckOn)
{
StuckOn->Draw_Me(false);
} else {
oldstuck->Draw_Me(false);
}
} else {
}
else
{
/*
** If there is a gadget that has the keyboard focus, then route all keyboard
** events to it.
*/
if (Focused && (flags & KEYBOARD)) {
if ( Focused && eventMessage != NULL && eventMessage->EventType == EventMessageType::EVENT_KEYBOARD ) {
Focused->Draw_Me(false);
Focused->Clicked_On(key, flags, UserInput.Mouse.X, UserInput.Mouse.Y);
if (Focused) {
@@ -622,6 +562,7 @@ KeyNumType GadgetClass::Input(void)
}
}
}
return(key);
}
+1
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@@ -257,6 +257,7 @@ RulesClass Rule;
** user input class pointer.
*/
UserInputClass UserInput;
EventQueueClass EventQueue;
/***************************************************************************
** All keyboard input is routed through the object pointed to by this
+1 -6
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@@ -103,12 +103,7 @@ unsigned short WWKeyboardClass::Buff_Get(void)
while (!Check()) {} // wait for key in buffer
unsigned short temp = Fetch_Element();
/*
if (Is_Mouse_Key(temp)) {
MouseQX = Fetch_Element();
MouseQY = Fetch_Element();
}
*/
return(temp);
}
+1
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@@ -638,6 +638,7 @@ typedef enum KeyNumType {
KN_ALT_BIT = WWKEY_ALT_BIT,
KN_RLSE_BIT = WWKEY_RLS_BIT,
KN_BUTTON = WWKEY_BTN_BIT,
KN_CAPSLOCK_BIT = WWKEY_SHIFT_BIT,
} KeyNumType;
+2
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@@ -1056,6 +1056,8 @@ void Do_Win(void)
}
Keyboard->Clear();
UserInput.Process_Input();
}
Scen.CarryOverMoney = PlayerPtr->Credits;
+140
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@@ -0,0 +1,140 @@
#include "../FUNCTION.H"
#include "EventQueue.h"
/*
Clears the event queue
*/
void EventQueueClass::Clear()
{
while (this->eventQueue.size() > 0) this->eventQueue.pop();
}
/*
Inserts a new KeyNumType event into the FIFO buffer. KeyNumType represents a key press or mouse button
Input: KeyNumType + optional flag bits for SHIFT/CTRL/etc. cast as unsigned short
*/
void EventQueueClass::Put(EventMessage* input)
{
this->eventQueue.push(input);
}
/*
Check if the buffer contains an element
*/
bool EventQueueClass::Check() const
{
return !this->Is_Buffer_Empty();
}
/*
Get the first (unprocessed) element in the event queue
*/
EventMessage* EventQueueClass::Get()
{
// wait for buffer
while( !this->Check() ) { }
EventMessage* returnVal = this->eventQueue.front();
this->eventQueue.pop();
return returnVal;
}
/*
Returns ASCII value of the key in the buffer
*/
char EventQueueClass::Get_ASCII()
{
// get the last key from the buffer
KeyboardEventMessage* keyMessage = dynamic_cast<KeyboardEventMessage*>( this->Get() );
unsigned short key = keyMessage->Key;
// check if it is a keyboard
if (key == KN_LMOUSE || key == KN_RMOUSE) return 0x0;
// convert to ascii
char ascii;
unsigned short key_raw = (UINT)(key & 0xFF);
// find the SDL keycode
auto sdl_Key = sdl_keyMapping_reverse.find( (KeyNumType)key_raw );
if (sdl_Key != sdl_keyMapping_reverse.end())
{
// convert to ascii
ascii = SDL_GetKeyName( sdl_Key->first )[0];
// convert to uppercase
if (keyMessage->Shift || keyMessage->CapsLock) ascii = toupper(ascii);
}
return 0x0;
}
KeyboardEventMessage::KeyboardEventMessage(KeyNumType key, bool shift, bool alt, bool control, bool capsLock) {
this->EventType = EventMessageType::EVENT_KEYBOARD;
this->Key = key;
this->Shift = shift;
this->Alt = alt;
this->Control = control;
this->CapsLock = capsLock;
this->Flags = 0;
if (this->Shift) this->Flags |= KN_SHIFT_BIT;
if (this->Alt) this->Flags |= KN_ALT_BIT;
if (this->Control) this->Flags |= KN_CTRL_BIT;
}
void KeyboardEventMessage::Key_Flags(KeyNumType& key, int& flags)
{
flags = this->Flags;
flags |= GadgetClass::KEYBOARD;
key = (KeyNumType)this->Key;
}
MouseEventMessage::MouseEventMessage(int x, int y, unsigned short button, UserInputClass::MouseButtonState buttonState)
{
this->EventType = EventMessageType::EVENT_MOUSE;
this->x = x;
this->y = y;
this->Button = button;
this->ButtonState = buttonState;
this->Flags = 0;
}
void MouseEventMessage::Key_Flags(KeyNumType& key, int& flags)
{
key = (KeyNumType)this->Button;
if (key == KN_LMOUSE) {
switch (this->ButtonState)
{
case UserInputClass::MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::LEFTPRESS;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::LEFTRELEASE;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::LEFTHELD;
break;
}
}
if (key == KN_RMOUSE) {
switch (this->ButtonState)
{
case UserInputClass::MouseButtonState::MOUSE_BUTTON_DOWN:
flags = GadgetClass::RIGHTPRESS;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_RELEASE:
flags = GadgetClass::RIGHTRELEASE;
break;
case UserInputClass::MouseButtonState::MOUSE_BUTTON_HOLD:
flags = GadgetClass::RIGHTHELD;
break;
}
}
}
+92
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@@ -0,0 +1,92 @@
#pragma once
/*
* WWKeyboardClass::Buff_Get -- Lowlevel function to get a key from key buffer*
* WWKeyboardClass::Check -- Checks to see if a key is in the buffer*
* WWKeyboardClass::Down -- Checks to see if the specified key is being held down.*
* WWKeyboardClass::Fetch_Element -- Extract the next element in the keyboard buffer.*
* WWKeyboardClass::Get -- Logic to get a metakey from the buffer*
* WWKeyboardClass::Message_Handler -- Process a windows message as it relates to the keyboar*
* WWKeyboardClass::Peek_Element -- Fetches the next element in the keyboard buffer.*
* WWKeyboardClass::To_ASCII -- Convert the key value into an ASCII representation.*
* WWKeyboardClass::Available_Buffer_Room -- Fetch the quantity of free elements in the keybo*
* ----------------------------------------------*/
/**
* EVENT QUEUE class
* Supports pumping of event messages using a FIFO buffer.
*/
extern UserInputClass UserInput;
/*
Event type definitions
*/
typedef enum {
EVENT_KEYBOARD,
EVENT_MOUSE
} EventMessageType;
/*
Event types
*/
class EventMessage {
public:
EventMessageType EventType;
virtual void Key_Flags(KeyNumType& key, int& flags) = 0;
virtual ~EventMessage() = default;
};
class KeyboardEventMessage : public EventMessage {
public:
KeyNumType Key;
bool Shift;
bool Alt;
bool Control;
bool CapsLock;
// for cascading functions
unsigned short Flags;
KeyboardEventMessage(KeyNumType key, bool shift = false, bool alt = false, bool control = false, bool capsLock = false);
virtual void Key_Flags(KeyNumType& key, int& flags);
virtual ~KeyboardEventMessage() = default;
};
class MouseEventMessage : public EventMessage {
public:
int x;
int y;
unsigned short Button;
UserInputClass::MouseButtonState ButtonState;
// for cascading functions
unsigned short Flags;
MouseEventMessage(int x, int y, unsigned short button = KN_LMOUSE, UserInputClass::MouseButtonState buttonState = UserInputClass::MouseButtonState::MOUSE_BUTTON_DOWN);
virtual void Key_Flags(KeyNumType& key, int& flags);
virtual ~MouseEventMessage() = default;
};
class EventQueueClass {
public:
int Get_Mouse_X() const { return UserInput.Mouse.X; }
int Get_Mouse_Y() const { return UserInput.Mouse.Y; }
void Clear();
void Put(EventMessage* input);
bool Check() const;
EventMessage* Get();
char EventQueueClass::Get_ASCII();
private:
const int MaxCapacity = 100;
std::queue<EventMessage*> eventQueue;
bool Is_Buffer_Full() const { return this->eventQueue.size() == MaxCapacity; }
bool Is_Buffer_Empty() const { return this->eventQueue.size() == 0; }
};
+70 -3
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@@ -3,10 +3,51 @@
extern KeyboardClass * Keyboard;
std::map<KeyNumType, SDL_KeyCode> sdl_keyMapping_reverse;
UserInputClass::UserInputClass()
{
LastAction = InputAction::INPUT_ACTION_NONE;
// generate reverse keymapping
for ( auto it = sdl_keyMapping.begin(); it != sdl_keyMapping.end(); it++ )
{
sdl_keyMapping_reverse[it->second] = it->first;
}
}
bool UserInputClass::KeyboardState::Key_Down(KeyNumType key) const
{
auto sdl_Key = sdl_keyMapping_reverse.find( key );
if ( sdl_Key != sdl_keyMapping_reverse.end() )
{
const Uint8* keyState = SDL_GetKeyboardState(NULL);
return keyState[ sdl_Key->second ];
}
return false;
}
bool UserInputClass::MouseState::Mouse_Down(KeyNumType key) const
{
// get mouse state, we are only interested in the buttons
const Uint32 MouseState = SDL_GetMouseState(NULL,NULL);
switch (key)
{
case KN_LMOUSE:
return MouseState & SDL_BUTTON(SDL_BUTTON_LEFT);
break;
case KN_RMOUSE:
return MouseState & SDL_BUTTON(SDL_BUTTON_RIGHT);
break;
}
}
void UserInputClass::Process_Input(KeyNumType& key, int& flags)
{
bool leftMouseProcessed = false;
SDL_GetMouseState(&Mouse.X, &Mouse.Y);
const Uint32 MouseState = SDL_GetMouseState(&Mouse.X, &Mouse.Y);
Keyboard->MouseQX = Mouse.X;
Keyboard->MouseQY = Mouse.Y;
@@ -42,8 +83,12 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
break;
/* Mouse is moving */
case SDL_MOUSEMOTION:
flags = GadgetClass::LEFTUP;
if ( !( MouseState & SDL_BUTTON(SDL_BUTTON_LEFT) ) )
{
flags = GadgetClass::LEFTUP;
}
break;
case SDL_MOUSEBUTTONDOWN:
@@ -52,15 +97,23 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
key = KN_LMOUSE;
flags = GadgetClass::LEFTPRESS;
EventQueue.Put( new MouseEventMessage(Mouse.X, Mouse.Y, KN_LMOUSE) );
Keyboard->Put_Element(KN_LMOUSE);
leftMouseProcessed = true;
numFramesLMouse++;
// after first left-mouse down, abort handling any other SDL events
// because game might first need to switch into rubber band mode
if (numFramesLMouse == 1) return;
}
else if (event.button.button == SDL_BUTTON_RIGHT) {
Mouse.Button_Right == MouseButtonState::MOUSE_BUTTON_DOWN;
EventQueue.Put( new MouseEventMessage(Mouse.X, Mouse.Y, KN_RMOUSE) );
Keyboard->Put_Element(KN_RMOUSE);
key = KN_RMOUSE;
@@ -74,12 +127,16 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
if (event.button.button == SDL_BUTTON_LEFT) {
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_RELEASE;
EventQueue.Put(new MouseEventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, UserInputClass::MouseButtonState::MOUSE_BUTTON_RELEASE));
flags = GadgetClass::LEFTRELEASE;
numFramesLMouse = 0;
}
else if (event.button.button == SDL_BUTTON_RIGHT) {
Mouse.Button_Right == MouseButtonState::MOUSE_BUTTON_RELEASE;
EventQueue.Put( new MouseEventMessage(Mouse.X, Mouse.Y, KN_RMOUSE, UserInputClass::MouseButtonState::MOUSE_BUTTON_RELEASE) );
flags = GadgetClass::RIGHTRELEASE;
numFramesLMouse = 0;
}
@@ -114,12 +171,20 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
keyFlags |= KN_CTRL_BIT;
KeyB.Control = true;
}
if (state[SDL_SCANCODE_CAPSLOCK]) {
keyFlags |= KN_CAPSLOCK_BIT;
KeyB.CapsLock = true;
}
// handle match between SDL and internals (non-text keys)
auto element = sdl_keyMapping.find((SDL_KeyCode)event.key.keysym.sym);
if (element != sdl_keyMapping.end())
{
Keyboard->Put_Element(element->second | keyFlags);
//EventQueue.Put( element->second | keyFlags );
EventQueue.Put( new KeyboardEventMessage( (KeyNumType)element->second, KeyB.Shift, KeyB.Alt, KeyB.Control, KeyB.CapsLock ) );
Keyboard->Put_Element( element->second | keyFlags);
KeyB.ASCII = element->second;
}
@@ -143,5 +208,7 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
{
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_HOLD;
flags = GadgetClass::LEFTHELD;
EventQueue.Put(new MouseEventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, UserInputClass::MouseButtonState::MOUSE_BUTTON_HOLD));
}
}
+26 -17
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@@ -1,9 +1,9 @@
#ifndef USERINPUT_H
#define USERINPUT_H
#pragma once
#include <SDL.h>
#include <SDL_syswm.h>
#include <map>
#include <queue>
#include "examples/imgui_impl_sdl.h"
@@ -87,6 +87,11 @@ std::map<SDL_KeyCode, KeyNumType> const sdl_keyMapping = {
{ SDLK_LEFT, KN_LEFT },
{ SDLK_RIGHT, KN_RIGHT },
};
extern std::map<KeyNumType, SDL_KeyCode> sdl_keyMapping_reverse;
const int USERINPUT_SHIFT_BIT = 0x100;
const int USERINPUT_CTRL_BIT = 0x200;
const int USERINPUT_ALT_BIT = 0x400;
class UserInputClass
{
@@ -104,24 +109,28 @@ class UserInputClass
INPUT_ACTION_MOUSE,
} InputAction;
void UserInputClass::Process_Input(KeyNumType& key = g_globalKeyNumType, int& flags = g_globalKeyFlags);
UserInputClass();
void UserInputClass::Process_Input( KeyNumType& key = g_globalKeyNumType, int& flags = g_globalKeyFlags );
InputAction LastAction;
class KeyboardState {
public:
SDL_KeyCode LastKey;
char ASCII;
public:
SDL_KeyCode LastKey;
char ASCII;
bool Shift;
bool Control;
bool Alt;
bool Shift;
bool Control;
bool Alt;
bool CapsLock;
void ResetState() {
this->Shift = false;
this->Control = false;
this->Alt = false;
}
bool Key_Down(KeyNumType key) const;
void ResetState() {
this->Shift = false;
this->Control = false;
this->Alt = false;
}
};
KeyboardState KeyB;
@@ -135,6 +144,8 @@ class UserInputClass
MouseButtonState Button_Middle;
MouseButtonState Button_Right;
bool UserInputClass::MouseState::Mouse_Down(KeyNumType key) const;
void ResetState() {
this->Button_Left = MouseButtonState::MOUSE_BUTTON_UP;
this->Button_Middle = MouseButtonState::MOUSE_BUTTON_UP;
@@ -145,6 +156,4 @@ class UserInputClass
MouseState Mouse;
private:
int numFramesLMouse = 0;
};
#endif
};