Files
CnC_Remastered_Collection/code/redalert/io/userinput.cpp
T
2020-07-01 23:29:21 +02:00

233 lines
5.4 KiB
C++

#include "../function.h"
#include "userinput.h"
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 SDL_Scancode scanCode = SDL_GetScancodeFromKey(sdl_Key->second);
const Uint8* keyState = SDL_GetKeyboardState(NULL);
return (keyState[scanCode]);
}
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;
const Uint32 MouseState = SDL_GetMouseState(&Mouse.X, &Mouse.Y);
flags = 0;
Keyboard->MouseQX = Mouse.X;
Keyboard->MouseQY = Mouse.Y;
static SDL_Event event;
memset(&event, 0, sizeof(SDL_Event));
while (SDL_PollEvent(&event)) {
const Uint8* state = SDL_GetKeyboardState(NULL);
switch (event.type)
{
case SDL_SYSWMEVENT:
if (event.syswm.msg->msg.win.msg == WM_DESTROY)
{
Invalidate_Cached_Icons();
VisiblePage.Un_Init();
HiddenPage.Un_Init();
AllSurfaces.Release();
if (!InDebugger) Reset_Video_Mode();
PostQuitMessage(0);
switch (ReadyToQuit) {
case 1:
ReadyToQuit = 2;
break;
case 0:
ExitProcess(0);
break;
}
}
break;
/* Mouse is moving */
case SDL_MOUSEMOTION:
if (!(MouseState & SDL_BUTTON(SDL_BUTTON_LEFT)))
{
flags |= GadgetClass::LEFTUP;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT) {
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_DOWN;
key = KN_LMOUSE;
flags |= GadgetClass::LEFTPRESS;
EventQueue.Put(EventMessage(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(EventMessage(Mouse.X, Mouse.Y, KN_RMOUSE));
Keyboard->Put_Element(KN_RMOUSE);
key = KN_RMOUSE;
flags |= GadgetClass::RIGHTPRESS;
numFramesLMouse = 0;
}
break;
case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_RELEASE;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, 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(EventMessage(Mouse.X, Mouse.Y, KN_RMOUSE, MouseButtonState::MOUSE_BUTTON_RELEASE));
flags |= GadgetClass::RIGHTRELEASE;
numFramesLMouse = 0;
}
break;
// Keyboard key lifted up
case SDL_KEYUP:
flags |= GadgetClass::KEYBOARD;
break;
// Keyboard key pressed down
case SDL_KEYDOWN:
{
if (event.key.keysym.scancode == SDL_SCANCODE_GRAVE) {
renderConsole = !renderConsole;
if (renderConsole) {
ShowCursor(TRUE);
Hide_Mouse();
}
else {
ShowCursor(FALSE);
Show_Mouse();
}
break;
}
flags |= GadgetClass::KEYBOARD;
int keyFlags = 0x00;
KeyB.Shift = false;
KeyB.Alt = false;
KeyB.Control = false;
KeyB.CapsLock = false;
if (state[SDL_SCANCODE_RSHIFT] || state[SDL_SCANCODE_LSHIFT]) {
KeyB.Shift = true;
keyFlags |= KN_SHIFT_BIT;
}
if (state[SDL_SCANCODE_RALT] || state[SDL_SCANCODE_LALT]) {
keyFlags |= KN_ALT_BIT;
KeyB.Alt = true;
}
if (state[SDL_SCANCODE_RCTRL] || state[SDL_SCANCODE_LCTRL]) {
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())
{
//EventQueue.Put( element->second | keyFlags );
EventQueue.Put(EventMessage((KeyNumType)element->second, element->second, KeyB.Shift, KeyB.Alt, KeyB.Control, KeyB.CapsLock));
Keyboard->Put_Element(element->second | keyFlags);
KeyB.LastKey = element->first;
KeyB.ASCII = 0x0;
}
break;
}
case SDL_TEXTINPUT:
// limit to range 0-255
if (event.text.text[0] == (event.text.text[0] & 0xFF))
{
KeyB.ASCII = (char)event.text.text[0];
}
}
if (Debug_Map || renderConsole)
{
ImGui_ImplSDL2_ProcessEvent(&event);
}
}
if (!leftMouseProcessed && numFramesLMouse != 0)
{
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_HOLD;
flags |= GadgetClass::LEFTHELD;
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, MouseButtonState::MOUSE_BUTTON_HOLD));
}
}