1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #ifndef G1_INPUT_HH
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10 | #define G1_INPUT_HH
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11 |
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12 |
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13 | #include "device/device.hh"
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14 | #include "device/keys.hh"
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15 | #include "player_type.hh"
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16 | #include "time/time.hh"
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17 |
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18 | // This class will gather global key presses and store only those relavant to the game.
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19 | // This should also allow playstation input to be inserted at this level.
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20 |
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21 | // Ussage :
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22 |
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23 | // if (g1_input.active(g1_input_class::LEFT))
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24 | // move_to_the_left();
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25 |
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26 |
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27 | class i4_key_matchup_class;
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28 |
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29 | class g1_input_class : public i4_event_handler_class
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30 | {
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31 | i4_key_matchup_class *matchup;
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32 | public:
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33 | enum in_type
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34 | { LEFT =0,
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35 | RIGHT,
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36 | UP,
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37 | DOWN,
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38 | BUTTON_1,
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39 | BUTTON_2,
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40 | BUTTON_3,
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41 | STRAFE_LEFT,
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42 | STRAFE_RIGHT,
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43 | STRAFE_MODIFIER,
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44 | ZOOM_IN,
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45 | ZOOM_OUT,
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46 | ZOOM_UP,
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47 | ZOOM_DOWN,
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48 | ZOOM_LEFT,
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49 | ZOOM_RIGHT,
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50 | NUM_STANK_CONTROLS,
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51 | };
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52 |
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53 | enum input_state { NOT_PRESSED,
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54 | PRESSED,
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55 | PRESSED_AND_RELEASED }; // this state is so we don't miss a button between
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56 | // frames
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57 | private:
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58 |
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59 | w8 in[NUM_STANK_CONTROLS];
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60 |
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61 | i4_time_class time_down[NUM_STANK_CONTROLS]; // time the key was pressed
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62 | w32 time_qued[NUM_STANK_CONTROLS]; // milli secs of unprocessed time
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63 |
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64 | sw8 keys[I4_NUM_KEYS];
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65 |
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66 | g1_player_type command_player_num;
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67 | i4_bool esc, cont;
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68 |
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69 | enum {CHEATCODE_BUFFERSIZE = 16};
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70 |
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71 | char cheat_code_buffer[CHEATCODE_BUFFERSIZE]; //keeps a buffer of the last 16 keys for whatever reason
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72 |
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73 | public:
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74 | enum { MOUSE_SCROLL_LEFT=1,
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75 | MOUSE_SCROLL_RIGHT=2,
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76 | MOUSE_SCROLL_UP=4,
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77 | MOUSE_SCROLL_DOWN=8 };
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78 |
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79 | int mouse_scroll_flags;
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80 | i4_bool key_pressed;
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81 |
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82 | virtual void receive_event(i4_event *ev);
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83 |
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84 | void que_keys(i4_time_class cur_time);
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85 |
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86 | void commands_are_for_player(g1_player_type pl) { command_player_num=pl; }
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87 |
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88 | void acknowledge(); // called by game after it has examined all the key states
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89 | // g1_input then changes all PRESSED_AND_RELEASED to NOT_PRESSED
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90 |
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91 | void init();
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92 |
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93 | char *grab_cheat_keys() { return cheat_code_buffer; }
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94 | void clear_cheat_keys() { memset(cheat_code_buffer,0,CHEATCODE_BUFFERSIZE); }
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95 |
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96 | w32 deque_time(in_type t);
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97 |
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98 | i4_bool strafe_active() { return (i4_bool)(in[STRAFE_MODIFIER]); }
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99 | i4_bool strafe_left() { return (i4_bool)(in[STRAFE_LEFT] || (in[LEFT] && strafe_active())); }
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100 | i4_bool strafe_right() { return (i4_bool)(in[STRAFE_RIGHT] || (in[RIGHT] && strafe_active())); }
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101 |
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102 | i4_bool left() { return (i4_bool)(in[LEFT] && !strafe_active()); }
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103 | i4_bool right() { return (i4_bool)(in[RIGHT] && !strafe_active()); }
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104 | i4_bool up() { return in[UP]; }
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105 | i4_bool down() { return in[DOWN]; }
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106 | i4_bool button_1() { return in[BUTTON_1]; }
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107 | i4_bool button_2() { return in[BUTTON_2]; }
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108 | i4_bool button_3() { return in[BUTTON_3]; }
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109 |
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110 | i4_bool zoom_in() { return in[ZOOM_IN]; }
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111 | i4_bool zoom_out() { return in[ZOOM_OUT]; }
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112 | i4_bool zoom_up() { return in[ZOOM_UP]; }
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113 | i4_bool zoom_down() { return in[ZOOM_DOWN]; }
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114 | i4_bool zoom_left() { return in[ZOOM_LEFT]; }
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115 | i4_bool zoom_right() { return in[ZOOM_RIGHT]; }
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116 |
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117 | i4_bool esc_pressed() { return esc; }
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118 | void reset_esc() { esc=i4_F; }
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119 |
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120 | void uninit();
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121 | char *name() { return "g1_input"; }
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122 | };
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123 |
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124 | extern g1_input_class g1_input;
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125 |
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126 | #endif
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127 |
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