/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "keyboardinput.h" #include "Globals.h" #include "Logs.h" #include "parser.h" namespace input { std::array keys { GLFW_RELEASE }; bool key_alt; bool key_ctrl; bool key_shift; } bool keyboard_input::recall_bindings() { cParser bindingparser( "eu07_input-keyboard.ini", cParser::buffer_FILE ); if( false == bindingparser.ok() ) { return false; } // build helper translation tables std::unordered_map nametocommandmap; std::size_t commandid = 0; for( auto const &description : simulation::Commands_descriptions ) { nametocommandmap.emplace( description.name, static_cast( commandid ) ); ++commandid; } std::unordered_map nametokeymap = { { "0", GLFW_KEY_0 }, { "1", GLFW_KEY_1 }, { "2", GLFW_KEY_2 }, { "3", GLFW_KEY_3 }, { "4", GLFW_KEY_4 }, { "5", GLFW_KEY_5 }, { "6", GLFW_KEY_6 }, { "7", GLFW_KEY_7 }, { "8", GLFW_KEY_8 }, { "9", GLFW_KEY_9 }, { "-", GLFW_KEY_MINUS }, { "=", GLFW_KEY_EQUAL }, { "a", GLFW_KEY_A }, { "b", GLFW_KEY_B }, { "c", GLFW_KEY_C }, { "d", GLFW_KEY_D }, { "e", GLFW_KEY_E }, { "f", GLFW_KEY_F }, { "g", GLFW_KEY_G }, { "h", GLFW_KEY_H }, { "i", GLFW_KEY_I }, { "j", GLFW_KEY_J }, { "k", GLFW_KEY_K }, { "l", GLFW_KEY_L }, { "m", GLFW_KEY_M }, { "n", GLFW_KEY_N }, { "o", GLFW_KEY_O }, { "p", GLFW_KEY_P }, { "q", GLFW_KEY_Q }, { "r", GLFW_KEY_R }, { "s", GLFW_KEY_S }, { "t", GLFW_KEY_T }, { "u", GLFW_KEY_U }, { "v", GLFW_KEY_V }, { "w", GLFW_KEY_W }, { "x", GLFW_KEY_X }, { "y", GLFW_KEY_Y }, { "z", GLFW_KEY_Z }, { "-", GLFW_KEY_MINUS }, { "=", GLFW_KEY_EQUAL }, { "backspace", GLFW_KEY_BACKSPACE }, { "[", GLFW_KEY_LEFT_BRACKET }, { "]", GLFW_KEY_RIGHT_BRACKET }, { "\\", GLFW_KEY_BACKSLASH }, { ";", GLFW_KEY_SEMICOLON }, { "'", GLFW_KEY_APOSTROPHE }, { "enter", GLFW_KEY_ENTER }, { ",", GLFW_KEY_COMMA }, { ".", GLFW_KEY_PERIOD }, { "/", GLFW_KEY_SLASH }, { "space", GLFW_KEY_SPACE }, { "pause", GLFW_KEY_PAUSE }, { "insert", GLFW_KEY_INSERT }, { "delete", GLFW_KEY_DELETE }, { "home", GLFW_KEY_HOME }, { "end", GLFW_KEY_END }, // numpad block { "num_/", GLFW_KEY_KP_DIVIDE }, { "num_*", GLFW_KEY_KP_MULTIPLY }, { "num_-", GLFW_KEY_KP_SUBTRACT }, { "num_7", GLFW_KEY_KP_7 }, { "num_8", GLFW_KEY_KP_8 }, { "num_9", GLFW_KEY_KP_9 }, { "num_+", GLFW_KEY_KP_ADD }, { "num_4", GLFW_KEY_KP_4 }, { "num_5", GLFW_KEY_KP_5 }, { "num_6", GLFW_KEY_KP_6 }, { "num_1", GLFW_KEY_KP_1 }, { "num_2", GLFW_KEY_KP_2 }, { "num_3", GLFW_KEY_KP_3 }, { "num_enter", GLFW_KEY_KP_ENTER }, { "num_0", GLFW_KEY_KP_0 }, { "num_.", GLFW_KEY_KP_DECIMAL } }; // NOTE: to simplify things we expect one entry per line, and whole entry in one line while( true == bindingparser.getTokens( 1, true, "\n\r" ) ) { std::string bindingentry; bindingparser >> bindingentry; cParser entryparser( bindingentry ); if( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) { std::string commandname; entryparser >> commandname; auto const lookup = nametocommandmap.find( commandname ); if( lookup == nametocommandmap.end() ) { WriteLog( "Keyboard binding defined for unknown command, \"" + commandname + "\"" ); } else { int binding{ 0 }; while( entryparser.getTokens( 1, true, "\n\r\t " ) ) { std::string bindingkeyname; entryparser >> bindingkeyname; if( bindingkeyname == "shift" ) { binding |= keymodifier::shift; } else if( bindingkeyname == "ctrl" ) { binding |= keymodifier::control; } else if( bindingkeyname == "none" ) { binding = 0; } else { // regular key, convert it to glfw key code auto const keylookup = nametokeymap.find( bindingkeyname ); if( keylookup == nametokeymap.end() ) { WriteLog( "Keyboard binding included unrecognized key, \"" + bindingkeyname + "\"" ); } else { // replace any existing binding, preserve modifiers // (protection from cases where there's more than one key listed in the entry) binding = keylookup->second | ( binding & 0xffff0000 ); } } if( ( binding & 0xffff ) != 0 ) { m_bindingsetups.emplace_back( binding_setup{ lookup->second, binding } ); } } } } } return true; } bool keyboard_input::key( int const Key, int const Action ) { bool modifier( false ); if( ( Key == GLFW_KEY_LEFT_SHIFT ) || ( Key == GLFW_KEY_RIGHT_SHIFT ) ) { // update internal state, but don't bother passing these input::key_shift = ( Action == GLFW_RELEASE ? false : true ); modifier = true; // whenever shift key is used it may affect currently pressed movement keys, so check and update these } if( ( Key == GLFW_KEY_LEFT_CONTROL ) || ( Key == GLFW_KEY_RIGHT_CONTROL ) ) { // update internal state, but don't bother passing these input::key_ctrl = ( Action == GLFW_RELEASE ? false : true ); modifier = true; } if( ( Key == GLFW_KEY_LEFT_ALT ) || ( Key == GLFW_KEY_RIGHT_ALT ) ) { // update internal state, but don't bother passing these input::key_alt = ( Action == GLFW_RELEASE ? false : true ); } if( Key == -1 ) { return false; } // store key state input::keys[ Key ] = Action; if( true == is_movement_key( Key ) ) { // if the received key was one of movement keys, it's been handled and we don't need to bother further return true; } // include active modifiers for currently pressed key, except if the key is a modifier itself auto const key = Key | ( modifier ? 0 : ( input::key_shift ? keymodifier::shift : 0 ) ) | ( modifier ? 0 : ( input::key_ctrl ? keymodifier::control : 0 ) ); auto const lookup = m_commands.find( key ); if( lookup == m_commands.end() ) { // no binding for this key return false; } // NOTE: basic keyboard controls don't have any parameters // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 // TODO: pass correct entity id once the missing systems are in place m_relay.post( lookup->second, 0, 0, Action, 0 ); m_command = ( Action == GLFW_RELEASE ? user_command::none : lookup->second ); return true; } int keyboard_input::key( int const Key ) const { return input::keys[ Key ]; } void keyboard_input::bind() { for( auto const &bindingsetup : m_bindingsetups ) { m_commands[ bindingsetup.binding ] = bindingsetup.command; m_bindings[ bindingsetup.command ] = bindingsetup.binding; } // cache movement key bindings m_bindingscache.forward = binding( user_command::moveforward ); m_bindingscache.back = binding( user_command::moveback ); m_bindingscache.left = binding( user_command::moveleft ); m_bindingscache.right = binding( user_command::moveright ); m_bindingscache.up = binding( user_command::moveup ); m_bindingscache.down = binding( user_command::movedown ); } int keyboard_input::binding( user_command const Command ) const { auto const lookup{ m_bindings.find( Command ) }; return ( lookup != m_bindings.end() ? lookup->second : -1 ); } bool keyboard_input::is_movement_key( int const Key ) const { bool const ismovementkey = ( ( Key == m_bindingscache.forward ) || ( Key == m_bindingscache.back ) || ( Key == m_bindingscache.left ) || ( Key == m_bindingscache.right ) || ( Key == m_bindingscache.up ) || ( Key == m_bindingscache.down ) ); return ismovementkey; } void keyboard_input::poll() { glm::vec2 const movementhorizontal { // x-axis ( Global.shiftState ? 1.f : 0.5f ) * ( input::keys[ m_bindingscache.left ] != GLFW_RELEASE ? -1.f : input::keys[ m_bindingscache.right ] != GLFW_RELEASE ? 1.f : 0.f ), // z-axis ( Global.shiftState ? 1.f : 0.5f ) * ( input::keys[ m_bindingscache.forward ] != GLFW_RELEASE ? 1.f : input::keys[ m_bindingscache.back ] != GLFW_RELEASE ? -1.f : 0.f ) }; if( ( movementhorizontal.x != 0.f || movementhorizontal.y != 0.f ) || ( m_movementhorizontal.x != 0.f || m_movementhorizontal.y != 0.f ) ) { m_relay.post( ( true == Global.ctrlState ? user_command::movehorizontalfast : user_command::movehorizontal ), movementhorizontal.x, movementhorizontal.y, GLFW_PRESS, 0 ); } m_movementhorizontal = movementhorizontal; float const movementvertical { // y-axis ( Global.shiftState ? 1.f : 0.5f ) * ( input::keys[ m_bindingscache.up ] != GLFW_RELEASE ? 1.f : input::keys[ m_bindingscache.down ] != GLFW_RELEASE ? -1.f : 0.f ) }; if( ( movementvertical != 0.f ) || ( m_movementvertical != 0.f ) ) { m_relay.post( ( true == Global.ctrlState ? user_command::moveverticalfast : user_command::movevertical ), movementvertical, 0, GLFW_PRESS, 0 ); } m_movementvertical = movementvertical; } std::unordered_map keytonamemap = { { GLFW_KEY_0, "0" }, { GLFW_KEY_1, "1" }, { GLFW_KEY_2, "2" }, { GLFW_KEY_3, "3" }, { GLFW_KEY_4, "4" }, { GLFW_KEY_5, "5" }, { GLFW_KEY_6, "6" }, { GLFW_KEY_7, "7" }, { GLFW_KEY_8, "8" }, { GLFW_KEY_9, "9" }, { GLFW_KEY_MINUS, "-" }, { GLFW_KEY_EQUAL, "=" }, { GLFW_KEY_A, "A" }, { GLFW_KEY_B, "B" }, { GLFW_KEY_C, "C" }, { GLFW_KEY_D, "D" }, { GLFW_KEY_E, "E" }, { GLFW_KEY_F, "F" }, { GLFW_KEY_G, "G" }, { GLFW_KEY_H, "H" }, { GLFW_KEY_I, "I" }, { GLFW_KEY_J, "J" }, { GLFW_KEY_K, "K" }, { GLFW_KEY_L, "L" }, { GLFW_KEY_M, "M" }, { GLFW_KEY_N, "N" }, { GLFW_KEY_O, "O" }, { GLFW_KEY_P, "P" }, { GLFW_KEY_Q, "Q" }, { GLFW_KEY_R, "R" }, { GLFW_KEY_S, "S" }, { GLFW_KEY_T, "T" }, { GLFW_KEY_U, "U" }, { GLFW_KEY_V, "V" }, { GLFW_KEY_W, "W" }, { GLFW_KEY_X, "X" }, { GLFW_KEY_Y, "Y" }, { GLFW_KEY_Z, "Z" }, { GLFW_KEY_BACKSPACE, "BACKSPACE" }, { GLFW_KEY_LEFT_BRACKET, "[" }, { GLFW_KEY_RIGHT_BRACKET, "]" }, { GLFW_KEY_BACKSLASH, "\\" }, { GLFW_KEY_SEMICOLON, ";" }, { GLFW_KEY_APOSTROPHE, "'" }, { GLFW_KEY_ENTER, "ENTER" }, { GLFW_KEY_COMMA, "<" }, { GLFW_KEY_PERIOD, ">" }, { GLFW_KEY_SLASH, "/" }, { GLFW_KEY_SPACE, "SPACE" }, { GLFW_KEY_PAUSE, "PAUSE" }, { GLFW_KEY_INSERT, "INSERT" }, { GLFW_KEY_DELETE, "DELETE" }, { GLFW_KEY_HOME, "HOME" }, { GLFW_KEY_END, "END" }, // numpad block { GLFW_KEY_KP_DIVIDE, "NUM /" }, { GLFW_KEY_KP_MULTIPLY, "NUM *" }, { GLFW_KEY_KP_SUBTRACT, "NUM -" }, { GLFW_KEY_KP_7, "NUM 7" }, { GLFW_KEY_KP_8, "NUM 8" }, { GLFW_KEY_KP_9, "NUM 9" }, { GLFW_KEY_KP_ADD, "NUM +" }, { GLFW_KEY_KP_4, "NUM 4" }, { GLFW_KEY_KP_5, "NUM 5" }, { GLFW_KEY_KP_6, "NUM 6" }, { GLFW_KEY_KP_1, "NUM 1" }, { GLFW_KEY_KP_2, "NUM 2" }, { GLFW_KEY_KP_3, "NUM 3" }, { GLFW_KEY_KP_ENTER, "NUM ENTER" }, { GLFW_KEY_KP_0, "NUM 0" }, { GLFW_KEY_KP_DECIMAL, "NUM ." } }; std::string keyboard_input::binding_hint( user_command const Command ) const { if( Command == user_command::none ) { return ""; } auto const binding { this->binding( Command ) }; if( binding == -1 ) { return ""; } auto const lookup { keytonamemap.find( binding & 0xffff ) }; if( lookup == keytonamemap.end() ) { return ""; } std::string hint; if( ( binding & keymodifier::shift ) != 0 ) { hint += "SHIFT "; } if( ( binding & keymodifier::control ) != 0 ) { hint += "CTRL "; } hint += lookup->second; return hint; } //---------------------------------------------------------------------------