mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
282 lines
10 KiB
C++
282 lines
10 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "keyboardinput.h"
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#include "Globals.h"
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#include "Logs.h"
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#include "parser.h"
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namespace input {
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std::array<char, GLFW_KEY_LAST + 1> keys { GLFW_RELEASE };
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bool key_alt;
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bool key_ctrl;
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bool key_shift;
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}
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bool
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keyboard_input::recall_bindings() {
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cParser bindingparser( "eu07_input-keyboard.ini", cParser::buffer_FILE );
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if( false == bindingparser.ok() ) {
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return false;
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}
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// build helper translation tables
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std::unordered_map<std::string, user_command> nametocommandmap;
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std::size_t commandid = 0;
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for( auto const &description : simulation::Commands_descriptions ) {
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nametocommandmap.emplace(
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description.name,
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static_cast<user_command>( commandid ) );
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++commandid;
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}
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std::unordered_map<std::string, int> nametokeymap = {
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{ "0", GLFW_KEY_0 }, { "1", GLFW_KEY_1 }, { "2", GLFW_KEY_2 }, { "3", GLFW_KEY_3 }, { "4", GLFW_KEY_4 },
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{ "5", GLFW_KEY_5 }, { "6", GLFW_KEY_6 }, { "7", GLFW_KEY_7 }, { "8", GLFW_KEY_8 }, { "9", GLFW_KEY_9 },
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{ "-", GLFW_KEY_MINUS }, { "=", GLFW_KEY_EQUAL },
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{ "a", GLFW_KEY_A }, { "b", GLFW_KEY_B }, { "c", GLFW_KEY_C }, { "d", GLFW_KEY_D }, { "e", GLFW_KEY_E },
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{ "f", GLFW_KEY_F }, { "g", GLFW_KEY_G }, { "h", GLFW_KEY_H }, { "i", GLFW_KEY_I }, { "j", GLFW_KEY_J },
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{ "k", GLFW_KEY_K }, { "l", GLFW_KEY_L }, { "m", GLFW_KEY_M }, { "n", GLFW_KEY_N }, { "o", GLFW_KEY_O },
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{ "p", GLFW_KEY_P }, { "q", GLFW_KEY_Q }, { "r", GLFW_KEY_R }, { "s", GLFW_KEY_S }, { "t", GLFW_KEY_T },
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{ "u", GLFW_KEY_U }, { "v", GLFW_KEY_V }, { "w", GLFW_KEY_W }, { "x", GLFW_KEY_X }, { "y", GLFW_KEY_Y }, { "z", GLFW_KEY_Z },
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{ "-", GLFW_KEY_MINUS }, { "=", GLFW_KEY_EQUAL }, { "backspace", GLFW_KEY_BACKSPACE },
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{ "[", GLFW_KEY_LEFT_BRACKET }, { "]", GLFW_KEY_RIGHT_BRACKET }, { "\\", GLFW_KEY_BACKSLASH },
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{ ";", GLFW_KEY_SEMICOLON }, { "'", GLFW_KEY_APOSTROPHE }, { "enter", GLFW_KEY_ENTER },
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{ ",", GLFW_KEY_COMMA }, { ".", GLFW_KEY_PERIOD }, { "/", GLFW_KEY_SLASH },
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{ "space", GLFW_KEY_SPACE },
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{ "pause", GLFW_KEY_PAUSE }, { "insert", GLFW_KEY_INSERT }, { "delete", GLFW_KEY_DELETE }, { "home", GLFW_KEY_HOME }, { "end", GLFW_KEY_END },
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// numpad block
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{ "num_/", GLFW_KEY_KP_DIVIDE }, { "num_*", GLFW_KEY_KP_MULTIPLY }, { "num_-", GLFW_KEY_KP_SUBTRACT },
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{ "num_7", GLFW_KEY_KP_7 }, { "num_8", GLFW_KEY_KP_8 }, { "num_9", GLFW_KEY_KP_9 }, { "num_+", GLFW_KEY_KP_ADD },
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{ "num_4", GLFW_KEY_KP_4 }, { "num_5", GLFW_KEY_KP_5 }, { "num_6", GLFW_KEY_KP_6 },
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{ "num_1", GLFW_KEY_KP_1 }, { "num_2", GLFW_KEY_KP_2 }, { "num_3", GLFW_KEY_KP_3 }, { "num_enter", GLFW_KEY_KP_ENTER },
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{ "num_0", GLFW_KEY_KP_0 }, { "num_.", GLFW_KEY_KP_DECIMAL },
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// misc
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{ "f1", GLFW_KEY_F1 }, { "f2", GLFW_KEY_F2 }, { "f3", GLFW_KEY_F3 }, { "f4", GLFW_KEY_F4 }, { "f5", GLFW_KEY_F5 },
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{ "f6", GLFW_KEY_F6 }, { "f7", GLFW_KEY_F7 }, { "f8", GLFW_KEY_F8 }, { "f9", GLFW_KEY_F9 }, { "f10", GLFW_KEY_F10 },
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{ "f11", GLFW_KEY_F11 }, { "f12", GLFW_KEY_F12 }, { "tab", GLFW_KEY_TAB }, { "esc", GLFW_KEY_ESCAPE }
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};
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// NOTE: to simplify things we expect one entry per line, and whole entry in one line
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while( true == bindingparser.getTokens( 1, true, "\n" ) ) {
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std::string bindingentry;
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bindingparser >> bindingentry;
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cParser entryparser( bindingentry );
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if( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) {
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std::string commandname;
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entryparser >> commandname;
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auto const lookup = nametocommandmap.find( commandname );
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if( lookup == nametocommandmap.end() ) {
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WriteLog( "Keyboard binding defined for unknown command, \"" + commandname + "\"" );
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}
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else {
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int binding{ 0 };
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while( entryparser.getTokens( 1, true, "\n\r\t " ) ) {
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std::string bindingkeyname;
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entryparser >> bindingkeyname;
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if( bindingkeyname == "shift" ) { binding |= keymodifier::shift; }
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else if( bindingkeyname == "ctrl" ) { binding |= keymodifier::control; }
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else if( bindingkeyname == "none" ) { binding = 0; }
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else {
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// regular key, convert it to glfw key code
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auto const keylookup = nametokeymap.find( bindingkeyname );
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if( keylookup == nametokeymap.end() ) {
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WriteLog( "Keyboard binding included unrecognized key, \"" + bindingkeyname + "\"" );
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}
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else {
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// replace any existing binding, preserve modifiers
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// (protection from cases where there's more than one key listed in the entry)
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binding = keylookup->second | ( binding & 0xffff0000 );
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}
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}
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if( ( binding & 0xffff ) != 0 ) {
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m_bindingsetups.emplace_back( binding_setup{ lookup->second, binding } );
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}
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}
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}
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}
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}
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return true;
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}
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bool
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keyboard_input::key( int const Key, int const Action ) {
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bool modifier( false );
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if( ( Key == GLFW_KEY_LEFT_SHIFT ) || ( Key == GLFW_KEY_RIGHT_SHIFT ) ) {
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// update internal state, but don't bother passing these
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input::key_shift =
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( Action == GLFW_RELEASE ?
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false :
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true );
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modifier = true;
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// whenever shift key is used it may affect currently pressed movement keys, so check and update these
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}
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if( ( Key == GLFW_KEY_LEFT_CONTROL ) || ( Key == GLFW_KEY_RIGHT_CONTROL ) ) {
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// update internal state, but don't bother passing these
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input::key_ctrl =
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( Action == GLFW_RELEASE ?
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false :
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true );
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modifier = true;
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}
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if( ( Key == GLFW_KEY_LEFT_ALT ) || ( Key == GLFW_KEY_RIGHT_ALT ) ) {
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// update internal state, but don't bother passing these
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input::key_alt =
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( Action == GLFW_RELEASE ?
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false :
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true );
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}
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if( Key == -1 ) { return false; }
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// store key state
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input::keys[ Key ] = Action;
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if( true == is_movement_key( Key ) ) {
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// if the received key was one of movement keys, it's been handled and we don't need to bother further
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return true;
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}
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// include active modifiers for currently pressed key, except if the key is a modifier itself
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auto const key =
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Key
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| ( modifier ? 0 : ( input::key_shift ? keymodifier::shift : 0 ) )
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| ( modifier ? 0 : ( input::key_ctrl ? keymodifier::control : 0 ) );
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auto const lookup = m_bindings.find( key );
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if( lookup == m_bindings.end() ) {
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// no binding for this key
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return false;
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}
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// NOTE: basic keyboard controls don't have any parameters
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// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
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// TODO: pass correct entity id once the missing systems are in place
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m_relay.post( lookup->second, 0, 0, Action, 0 );
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m_command = (
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Action == GLFW_RELEASE ?
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user_command::none :
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lookup->second );
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return true;
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}
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int
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keyboard_input::key( int const Key ) const {
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return input::keys[ Key ];
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}
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void
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keyboard_input::bind() {
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for( auto const &bindingsetup : m_bindingsetups ) {
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m_bindings[ bindingsetup.binding ] = bindingsetup.command;
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}
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// cache movement key bindings
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m_bindingscache.forward = binding( user_command::moveforward );
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m_bindingscache.back = binding( user_command::moveback );
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m_bindingscache.left = binding( user_command::moveleft );
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m_bindingscache.right = binding( user_command::moveright );
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m_bindingscache.up = binding( user_command::moveup );
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m_bindingscache.down = binding( user_command::movedown );
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}
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int
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keyboard_input::binding( user_command const Command ) const {
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for( auto const &binding : m_bindings ) {
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if( binding.second == Command ) {
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return binding.first;
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}
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}
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return -1;
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}
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bool
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keyboard_input::is_movement_key( int const Key ) const {
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bool const ismovementkey =
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( ( Key == m_bindingscache.forward )
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|| ( Key == m_bindingscache.back )
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|| ( Key == m_bindingscache.left )
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|| ( Key == m_bindingscache.right )
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|| ( Key == m_bindingscache.up )
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|| ( Key == m_bindingscache.down ) );
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return ismovementkey;
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}
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void
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keyboard_input::poll() {
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glm::vec2 const movementhorizontal {
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// x-axis
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( Global.shiftState ? 1.f : (2.0f / 3.0f) ) *
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( input::keys[ m_bindingscache.left ] != GLFW_RELEASE ? -1.f :
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input::keys[ m_bindingscache.right ] != GLFW_RELEASE ? 1.f :
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0.f ),
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// z-axis
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( Global.shiftState ? 1.f : (2.0f / 3.0f) ) *
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( input::keys[ m_bindingscache.forward ] != GLFW_RELEASE ? 1.f :
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input::keys[ m_bindingscache.back ] != GLFW_RELEASE ? -1.f :
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0.f ) };
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if( ( movementhorizontal.x != 0.f || movementhorizontal.y != 0.f )
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|| ( m_movementhorizontal.x != 0.f || m_movementhorizontal.y != 0.f ) ) {
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m_relay.post(
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( true == Global.ctrlState ?
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user_command::movehorizontalfast :
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user_command::movehorizontal ),
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movementhorizontal.x,
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movementhorizontal.y,
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GLFW_PRESS,
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0 );
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}
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m_movementhorizontal = movementhorizontal;
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float const movementvertical {
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// y-axis
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( Global.shiftState ? 1.f : (2.0f / 3.0f) ) *
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( input::keys[ m_bindingscache.up ] != GLFW_RELEASE ? 1.f :
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input::keys[ m_bindingscache.down ] != GLFW_RELEASE ? -1.f :
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0.f ) };
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if( ( movementvertical != 0.f )
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|| ( m_movementvertical != 0.f ) ) {
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m_relay.post(
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( true == Global.ctrlState ?
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user_command::moveverticalfast :
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user_command::movevertical ),
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movementvertical,
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0,
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GLFW_PRESS,
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0 );
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}
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m_movementvertical = movementvertical;
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}
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//---------------------------------------------------------------------------
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