478 lines
15 KiB
C
478 lines
15 KiB
C
/**
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* @file input.c
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*
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* @brief Handle all the keybindings and input.
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*/
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#include "lephisto.h"
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#include "log.h"
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#include "player.h"
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#include "pause.h"
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#include "toolkit.h"
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#include "menu.h"
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#include "board.h"
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#include "map.h"
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#include "escort.h"
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#include "input.h"
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#define KEY_PRESS ( 1.) /**< Key is pressed. */
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#define KEY_RELEASE (-1.) /**< Key is released. */
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/* Keybind structure. */
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typedef struct Keybind_ {
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char* name; /**< Keybinding name, taken from keybindNames[] */
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KeybindType type; /**< type, defined in player.h. */
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SDLKey key; /**< Key/axis/button event number. */
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double reverse; /**< 1. if normal, -1 if reversed, only useful for joystick axis. */
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SDLMod mod; /**< Key modifiers (where applicable). */
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} Keybind;
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static Keybind** input_keybinds; /**< Contains the players keybindings. */
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/* Name of each keybinding. */
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const char* keybindNames[] = {
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/* Movement. */
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"accel", "left", "right", "reverse", "afterburn",
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/* Targetting. */
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"target", "target_nearest", "target_hostile",
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/* Fighting. */
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"primary", "face", "board",
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/* Escorts. */
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"e_attack", "e_hold", "e_return", "e_clear",
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/* Secondary weapons. */
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"secondary", "secondary_next",
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/* Space Navigation. */
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"autonav", "target_planet", "land", "thyperspace","starmap", "jump",
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/* Misc. */
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"mapzoomin", "mapzoomout", "screenshot", "pause", "menu", "info",
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"end" /* Must terminate at the end. */
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};
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/* Accel hacks. */
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static unsigned int input_accelLast = 0; /**< Used to see if double tap. */
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unsigned int input_afterburnSensibility = 200; /**< ms between taps to afterburn. */
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/* From player.c */
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extern double player_turn;
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/**
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* @fn void input_setDefault(void)
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*
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* @brief Set the default input keys.
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*/
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void input_setDefault(void) {
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/* Movement. */
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input_setKeybind("accel", KEYBIND_KEYBOARD, SDLK_w, KMOD_ALL, 0);
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input_setKeybind("afterburn", KEYBIND_KEYBOARD, SDLK_UNKNOWN, KMOD_ALL, 0);
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input_setKeybind("left", KEYBIND_KEYBOARD, SDLK_a, KMOD_ALL, 0);
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input_setKeybind("right", KEYBIND_KEYBOARD, SDLK_d, KMOD_ALL, 0);
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input_setKeybind("reverse", KEYBIND_KEYBOARD, SDLK_s, KMOD_ALL, 0);
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/* Targetting. */
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input_setKeybind("target", KEYBIND_KEYBOARD, SDLK_TAB, KMOD_NONE, 0);
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input_setKeybind("target_nearest", KEYBIND_KEYBOARD, SDLK_t, KMOD_NONE, 0);
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input_setKeybind("target_hostile", KEYBIND_KEYBOARD, SDLK_r, KMOD_NONE, 0);
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/* Combat. */
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input_setKeybind("primary", KEYBIND_KEYBOARD, SDLK_SPACE, KMOD_NONE, 0);
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input_setKeybind("face", KEYBIND_KEYBOARD, SDLK_f, KMOD_NONE, 0);
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input_setKeybind("board", KEYBIND_KEYBOARD, SDLK_b, KMOD_NONE, 0);
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/* Escorts. */
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input_setKeybind("e_attack", KEYBIND_KEYBOARD, SDLK_f, KMOD_NONE, 0);
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input_setKeybind("e_hold", KEYBIND_KEYBOARD, SDLK_g, KMOD_NONE, 0);
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input_setKeybind("e_return", KEYBIND_KEYBOARD, SDLK_r, KMOD_NONE, 0);
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input_setKeybind("e_clear", KEYBIND_KEYBOARD, SDLK_c, KMOD_NONE, 0);
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/* Secondary weapon. */
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input_setKeybind("secondary", KEYBIND_KEYBOARD, SDLK_LSHIFT, KMOD_ALL, 0);
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input_setKeybind("secondary_next", KEYBIND_KEYBOARD, SDLK_e, KMOD_NONE, 0);
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/* Space */
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input_setKeybind("autonav", KEYBIND_KEYBOARD, SDLK_j, KMOD_LCTRL, 0);
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input_setKeybind("target_planet", KEYBIND_KEYBOARD, SDLK_p, KMOD_NONE, 0);
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input_setKeybind("land", KEYBIND_KEYBOARD, SDLK_l, KMOD_NONE, 0);
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input_setKeybind("thyperspace", KEYBIND_KEYBOARD, SDLK_h, KMOD_NONE, 0);
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input_setKeybind("starmap", KEYBIND_KEYBOARD, SDLK_m, KMOD_NONE, 0);
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input_setKeybind("jump", KEYBIND_KEYBOARD, SDLK_j, KMOD_NONE, 0);
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/* Misc. */
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input_setKeybind("mapzoomin", KEYBIND_KEYBOARD, SDLK_KP_PLUS, KMOD_NONE, 0);
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input_setKeybind("mapzoomout", KEYBIND_KEYBOARD, SDLK_KP_MINUS, KMOD_NONE, 0);
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input_setKeybind("screenshot", KEYBIND_KEYBOARD, SDLK_KP_MULTIPLY, KMOD_NONE, 0);
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input_setKeybind("pause", KEYBIND_KEYBOARD, SDLK_F1, KMOD_NONE, 0);
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input_setKeybind("menu", KEYBIND_KEYBOARD, SDLK_ESCAPE, KMOD_NONE, 0);
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input_setKeybind("info", KEYBIND_KEYBOARD, SDLK_i, KMOD_NONE, 0);
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}
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/**
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* @fn void input_init(void)
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*
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* @brief Initialize the input subsystem (does not set keys).
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*/
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void input_init(void) {
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Keybind* tmp;
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int i;
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for(i = 0; strcmp(keybindNames[i], "end"); i++); /* Get number of bindings. */
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input_keybinds = malloc(i*sizeof(Keybind*));
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/* Create a null keybinding for each. */
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for(i = 0; strcmp(keybindNames[i], "end"); i++) {
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tmp = MALLOC_L(Keybind);
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tmp->name = (char*)keybindNames[i];
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tmp->type = KEYBIND_NULL;
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tmp->key = SDLK_UNKNOWN;
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tmp->mod = KMOD_NONE;
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tmp->reverse = 1.;
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input_keybinds[i] = tmp;
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}
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}
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/**
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* @fn void input_exit(void)
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*
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* @brief Exit the input subsystem.
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*/
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void input_exit(void) {
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int i;
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for(i = 0; strcmp(keybindNames[i], "end"); i++)
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free(input_keybinds[i]);
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free(input_keybinds);
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}
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/**
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* @fn void input_setKeybind(char* keybind, KeybindType type, int key, int reverse)
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*
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* @brief Bind a key of type to action keybind.
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* @param keybind The name of the keybind defined above.
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* @param type The type of the keybind.
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* @param key The key to bind to.
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* @param mod Modifiers to check for.
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* @param reverse Whether to reverse it or not.
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*/
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void input_setKeybind(char* keybind, KeybindType type, int key,
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SDLMod mod, int reverse) {
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int i;
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for(i = 0; strcmp(keybindNames[i], "end"); i++)
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if(strcmp(keybind, input_keybinds[i]->name)==0) {
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input_keybinds[i]->type = type;
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input_keybinds[i]->key = key;
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/* Non-keyboards get mod KMOD_ALL to always match. */
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input_keybinds[i]->mod = (type == KEYBIND_KEYBOARD) ? mod : KMOD_ALL;
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input_keybinds[i]->reverse = reverse ? -1. : 1.;
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return;
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}
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WARN("Unable to set keybind '%s', That command does not exist.", keybind);
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}
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/* @fn int input_getKeybind(char* keybind, KeybindType* type, int* reverse)
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*
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* @brief Get the value of a keybind.
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*/
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int input_getKeybind(char* keybind, KeybindType* type, SDLMod* mod, int* reverse) {
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int i;
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for(i = 0; strcmp(keybindNames[i], "end"); i++)
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if(strcmp(keybind, input_keybinds[i]->name)==0) {
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if(type != NULL) (*type) = input_keybinds[i]->type;
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if(mod != NULL) (*mod) = input_keybinds[i]->mod;
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if(reverse != NULL) (*reverse) = input_keybinds[i]->reverse;
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return input_keybinds[i]->key;
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}
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WARN("Unable to get keybinding '%s', that command doesn't exist", keybind);
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return -1;
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}
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/**
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* @fn static void input_key(int keynum, double value, int kabs)
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*
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* @brief Run the input command.
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* @param keynum The index of the keybind.
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* @param value The value of the keypress (defined above).
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* @param abs Whether or not it's an absolute value (for the joystick).
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*/
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#define KEY(s) (strcmp(input_keybinds[keynum]->name, s)==0) /**< Shortcut for ease. */
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#define INGAME() (!toolkit) /**< Make sure player is in game. */
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#define NOHYP() \
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(player && !pilot_isFlag(player, PILOT_HYP_PREP) && \
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!pilot_isFlag(player, PILOT_HYP_BEGIN) && \
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!pilot_isFlag(player, PILOT_HYPERSPACE)) /**< Make sure player isn't jumping. */
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static void input_key(int keynum, double value, int kabs) {
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unsigned int t;
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/* Accelerating. */
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if(KEY("accel")) {
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if(kabs) {
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player_abortAutonav();
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player_accel(value);
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}
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else {
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/* Prevent it from getting stuck. */
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_accel(1.);
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}
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else if(value == KEY_RELEASE) player_accelOver();
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}
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/* Double tap accel = afterburn! */
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t = SDL_GetTicks();
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if((value == KEY_PRESS) && INGAME() && NOHYP() &&
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(t-input_accelLast <= input_afterburnSensibility))
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player_afterburn();
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else if((value == KEY_RELEASE) && player_isFlag(PLAYER_AFTERBURNER))
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player_afterburnOver();
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if(value == KEY_PRESS) input_accelLast = t;
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}
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else if(KEY("afterburn") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) player_afterburn();
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else if(value == KEY_RELEASE) player_afterburnOver();
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}
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/* Turning left. */
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else if(KEY("left")) {
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/* Set flags for facing correction. */
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_setFlag(PLAYER_TURN_LEFT);
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}
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
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if(kabs) { player_turn = -value; }
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else { player_turn -= value; }
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if(player_turn < -1.) player_turn = -1.; /* Make sure value is sane. */
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}
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/* Turning right. */
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else if(KEY("right")) {
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/* Set flags for facing correction. */
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_setFlag(PLAYER_TURN_RIGHT);
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}
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
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if(kabs) { player_turn = value; }
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else { player_turn += value; }
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if(player_turn < -1.) { player_turn = -1.; } /* Make sure value is sane. */
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}
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/* Turn around to face vel. */
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else if(KEY("reverse")) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_setFlag(PLAYER_REVERSE);
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}
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else if(value == KEY_RELEASE) {
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player_rmFlag(PLAYER_REVERSE);
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player_turn = 0; /* Turning corrections. */
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if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; }
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if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
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}
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}
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/* Shoot primary weapon. BOOM BOOM. */
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else if(KEY("primary")) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_setFlag(PLAYER_PRIMARY);
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}
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
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}
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/* Targetting. */
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else if(INGAME() && KEY("target")) {
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if(value == KEY_PRESS) player_targetNext();
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}
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else if(INGAME() && KEY("target_nearest")) {
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if(value == KEY_PRESS) player_targetNearest();
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}
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else if(INGAME() && KEY("target_hostile")) {
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if(value == KEY_PRESS) player_targetHostile();
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}
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/* Face the target. */
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else if(KEY("face")) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_setFlag(PLAYER_FACE);
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}
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else if(value == KEY_RELEASE) {
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player_rmFlag(PLAYER_FACE);
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/* Turning corrections. */
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player_turn = 0;
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if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; }
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if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
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}
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}
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/* Board those ships. */
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else if(KEY("board") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_board();
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}
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}
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/* Escorts. */
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else if(INGAME() && KEY("e_attack")) {
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if(value == KEY_PRESS) escorts_attack(player);
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}
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else if(INGAME() && KEY("e_hold")) {
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if(value == KEY_PRESS) escorts_hold(player);
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}
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else if(INGAME() && KEY("e_return")) {
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if(value == KEY_PRESS) escorts_return(player);
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}
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else if(INGAME() && KEY("e_clear")) {
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if(value == KEY_PRESS) escorts_clear(player);
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}
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/* Shooting secondary weapon. */
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else if(KEY("secondary") && NOHYP()) {
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if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); }
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else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); }
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}
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/* Selecting secondary weapon. */
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else if(KEY("secondary_next") && INGAME()) {
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if(value == KEY_PRESS) player_secondaryNext();
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}
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/* Space. */
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else if(KEY("autonav") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) player_startAutonav();
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}
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/* Target planet (cycles just like target). */
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else if(KEY("target_planet") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) player_targetPlanet();
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}
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/* Target nearest planet or attempt to land. */
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else if(KEY("land") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_land();
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}
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}
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else if(KEY("thyperspace") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_targetHyperspace();
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}
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}
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else if(KEY("starmap") && NOHYP()) {
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if(value == KEY_PRESS) map_open();
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}
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else if(KEY("jump") && INGAME()) {
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if(value == KEY_PRESS) {
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player_abortAutonav();
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player_jump();
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}
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}
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/* Zoom in. */
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else if(KEY("mapzoomin") && INGAME()) {
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if(value == KEY_PRESS) player_setRadarRel(1);
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}
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/* Zoom out. */
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else if(KEY("mapzoomout") && INGAME()) {
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if(value == KEY_PRESS) player_setRadarRel(-1);
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}
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/* Take a screenshot. */
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else if(KEY("screenshot") && INGAME()) {
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if(value == KEY_PRESS) player_screenshot();
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}
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/* Pause the game. */
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else if(KEY("pause") && NOHYP()) {
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if(value == KEY_PRESS) {
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if(!toolkit) {
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if(paused) unpause_game();
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} else pause_game();
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}
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}
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/* Opens a menu. */
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else if(KEY("menu")) {
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if(value == KEY_PRESS) menu_small();
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}
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/* Show pilot information. */
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else if(KEY("info") && NOHYP()) {
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if(value == KEY_PRESS) menu_info();
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}
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}
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#undef KEY
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/* --Events-- */
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static void input_joyaxis(const unsigned int axis, const int value);
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static void input_joyevent(int event, const unsigned int button);
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static void input_keyevent(int event, SDLKey key, SDLMod mod);
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/* Joystick. */
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/* Axis. */
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static void input_joyaxis(const unsigned int axis, const int value) {
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int i;
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for(i = 0; strcmp(keybindNames[i], "end"); i++)
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if(input_keybinds[i]->type == KEYBIND_JAXIS &&
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input_keybinds[i]->key == axis)
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input_key(i, -(input_keybinds[i]->reverse) * (double)value / 32767., 1);
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}
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/* Joystick event. */
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static void input_joyevent(int event, const unsigned int button) {
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int i;
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for(i = 0; strcmp(keybindNames[i], "end");i++)
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if(input_keybinds[i]->type == KEYBIND_JBUTTON &&
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input_keybinds[i]->key == button)
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input_key(i, event, 0);
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}
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/* Keyboard. */
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/* Key event. */
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static void input_keyevent(int event, SDLKey key, SDLMod mod) {
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int i;
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mod &= ~(KMOD_CAPS | KMOD_NUM | KMOD_MODE); /* We want to ignore "global" modifiers. */
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for(i = 0; strcmp(keybindNames[i], "end"); i++)
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if((input_keybinds[i]->type == KEYBIND_KEYBOARD) &&
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(input_keybinds[i]->key == key) &&
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((input_keybinds[i]->mod == mod) || (input_keybinds[i]->mod == KMOD_ALL)))
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input_key(i, event, 0);
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}
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/**
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* @fn void input_handle(SDL_Event* event)
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*
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* @brief Handle global input.
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*
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* Basically seperates the event types.
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* @param event Incoming SDL_Event.
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*/
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void input_handle(SDL_Event* event) {
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/* Pause the game if it is unfocused. */
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if(event->type == SDL_ACTIVEEVENT) {
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if(event->active.state != SDL_APPMOUSEFOCUS) {
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/* We don't need mouse focus. */
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if((event->active.gain == 0) && !paused) pause_game();
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else if((event->active.gain == 1) && paused) unpause_game();
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return;
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}
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}
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if(toolkit)
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|
/* Toolkit is handled seperately. */
|
|
if(toolkit_input(event))
|
|
return; /* We don't process it if toolkit grabs it. */
|
|
|
|
switch(event->type) {
|
|
case SDL_JOYAXISMOTION:
|
|
input_joyaxis(event->jaxis.axis, event->jaxis.value);
|
|
break;
|
|
case SDL_JOYBUTTONDOWN:
|
|
input_joyevent(KEY_PRESS, event->jbutton.button);
|
|
break;
|
|
case SDL_JOYBUTTONUP:
|
|
input_joyevent(KEY_RELEASE, event->jbutton.button);
|
|
break;
|
|
case SDL_KEYDOWN:
|
|
input_keyevent(KEY_PRESS, event->key.keysym.sym, event->key.keysym.mod);
|
|
break;
|
|
case SDL_KEYUP:
|
|
input_keyevent(KEY_RELEASE, event->key.keysym.sym, event->key.keysym.mod);
|
|
break;
|
|
}
|
|
}
|
|
|