Files
funnygame/engine/input.cpp
2025-07-20 00:45:31 +03:00

290 lines
6.9 KiB
C++

#include "input.h"
#include "console.h"
#include "mainmenu.h"
#include "tier0/lib.h"
#include "tier1/commandline.h"
#include "math3d.h"
char g_PressedKeys[KEY_NUM_KEYS];
float g_fAxisValues[AXIS_NUM_AXIS];
float g_fAxisModifiers[AXIS_NUM_AXIS];
CUtlString g_bindings[256];
bool g_bController = false;
struct KeyName_t {
const char *szName;
EInputKey key;
};
KeyName_t keys[] = {
{"ESCAPE",KEY_ESCAPE},
{"ESC",KEY_ESCAPE},
{"TAB",KEY_TAB},
{"ENTER",KEY_ENTER},
{"CTRL",KEY_CONTROL},
{"CONTROL",KEY_CONTROL},
{"SHIFT",KEY_SHIFT},
{"ALT",KEY_ALT},
{"SPACE",KEY_SPACE},
{"BACKSPACE",KEY_BACKSPACE},
{"[",KEY_LBRACKET},
{"]",KEY_RBRACKET},
{"{",KEY_LBRACKET},
{"}",KEY_RBRACKET},
{"\\",KEY_BACKSLASH},
{";",KEY_SEMICOLON},
{":",KEY_SEMICOLON},
{"\'",KEY_APOSTROPHE},
{"\"",KEY_APOSTROPHE},
{"F1",KEY_F1},
{"F2",KEY_F2},
{"F3",KEY_F3},
{"F4",KEY_F4},
{"F5",KEY_F5},
{"F6",KEY_F6},
{"F7",KEY_F7},
{"F8",KEY_F8},
{"F9",KEY_F9},
{"F10",KEY_F10},
{"F11",KEY_F11},
{"F12",KEY_F12},
{"1",KEY_1},
{"2",KEY_2},
{"3",KEY_3},
{"4",KEY_4},
{"5",KEY_5},
{"6",KEY_6},
{"7",KEY_7},
{"8",KEY_8},
{"9",KEY_9},
{"0",KEY_0},
{"A",KEY_A},
{"B",KEY_B},
{"C",KEY_C},
{"D",KEY_D},
{"E",KEY_E},
{"F",KEY_F},
{"G",KEY_G},
{"H",KEY_H},
{"I",KEY_I},
{"J",KEY_J},
{"K",KEY_K},
{"L",KEY_L},
{"M",KEY_M},
{"N",KEY_N},
{"O",KEY_O},
{"P",KEY_P},
{"Q",KEY_Q},
{"R",KEY_R},
{"S",KEY_S},
{"T",KEY_T},
{"U",KEY_U},
{"V",KEY_V},
{"W",KEY_W},
{"X",KEY_X},
{"Y",KEY_Y},
{"Z",KEY_Z},
};
//-----------------------------------------------------------------------------
// Converts string (eg. tab, mouse0, w, 0) to keycode
//-----------------------------------------------------------------------------
EInputKey IInput_StringToKey( char *psz )
{
for (uint32_t i = 0; i<sizeof(keys)/sizeof(KeyName_t); i++)
{
if (!V_stricmp(keys[i].szName, psz))
return keys[i].key;
};
return KEY_NONE;
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void IInput::Init( void )
{
}
CUtlVector<EInputMode> g_inputModeStack = {INPUT_MODE_GAME, INPUT_MODE_MENU};
//-----------------------------------------------------------------------------
// Key event may have different different effects based on current input mode.
//
// GAME:
// Generates command call when pressed the key. eg +forward; -left;
// Just to be sure we put ; in the end of the command.
// When user releases the key command event is not generated. But if the first
// command contains + as first character ( in case of example +forward ), then
// it fires -forward
//
// MENU:
// Sends all event to FGUI. KEY_ESCAPE key makes leave the menu and get back to
// the game.
//
// CONSOLE:
// Works as permanent input field.
//
// INPUT FIELD:
// Doesn't recieve any events except for KEY_ESCAPE and KEY_ENTER
//-----------------------------------------------------------------------------
void IInput::KeyEvent( EInputKey key, EKeyEventType event )
{
if (event == KEY_EVENT_TYPE_DOWN && key == KEY_ESCAPE)
{
if (g_inputModeStack.GetSize() == 1)
{
g_inputModeStack.AppendTail(INPUT_MODE_MENU);
IInput::SetInputMode(INPUT_MODE_MENU);
MainMenu()->SetVisibility(true);
return;
}
if (IConsoleUI::IsVisibile())
IConsoleUI::SetVisibility(false);
IInput::SetInputMode(g_inputModeStack[g_inputModeStack.GetSize()-2]);
g_inputModeStack.RemoveTail();
if (g_inputModeStack[g_inputModeStack.GetSize()-1] != INPUT_MODE_MENU)
{
V_printf("no menu\n");
MainMenu()->SetVisibility(false);
}
return;
};
if (event == KEY_EVENT_TYPE_DOWN && key == KEY_TILDE)
{
if (IConsoleUI::IsVisibile())
{
IInput::SetInputMode(g_inputModeStack[g_inputModeStack.GetSize()-2]);
g_inputModeStack.RemoveTail();
IConsoleUI::SetVisibility(false);
} else
{
g_inputModeStack.AppendTail(INPUT_MODE_CONSOLE);
IInput::SetInputMode(INPUT_MODE_CONSOLE);
IConsoleUI::SetVisibility(true);
}
return;
};
if (event == KEY_EVENT_TYPE_DOWN && key == KEY_F11)
{
Console()->AddCommand("exit;");
return;
}
if (g_inputModeStack[g_inputModeStack.GetSize()-1] == INPUT_MODE_GAME)
{
if (event == KEY_EVENT_TYPE_DOWN) {
Console()->AddCommand(g_bindings[key]);
Console()->AddCommand(";");
}
if (event == KEY_EVENT_TYPE_UP)
{
auto binding = Console()->ParseCommandLine(g_bindings[key]);
if (binding.GetSize()==0)
return;
if (binding[0].GetSize() == 0)
return;
if (binding[0][0].GetString()[0] == '+')
{
CUtlString command = binding[0][0];
command.GetString()[0] = '-';
Console()->AddCommand(command);
Console()->AddCommand(";");
}
}
}
if (g_inputModeStack[g_inputModeStack.GetSize()-1] == INPUT_MODE_MENU)
{
};
}
//-----------------------------------------------------------------------------
// Axis events for the input devices such as mouse and controller.
// Game needs to explicitly support all of the devices.
//-----------------------------------------------------------------------------
void IInput::AxisEvent( EInputAxis axis, float fValue )
{
if (g_inputModeStack[g_inputModeStack.GetSize()-1] == INPUT_MODE_GAME)
{
if (axis == AXIS_MOUSE_X || axis == AXIS_MOUSE_Y)
{
g_bController = false;
g_fAxisValues[axis] += fValue*3.09;
}
if (axis == AXIS_CONTROLLER_PITCH || axis == AXIS_CONTROLLER_YAW)
{
g_bController = true;
g_fAxisModifiers[axis] = fValue*3.09;
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void IInput::Frame( void )
{
g_fAxisValues[AXIS_MOUSE_X] += g_fAxisModifiers[AXIS_CONTROLLER_PITCH];
g_fAxisValues[AXIS_MOUSE_Y] += g_fAxisModifiers[AXIS_CONTROLLER_YAW];
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void IInput::Deinit( void )
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void IInput_Bind( int argc, char **argv )
{
if (argc == 1)
return;
if (argc == 2)
return;
EInputKey key = IInput_StringToKey(argv[1]);
if (key == KEY_NONE)
return;
g_bindings[key] = 0;
for ( int i = 2; i<argc; i++ )
{
g_bindings[key].AppendTail(argv[i]);
g_bindings[key].AppendTail(" ");
}
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void IInput_Unbind( int argc, char **argv )
{
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void IInput_UnbindAll( int argc, char **argv )
{
};
ConCommand BindCmd("bind", IInput_Bind, 0);
ConCommand UnbindCmd("unbind", IInput_Unbind, 0);
ConCommand UnbindAllcmd("unbindall", IInput_UnbindAll, 0);