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authorFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
committerFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
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+/* Project nGenEx
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: nGenEx.lib
+ FILE: Keyboard.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Keyboard Input class
+*/
+
+#include "MemDebug.h"
+#include "Keyboard.h"
+#include "Game.h"
+
+// +--------------------------------------------------------------------+
+
+static Keyboard* instance = 0;
+int Keyboard::map[KEY_MAP_SIZE];
+int Keyboard::alt[KEY_MAP_SIZE];
+
+Keyboard::Keyboard()
+ : x(0), y(0), z(0), p(0), r(0), w(0), c(0), p1(0), r1(0), w1(0), t(0)
+{
+ instance = this;
+ sensitivity = 25;
+ dead_zone = 100;
+
+ for (int i = 0; i < MotionController::MaxActions; i++)
+ action[i] = 0;
+
+ memset(map, 0, sizeof(map));
+ memset(alt, 0, sizeof(alt));
+
+ map[KEY_PLUS_X] = 'R';
+ map[KEY_MINUS_X] = 'E';
+ map[KEY_PLUS_Y] = VK_HOME;
+ map[KEY_MINUS_Y] = VK_END;
+ map[KEY_PLUS_Z] = VK_PRIOR; // page up
+ map[KEY_MINUS_Z] = VK_NEXT; // page down
+
+ map[KEY_PITCH_UP] = VK_DOWN;
+ map[KEY_PITCH_DOWN] = VK_UP;
+ map[KEY_YAW_LEFT] = VK_LEFT;
+ map[KEY_YAW_RIGHT] = VK_RIGHT;
+ map[KEY_ROLL_ENABLE] = 0; // used to be VK_CONTROL;
+}
+
+Keyboard::~Keyboard()
+{
+ instance = 0;
+}
+
+Keyboard*
+Keyboard::GetInstance()
+{
+ return instance;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Keyboard::MapKeys(KeyMapEntry* mapping, int nkeys)
+{
+ for (int i = 0; i < nkeys; i++) {
+ KeyMapEntry k = mapping[i];
+
+ if (k.act >= KEY_MAP_FIRST && k.act <= KEY_MAP_LAST) {
+ if (k.key == 0 || k.key > VK_MBUTTON && k.key < KEY_JOY_1) {
+ map[k.act] = k.key;
+ alt[k.act] = k.alt;
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool Keyboard::KeyDown(int key)
+{
+ if (key) {
+ short k = GetAsyncKeyState(key);
+ return (k<0)||(k&1);
+ }
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+bool Keyboard::KeyDownMap(int key)
+{
+ if (key >= KEY_MAP_FIRST && key <= KEY_MAP_LAST && map[key]) {
+ short k = GetAsyncKeyState(map[key]);
+ short a = -1;
+
+ if (alt[key] > 0 && alt[key] < KEY_JOY_1) {
+ a = GetAsyncKeyState(alt[key]);
+ }
+ else {
+ a = !GetAsyncKeyState(VK_SHIFT) &&
+ !GetAsyncKeyState(VK_MENU);
+ }
+
+ return ((k<0)||(k&1)) && ((a<0)||(a&1));
+ }
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Keyboard::FlushKeys()
+{
+ for (int i = 0; i < 255; i++)
+ GetAsyncKeyState(i);
+}
+
+// +--------------------------------------------------------------------+
+
+static inline double sqr(double a) { return a; } //*a; }
+
+void
+Keyboard::Acquire()
+{
+ t = x = y = z = p = r = w = c = 0;
+
+ for (int i = 0; i < MotionController::MaxActions; i++)
+ action[i] = 0;
+
+ int speed = 10;
+
+ // lateral translations:
+ if (KeyDownMap(KEY_PLUS_Y)) y = 1;
+ else if (KeyDownMap(KEY_MINUS_Y)) y = -1;
+
+ if (KeyDownMap(KEY_PLUS_Z)) z = 1;
+ else if (KeyDownMap(KEY_MINUS_Z)) z = -1;
+
+ if (KeyDownMap(KEY_MINUS_X)) x = -1;
+ else if (KeyDownMap(KEY_PLUS_X)) x = 1;
+
+ const double steps=10;
+
+ // if roll and yaw are swapped --------------------------
+ if (swapped) {
+ // yaw:
+ if (KeyDownMap(KEY_ROLL_LEFT)) { if (w1<steps) w1+=1; w = -sqr(w1/steps); }
+ else if (KeyDownMap(KEY_ROLL_RIGHT)) { if (w1<steps) w1+=1; w = sqr(w1/steps); }
+
+ // another way to yaw:
+ if (KeyDownMap(KEY_ROLL_ENABLE)) {
+ if (KeyDownMap(KEY_YAW_LEFT)) { if (w1<steps) w1+=1; w = -sqr(w1/steps); }
+ else if (KeyDownMap(KEY_YAW_RIGHT)) { if (w1<steps) w1+=1; w = sqr(w1/steps); }
+ else w1 = 0;
+ }
+
+ // roll:
+ else {
+ if (KeyDownMap(KEY_YAW_LEFT)) { if (r1<steps) r1+=1; r = sqr(r1/steps); }
+ else if (KeyDownMap(KEY_YAW_RIGHT)) { if (r1<steps) r1+=1; r = -sqr(r1/steps); }
+ else r1 = 0;
+ }
+ }
+
+ // else roll and yaw are NOT swapped ---------------------
+ else {
+ // roll:
+ if (KeyDownMap(KEY_ROLL_LEFT)) { if (r1<steps) r1+=1; r = sqr(r1/steps); }
+ else if (KeyDownMap(KEY_ROLL_RIGHT)) { if (r1<steps) r1+=1; r = -sqr(r1/steps); }
+
+ // another way to roll:
+ if (KeyDownMap(KEY_ROLL_ENABLE)) {
+ if (KeyDownMap(KEY_YAW_LEFT)) { if (r1<steps) r1+=1; r = sqr(r1/steps); }
+ else if (KeyDownMap(KEY_YAW_RIGHT)) { if (r1<steps) r1+=1; r = -sqr(r1/steps); }
+ else r1 = 0;
+ }
+
+ // yaw left-right
+ else {
+ if (KeyDownMap(KEY_YAW_LEFT)) { if (w1<steps) w1+=1; w = -sqr(w1/steps); }
+ else if (KeyDownMap(KEY_YAW_RIGHT)) { if (w1<steps) w1+=1; w = sqr(w1/steps); }
+ else w1 = 0;
+ }
+ }
+
+ // if pitch is inverted ----------------------------------
+ if (inverted) {
+ if (KeyDownMap(KEY_PITCH_DOWN)) { if (p1<steps) p1+=1; p = -sqr(p1/steps); }
+ else if (KeyDownMap(KEY_PITCH_UP)) { if (p1<steps) p1+=1; p = sqr(p1/steps); }
+ else p1 = 0;
+ }
+
+ // else pitch is NOT inverted ----------------------------
+ else {
+ if (KeyDownMap(KEY_PITCH_UP)) { if (p1<steps) p1+=1; p = -sqr(p1/steps); }
+ else if (KeyDownMap(KEY_PITCH_DOWN)) { if (p1<steps) p1+=1; p = sqr(p1/steps); }
+ else p1 = 0;
+ }
+
+ if (KeyDownMap(KEY_CENTER)) c = 1;
+
+ // actions
+ if (KeyDownMap(KEY_ACTION_0)) action[0] = 1;
+ if (KeyDownMap(KEY_ACTION_1)) action[1] = 1;
+ if (KeyDownMap(KEY_ACTION_2)) action[2] = 1;
+ if (KeyDownMap(KEY_ACTION_3)) action[3] = 1;
+}
+
+// +--------------------------------------------------------------------+
+
+
+