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Keyboard.cpp
Go to the documentation of this file.
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/* Project nGenEx
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Destroyer Studios LLC
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Copyright © 1997-2004. All Rights Reserved.
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SUBSYSTEM: nGenEx.lib
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FILE: Keyboard.cpp
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AUTHOR: John DiCamillo
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OVERVIEW
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========
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Keyboard Input class
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*/
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#include "
MemDebug.h
"
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#include "
Keyboard.h
"
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#include "
Game.h
"
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// +--------------------------------------------------------------------+
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static
Keyboard
* instance = 0;
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int
Keyboard::map
[
KEY_MAP_SIZE
];
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int
Keyboard::alt
[
KEY_MAP_SIZE
];
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Keyboard::Keyboard
()
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: x(0), y(0), z(0), p(0), r(0), w(0), c(0), p1(0), r1(0), w1(0), t(0)
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{
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instance =
this
;
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sensitivity
= 25;
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dead_zone
= 100;
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for
(
int
i = 0; i <
MotionController::MaxActions
; i++)
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action
[i] = 0;
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memset(
map
, 0,
sizeof
(
map
));
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memset(
alt
, 0,
sizeof
(
alt
));
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map
[
KEY_PLUS_X
] =
'R'
;
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map
[
KEY_MINUS_X
] =
'E'
;
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map
[
KEY_PLUS_Y
] = VK_HOME;
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map
[
KEY_MINUS_Y
] = VK_END;
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map
[
KEY_PLUS_Z
] = VK_PRIOR;
// page up
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map
[
KEY_MINUS_Z
] = VK_NEXT;
// page down
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map
[
KEY_PITCH_UP
] = VK_DOWN;
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map
[
KEY_PITCH_DOWN
] = VK_UP;
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map
[
KEY_YAW_LEFT
] = VK_LEFT;
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map
[
KEY_YAW_RIGHT
] = VK_RIGHT;
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map
[
KEY_ROLL_ENABLE
] = 0;
// used to be VK_CONTROL;
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}
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Keyboard::~Keyboard
()
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{
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instance = 0;
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}
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Keyboard
*
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Keyboard::GetInstance
()
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{
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return
instance;
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}
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// +--------------------------------------------------------------------+
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void
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Keyboard::MapKeys
(
KeyMapEntry
* mapping,
int
nkeys)
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{
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for
(
int
i = 0; i < nkeys; i++) {
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KeyMapEntry
k = mapping[i];
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if
(k.
act
>=
KEY_MAP_FIRST
&& k.
act
<=
KEY_MAP_LAST
) {
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if
(k.
key
== 0 || k.
key
> VK_MBUTTON && k.
key
<
KEY_JOY_1
) {
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map
[k.
act
] = k.
key
;
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alt
[k.
act
] = k.
alt
;
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}
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}
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}
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}
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// +--------------------------------------------------------------------+
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bool
Keyboard::KeyDown
(
int
key)
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{
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if
(key) {
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short
k = GetAsyncKeyState(key);
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return
(k<0)||(k&1);
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}
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return
0;
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}
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// +--------------------------------------------------------------------+
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bool
Keyboard::KeyDownMap
(
int
key)
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{
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if
(key >=
KEY_MAP_FIRST
&& key <=
KEY_MAP_LAST
&&
map
[key]) {
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short
k = GetAsyncKeyState(
map
[key]);
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short
a = -1;
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if
(
alt
[key] > 0 &&
alt
[key] <
KEY_JOY_1
) {
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a = GetAsyncKeyState(
alt
[key]);
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}
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else
{
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a = !GetAsyncKeyState(VK_SHIFT) &&
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!GetAsyncKeyState(VK_MENU);
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}
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return
((k<0)||(k&1)) && ((a<0)||(a&1));
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}
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return
0;
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}
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// +--------------------------------------------------------------------+
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void
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Keyboard::FlushKeys
()
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{
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for
(
int
i = 0; i < 255; i++)
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GetAsyncKeyState(i);
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}
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// +--------------------------------------------------------------------+
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static
inline
double
sqr(
double
a) {
return
a; }
//*a; }
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void
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Keyboard::Acquire
()
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{
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t
=
x
=
y
=
z
=
p
=
r
=
w
=
c
= 0;
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for
(
int
i = 0; i <
MotionController::MaxActions
; i++)
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action
[i] = 0;
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int
speed = 10;
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// lateral translations:
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if
(
KeyDownMap
(
KEY_PLUS_Y
))
y
= 1;
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else
if
(
KeyDownMap
(
KEY_MINUS_Y
))
y
= -1;
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if
(
KeyDownMap
(
KEY_PLUS_Z
))
z
= 1;
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else
if
(
KeyDownMap
(
KEY_MINUS_Z
))
z
= -1;
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if
(
KeyDownMap
(
KEY_MINUS_X
))
x
= -1;
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else
if
(
KeyDownMap
(
KEY_PLUS_X
))
x
= 1;
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const
double
steps=10;
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// if roll and yaw are swapped --------------------------
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if
(
swapped
) {
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// yaw:
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if
(
KeyDownMap
(
KEY_ROLL_LEFT
)) {
if
(
w1
<steps)
w1
+=1;
w
= -sqr(
w1
/steps); }
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else
if
(
KeyDownMap
(
KEY_ROLL_RIGHT
)) {
if
(
w1
<steps)
w1
+=1;
w
= sqr(
w1
/steps); }
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// another way to yaw:
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if
(
KeyDownMap
(
KEY_ROLL_ENABLE
)) {
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if
(
KeyDownMap
(
KEY_YAW_LEFT
)) {
if
(
w1
<steps)
w1
+=1;
w
= -sqr(
w1
/steps); }
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else
if
(
KeyDownMap
(
KEY_YAW_RIGHT
)) {
if
(
w1
<steps)
w1
+=1;
w
= sqr(
w1
/steps); }
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else
w1
= 0;
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}
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// roll:
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else
{
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if
(
KeyDownMap
(
KEY_YAW_LEFT
)) {
if
(
r1
<steps)
r1
+=1;
r
= sqr(
r1
/steps); }
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else
if
(
KeyDownMap
(
KEY_YAW_RIGHT
)) {
if
(
r1
<steps)
r1
+=1;
r
= -sqr(
r1
/steps); }
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else
r1
= 0;
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}
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}
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// else roll and yaw are NOT swapped ---------------------
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else
{
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// roll:
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if
(
KeyDownMap
(
KEY_ROLL_LEFT
)) {
if
(
r1
<steps)
r1
+=1;
r
= sqr(
r1
/steps); }
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else
if
(
KeyDownMap
(
KEY_ROLL_RIGHT
)) {
if
(
r1
<steps)
r1
+=1;
r
= -sqr(
r1
/steps); }
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// another way to roll:
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if
(
KeyDownMap
(
KEY_ROLL_ENABLE
)) {
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if
(
KeyDownMap
(
KEY_YAW_LEFT
)) {
if
(
r1
<steps)
r1
+=1;
r
= sqr(
r1
/steps); }
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else
if
(
KeyDownMap
(
KEY_YAW_RIGHT
)) {
if
(
r1
<steps)
r1
+=1;
r
= -sqr(
r1
/steps); }
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else
r1
= 0;
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}
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// yaw left-right
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else
{
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if
(
KeyDownMap
(
KEY_YAW_LEFT
)) {
if
(
w1
<steps)
w1
+=1;
w
= -sqr(
w1
/steps); }
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else
if
(
KeyDownMap
(
KEY_YAW_RIGHT
)) {
if
(
w1
<steps)
w1
+=1;
w
= sqr(
w1
/steps); }
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else
w1
= 0;
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}
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}
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// if pitch is inverted ----------------------------------
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if
(
inverted
) {
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if
(
KeyDownMap
(
KEY_PITCH_DOWN
)) {
if
(
p1
<steps)
p1
+=1;
p
= -sqr(
p1
/steps); }
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else
if
(
KeyDownMap
(
KEY_PITCH_UP
)) {
if
(
p1
<steps)
p1
+=1;
p
= sqr(
p1
/steps); }
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else
p1
= 0;
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}
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// else pitch is NOT inverted ----------------------------
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else
{
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if
(
KeyDownMap
(
KEY_PITCH_UP
)) {
if
(
p1
<steps)
p1
+=1;
p
= -sqr(
p1
/steps); }
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else
if
(
KeyDownMap
(
KEY_PITCH_DOWN
)) {
if
(
p1
<steps)
p1
+=1;
p
= sqr(
p1
/steps); }
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else
p1
= 0;
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}
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if
(
KeyDownMap
(
KEY_CENTER
))
c
= 1;
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// actions
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if
(
KeyDownMap
(
KEY_ACTION_0
))
action
[0] = 1;
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if
(
KeyDownMap
(
KEY_ACTION_1
))
action
[1] = 1;
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if
(
KeyDownMap
(
KEY_ACTION_2
))
action
[2] = 1;
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if
(
KeyDownMap
(
KEY_ACTION_3
))
action
[3] = 1;
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}
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// +--------------------------------------------------------------------+
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nGenEx
Keyboard.cpp
Generated on Thu May 31 2012 16:30:54 for Starshatter_Open by
1.8.1