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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Keyboard Input class
*/

#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;
}

// +--------------------------------------------------------------------+