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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 "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;
}
// +--------------------------------------------------------------------+
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