TombEngine/Libs/ois/OISKeyboard.h

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OIS input system (#556) * Work * Add ois.lib * Add OIS headers/libs to project * Fix small mistakes * Update input.cpp * Update input.cpp * Update input.cpp * Remove unnecessary event handlers as we are using direct polling * Fix numpad controls not polling * Enclose all input code under namespace, provide debug OIS lib variation * Fix incorrect inventory call binding, add pause to control dialog * Deselect by pushing inventory button as well, fix crossbow ammo string draw * Demagic NUM_CONTROLS * Verbose input init logging * Calibrate and properly register movement analog axis input * Fix crash when empty string is being displayed * Initialize vibration interface, if it exists * Register keyboard directional input as analog axis input as well * Fix statistics exiting * Fix weird UpdateInput call * Copy current layout to configuration * Fix issues with saving controls * Register axis values for POVs too * Register several POV directions at once * Increase deadzone a bit * Simplify enums * Update input.cpp * Move includes out of input.h * Bump deadzone even further as it seems xbox controllers have massive axis errors * Prevent event spamming in case OIS polling failed * Destroy input system on exit, cosmetic changes * Take deadzone into account when normalizing axis values * Update TombEngine.vcxproj * Resolve small precision loss in axis normalizing * Clean up unused control constants and enums * Update input.h * Demagic InputActions enum * Render pause menu header * Introduce helper functions to modulate Lara turn rates and begin replacements * Make turn directions explicit * Conduct remaining replacements of turn rate modulations * Update lara_helpers.cpp * Add smoothstep function to math library * Use scaled axis value for true analog input * Update input.cpp * Add Joey's camera rotation from old branch * Fix camera not going back to previous position when stick is released * Simplify ModulateLaraTurnRate() * Widen look angle * Avoid collisions with actions bound to non-directional axis * Small tidying * Remove unused header * Remove copypasted code * Mask flare animation * Rename 5th and 6th axis to LT/RT * Prototype force feedback support * Add directional rumble support (probably XInput-only) * Shake controller on startup if supports vibration * Update OIS libs to support XInput FF * Simplify ModulateLaraTurnRate() * Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup * Update Win32ForceFeedback.h * Fix crawl flex function * Revert "Update Win32ForceFeedback.h" This reverts commit aa7099ed5bf2bc8402029aa2fcdece16ebabd5bf. * Update OIS libs * Add options for thumbstick camera and vibration * Make use of autotarget option * Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events * Remove useless control hacks for simultaneous directional input * Delete ten_itemdata_generated.h * Add scroll lock to bindable controls * Update input.cpp * Update input.cpp * Make input device namings consistent * Bring back IN_SELECT override * Fix crashing on startup and some other bugs * Add rumble to some in-game events * Add some more vibration events, stop them when going to menus * Some changes to rumble power * Add rumble for rocket/grenade launchers and explosive damage * Add rumble for screen shake effect * Fix 2 mistakes in inventory strings * Rumble for camera more precisely * Fix debounce in binocular mode * Update camera.cpp * Add HK lasersight rumble * Simplify ModulateLaraLean() * Update input.cpp * Fix crawl flex modulation(?) * Add slight rumble to harpoon and crossbow fire * Remove the confusing counteracting turn rate reset in favour of something simpler * Simplify turn rate reset input checks; leanup * Clamp turn rate axis coeff when airborne * Remove empty line * Simplify a function * Cleanup * Fix rumble being constant * Use shorter rumble time for shooting guns * Fix single arm shooting * Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup * Don't do too long splat and jump smash vibrations * Cancel turn rate when exiting water, grabbing ledge, or doing a splat * Rename function * Move ModulateLaraTurnRateY() callsin crawl and crouch turn states * Reset turn rate when performing crawl vault * Convert all health decrease events to DoDamage calls * Remove SpasmEffectCount and unify touching with DoDamage * Give specific time delay before sprint jump is possible * Don't rumble on zero damage * Reorder input pipeline to prevent left+right collisions * Rename shady global * Rumble when breaking neck in swandive * Update lara_jump.cpp * Don't vibrate on soft splat * Fix combine item text alignment * Vibrate in settings only if setting was changed * Pulse gamepad on critical health condition * Don't get out of water into objects * Add critical air constant Co-authored-by: Sezz
2022-06-25 16:53:58 +03:00
/*
The zlib/libpng License
Copyright (c) 2018 Arthur Brainville
Copyright (c) 2015 Andrew Fenn
Copyright (c) 2005-2010 Phillip Castaneda (pjcast -- www.wreckedgames.com)
This software is provided 'as-is', without any express or implied warranty. In no
event will the authors be held liable for any damages arising from the use of this
software.
Permission is granted to anyone to use this software for any purpose, including
commercial applications, and to alter it and redistribute it freely, subject to the
following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that
you wrote the original software. If you use this software in a product,
an acknowledgment in the product documentation would be appreciated
but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef OIS_Keyboard_H
#define OIS_Keyboard_H
#include "OISObject.h"
#include "OISEvents.h"
namespace OIS
{
//! Keyboard scan codes
enum KeyCode {
KC_UNASSIGNED = 0x00,
KC_ESCAPE = 0x01,
KC_1 = 0x02,
KC_2 = 0x03,
KC_3 = 0x04,
KC_4 = 0x05,
KC_5 = 0x06,
KC_6 = 0x07,
KC_7 = 0x08,
KC_8 = 0x09,
KC_9 = 0x0A,
KC_0 = 0x0B,
KC_MINUS = 0x0C, // - on main keyboard
KC_EQUALS = 0x0D,
KC_BACK = 0x0E, // backspace
KC_TAB = 0x0F,
KC_Q = 0x10,
KC_W = 0x11,
KC_E = 0x12,
KC_R = 0x13,
KC_T = 0x14,
KC_Y = 0x15,
KC_U = 0x16,
KC_I = 0x17,
KC_O = 0x18,
KC_P = 0x19,
KC_LBRACKET = 0x1A,
KC_RBRACKET = 0x1B,
KC_RETURN = 0x1C, // Enter on main keyboard
KC_LCONTROL = 0x1D,
KC_A = 0x1E,
KC_S = 0x1F,
KC_D = 0x20,
KC_F = 0x21,
KC_G = 0x22,
KC_H = 0x23,
KC_J = 0x24,
KC_K = 0x25,
KC_L = 0x26,
KC_SEMICOLON = 0x27,
KC_APOSTROPHE = 0x28,
KC_GRAVE = 0x29, // accent
KC_LSHIFT = 0x2A,
KC_BACKSLASH = 0x2B,
KC_Z = 0x2C,
KC_X = 0x2D,
KC_C = 0x2E,
KC_V = 0x2F,
KC_B = 0x30,
KC_N = 0x31,
KC_M = 0x32,
KC_COMMA = 0x33,
KC_PERIOD = 0x34, // . on main keyboard
KC_SLASH = 0x35, // / on main keyboard
KC_RSHIFT = 0x36,
KC_MULTIPLY = 0x37, // * on numeric keypad
KC_LMENU = 0x38, // left Alt
KC_SPACE = 0x39,
KC_CAPITAL = 0x3A,
KC_F1 = 0x3B,
KC_F2 = 0x3C,
KC_F3 = 0x3D,
KC_F4 = 0x3E,
KC_F5 = 0x3F,
KC_F6 = 0x40,
KC_F7 = 0x41,
KC_F8 = 0x42,
KC_F9 = 0x43,
KC_F10 = 0x44,
KC_NUMLOCK = 0x45,
KC_SCROLL = 0x46, // Scroll Lock
KC_NUMPAD7 = 0x47,
KC_NUMPAD8 = 0x48,
KC_NUMPAD9 = 0x49,
KC_SUBTRACT = 0x4A, // - on numeric keypad
KC_NUMPAD4 = 0x4B,
KC_NUMPAD5 = 0x4C,
KC_NUMPAD6 = 0x4D,
KC_ADD = 0x4E, // + on numeric keypad
KC_NUMPAD1 = 0x4F,
KC_NUMPAD2 = 0x50,
KC_NUMPAD3 = 0x51,
KC_NUMPAD0 = 0x52,
KC_DECIMAL = 0x53, // . on numeric keypad
KC_OEM_102 = 0x56, // < > | on UK/Germany keyboards
KC_F11 = 0x57,
KC_F12 = 0x58,
KC_F13 = 0x64, // (NEC PC98)
KC_F14 = 0x65, // (NEC PC98)
KC_F15 = 0x66, // (NEC PC98)
KC_KANA = 0x70, // (Japanese keyboard)
KC_ABNT_C1 = 0x73, // / ? on Portugese (Brazilian) keyboards
KC_CONVERT = 0x79, // (Japanese keyboard)
KC_NOCONVERT = 0x7B, // (Japanese keyboard)
KC_YEN = 0x7D, // (Japanese keyboard)
KC_ABNT_C2 = 0x7E, // Numpad . on Portugese (Brazilian) keyboards
KC_NUMPADEQUALS = 0x8D, // = on numeric keypad (NEC PC98)
KC_PREVTRACK = 0x90, // Previous Track (KC_CIRCUMFLEX on Japanese keyboard)
KC_AT = 0x91, // (NEC PC98)
KC_COLON = 0x92, // (NEC PC98)
KC_UNDERLINE = 0x93, // (NEC PC98)
KC_KANJI = 0x94, // (Japanese keyboard)
KC_STOP = 0x95, // (NEC PC98)
KC_AX = 0x96, // (Japan AX)
KC_UNLABELED = 0x97, // (J3100)
KC_NEXTTRACK = 0x99, // Next Track
KC_NUMPADENTER = 0x9C, // Enter on numeric keypad
KC_RCONTROL = 0x9D,
KC_MUTE = 0xA0, // Mute
KC_CALCULATOR = 0xA1, // Calculator
KC_PLAYPAUSE = 0xA2, // Play / Pause
KC_MEDIASTOP = 0xA4, // Media Stop
KC_TWOSUPERIOR = 0xAA, // ² on French AZERTY keyboard (same place as ~ ` on QWERTY)
KC_VOLUMEDOWN = 0xAE, // Volume -
KC_VOLUMEUP = 0xB0, // Volume +
KC_WEBHOME = 0xB2, // Web home
KC_NUMPADCOMMA = 0xB3, // , on numeric keypad (NEC PC98)
KC_DIVIDE = 0xB5, // / on numeric keypad
KC_SYSRQ = 0xB7,
KC_RMENU = 0xB8, // right Alt
KC_PAUSE = 0xC5, // Pause
KC_HOME = 0xC7, // Home on arrow keypad
KC_UP = 0xC8, // UpArrow on arrow keypad
KC_PGUP = 0xC9, // PgUp on arrow keypad
KC_LEFT = 0xCB, // LeftArrow on arrow keypad
KC_RIGHT = 0xCD, // RightArrow on arrow keypad
KC_END = 0xCF, // End on arrow keypad
KC_DOWN = 0xD0, // DownArrow on arrow keypad
KC_PGDOWN = 0xD1, // PgDn on arrow keypad
KC_INSERT = 0xD2, // Insert on arrow keypad
KC_DELETE = 0xD3, // Delete on arrow keypad
KC_LWIN = 0xDB, // Left Windows key
KC_RWIN = 0xDC, // Right Windows key
KC_APPS = 0xDD, // AppMenu key
KC_POWER = 0xDE, // System Power
KC_SLEEP = 0xDF, // System Sleep
KC_WAKE = 0xE3, // System Wake
KC_WEBSEARCH = 0xE5, // Web Search
KC_WEBFAVORITES = 0xE6, // Web Favorites
KC_WEBREFRESH = 0xE7, // Web Refresh
KC_WEBSTOP = 0xE8, // Web Stop
KC_WEBFORWARD = 0xE9, // Web Forward
KC_WEBBACK = 0xEA, // Web Back
KC_MYCOMPUTER = 0xEB, // My Computer
KC_MAIL = 0xEC, // Mail
KC_MEDIASELECT = 0xED, // Media Select
};
/**
Specialised for key events
*/
class _OISExport KeyEvent : public EventArg
{
public:
KeyEvent(Object* obj, KeyCode kc, unsigned int txt) :
EventArg(obj), key(kc), text(txt) { }
virtual ~KeyEvent() { }
//! KeyCode of event
KeyCode key;
//! Text character, depends on current TextTranslationMode
unsigned int text;
};
/**
To recieve buffered keyboard input, derive a class from this, and implement the
methods here. Then set the call back to your Keyboard instance with Keyboard::setEventCallback
*/
class _OISExport KeyListener
{
public:
virtual ~KeyListener() { }
virtual bool keyPressed(const KeyEvent& arg) = 0;
virtual bool keyReleased(const KeyEvent& arg) = 0;
};
/**
Keyboard base class. To be implemented by specific system (ie. DirectX Keyboard)
This class is useful as you remain OS independent using this common interface.
*/
class _OISExport Keyboard : public Object
{
public:
virtual ~Keyboard() {};
/**
@remarks
Returns true if key is donwn
@param key
A KeyCode to check
*/
virtual bool isKeyDown(KeyCode key) const = 0;
/**
@remarks
Register/unregister a Keyboard Listener - Only one allowed for simplicity. If broadcasting
is neccessary, just broadcast from the callback you registered.
@param keyListener
Send a pointer to a class derived from KeyListener or 0 to clear the callback
*/
virtual void setEventCallback(KeyListener* keyListener) { mListener = keyListener; }
/**
@remarks
Returns currently set callback.. or 0
*/
KeyListener* getEventCallback() const { return mListener; }
//! TextTranslation Mode
enum TextTranslationMode {
Off,
Unicode,
Ascii
};
/**
@remarks
Enable extra processing to translate KC_*** to an
actual text character based off of locale. Different
managers may implement none or all. Check the
translation mode after setting to be sure
@param mode
Off, Unicode, Ascii
*/
virtual void setTextTranslation(TextTranslationMode mode);
/**
@remarks
Returns current translation mode
*/
TextTranslationMode getTextTranslation() const { return mTextMode; }
/**
@remarks
Translates KeyCode to string representation.
For example, KC_ENTER will be "Enter" - Locale
specific of course.
@param kc
KeyCode to convert
@returns
The string as determined from the current locale
*/
virtual const std::string& getAsString(KeyCode kc) = 0;
//! Enum of bit position of modifer
enum Modifier {
Shift = 0x0000001,
LShift = 0x0000002,
RShift = 0x0000004,
Ctrl = 0x0000010,
LCtrl = 0x0000020,
RCtrl = 0x0000040,
Alt = 0x0000100,
LAlt = 0x0000200,
RAlt = 0x0000400,
CapsLock = 0x0001000,
NumLock = 0x0010000,
Win = 0x0100000,
LWin = 0x0200000,
RWin = 0x0400000
};
/**
@remarks
Translates string to KeyCode representation.
For example, "Enter" will be KC_ENTER - Locale
specific of course.
@param str
string to convert
@returns
The matching KeyCode
*/
virtual OIS::KeyCode getAsKeyCode(std::string str) = 0;
/**
@remarks
Check modifier status
*/
bool isModifierDown(Modifier mod) const;
/**
@remarks
Returns the full modifiers status bit field
*/
unsigned int getModifiers() const;
/**
@remarks
Copies the state of the keys into the sent buffer
(in the form of 1 is down and 0 is up)
*/
virtual void copyKeyStates(char keys[256]) const = 0;
protected:
Keyboard(const std::string& vendor, bool buffered, int devID, InputManager* creator) :
Object(vendor, OISKeyboard, buffered, devID, creator),
mModifiers(0), mListener(0), mTextMode(Unicode) { }
//! Bit field that holds status of Alt, Ctrl, Shift, Win, CapsLock, and NumLock as well as Left and Right variants
unsigned int mModifiers;
//! Used for buffered/actionmapping callback
KeyListener* mListener;
//! The current translation mode
TextTranslationMode mTextMode;
};
}
#endif