mirror of
https://github.com/TombEngine/TombEngine.git
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* 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 aa7099ed5b
.
* 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
183 lines
5.4 KiB
C++
183 lines
5.4 KiB
C++
/*
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The zlib/libpng License
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Copyright (c) 2018 Arthur Brainville
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Copyright (c) 2015 Andrew Fenn
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Copyright (c) 2005-2010 Phillip Castaneda (pjcast -- www.wreckedgames.com)
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This software is provided 'as-is', without any express or implied warranty. In no
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event will the authors be held liable for any damages arising from the use of this
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software.
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Permission is granted to anyone to use this software for any purpose, including
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commercial applications, and to alter it and redistribute it freely, subject to the
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following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that
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you wrote the original software. If you use this software in a product,
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an acknowledgment in the product documentation would be appreciated
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but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef OIS_MultiTouch_H
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#define OIS_MultiTouch_H
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#include "OISObject.h"
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#include "OISEvents.h"
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#include <set>
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#include <vector>
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#define OIS_MAX_NUM_TOUCHES 4 // 4 finger touches are probably the highest we'll ever get
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namespace OIS
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{
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/**
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Represents the state of the multi-touch device
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All members are valid for both buffered and non buffered mode
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*/
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//! Touch Event type
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enum MultiTypeEventTypeID {
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MT_None = 0,
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MT_Pressed,
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MT_Released,
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MT_Moved,
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MT_Cancelled
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};
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class _OISExport MultiTouchState
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{
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public:
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MultiTouchState() :
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width(50), height(50), touchType(MT_None) {};
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/** Represents the height/width of your display area.. used if touch clipping
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or touch grabbed in case of X11 - defaults to 50.. Make sure to set this
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and change when your size changes.. */
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mutable int width, height;
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//! X Axis component
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Axis X;
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//! Y Axis Component
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Axis Y;
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//! Z Axis Component
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Axis Z;
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int touchType;
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inline bool touchIsType(MultiTypeEventTypeID touch) const
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{
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return ((touchType & (1L << touch)) == 0) ? false : true;
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}
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//! Clear all the values
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void clear()
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{
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X.clear();
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Y.clear();
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Z.clear();
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touchType = MT_None;
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}
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};
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/** Specialised for multi-touch events */
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class _OISExport MultiTouchEvent : public EventArg
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{
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public:
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MultiTouchEvent(Object* obj, const MultiTouchState& ms) :
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EventArg(obj), state(ms) { }
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virtual ~MultiTouchEvent() { }
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//! The state of the touch - including axes
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const MultiTouchState& state;
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};
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/**
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To receive buffered touch input, derive a class from this, and implement the
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methods here. Then set the call back to your MultiTouch instance with MultiTouch::setEventCallback
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*/
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class _OISExport MultiTouchListener
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{
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public:
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virtual ~MultiTouchListener() { }
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virtual bool touchMoved(const MultiTouchEvent& arg) = 0;
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virtual bool touchPressed(const MultiTouchEvent& arg) = 0;
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virtual bool touchReleased(const MultiTouchEvent& arg) = 0;
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virtual bool touchCancelled(const MultiTouchEvent& arg) = 0;
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};
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/**
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MultiTouch base class. To be implemented by specific system (ie. iPhone UITouch)
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This class is useful as you remain OS independent using this common interface.
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*/
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class _OISExport MultiTouch : public Object
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{
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public:
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virtual ~MultiTouch() { }
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/**
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@remarks
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Register/unregister a MultiTouch Listener - Only one allowed for simplicity. If broadcasting
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is necessary, just broadcast from the callback you registered.
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@param touchListener
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Send a pointer to a class derived from MultiTouchListener or 0 to clear the callback
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*/
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virtual void setEventCallback(MultiTouchListener* touchListener) { mListener = touchListener; }
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/** @remarks Returns currently set callback.. or 0 */
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MultiTouchListener* getEventCallback() { return mListener; }
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/** @remarks Clear out the set of input states. Should be called after input has been processed by the application */
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void clearStates(void) { mStates.clear(); }
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/** @remarks Returns the state of the touch - is valid for both buffered and non buffered mode */
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std::vector<MultiTouchState> getMultiTouchStates() const { return mStates; }
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/** @remarks Returns the first n touch states. Useful if you know your app only needs to
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process n touches. The return value is a vector to allow random access */
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const std::vector<MultiTouchState> getFirstNTouchStates(int n)
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{
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std::vector<MultiTouchState> states;
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for(unsigned int i = 0; i < mStates.size(); i++)
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{
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if(!(mStates[i].touchIsType(MT_None)))
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{
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states.push_back(mStates[i]);
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}
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}
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return states;
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}
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/** @remarks Returns the first n touch states. Useful if you know your app only needs to
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process n touches. The return value is a vector to allow random access */
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const std::vector<MultiTouchState> getMultiTouchStatesOfType(MultiTypeEventTypeID type)
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{
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std::vector<MultiTouchState> states;
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for(unsigned int i = 0; i < mStates.size(); i++)
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{
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if(mStates[i].touchIsType(type))
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{
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states.push_back(mStates[i]);
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}
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}
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return states;
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}
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protected:
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MultiTouch(const std::string& vendor, bool buffered, int devID, InputManager* creator) :
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Object(vendor, OISMultiTouch, buffered, devID, creator), mListener(0) { }
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//! The state of the touch device, implemented in a vector to store the state from each finger touch
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std::vector<MultiTouchState> mStates;
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//! Used for buffered/actionmapping callback
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MultiTouchListener* mListener;
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};
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}
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#endif
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