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https://github.com/AquariaOSE/Aquaria.git
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266 lines
6.1 KiB
C++
266 lines
6.1 KiB
C++
#include "InputMapper.h"
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#include "InputSystem.h"
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#include "ActionMapper.h"
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#include <assert.h>
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#include <math.h>
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#include <algorithm>
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std::vector<ActionMapper*> IInputMapper::s_actionmappers;
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GameControlState::GameControlState(size_t numbuttons, size_t numaxes)
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: buttons(numbuttons), axes(numaxes)
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, mouseX(0), mouseY(0), wheelDelta(0)
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, lastDevice(INP_DEV_NODEVICE)
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{
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}
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void GameControlState::clear()
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{
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std::fill(axes.begin(), axes.end(), 0.0f);
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std::fill(buttons.begin(), buttons.end(), 0);
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}
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// -----------------
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void IInputMapper::RegisterActionMapper(ActionMapper *mapper)
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{
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s_actionmappers.push_back(mapper);
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}
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void IInputMapper::UnregisterActionMapper(ActionMapper *mapper)
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{
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s_actionmappers.erase(std::remove(s_actionmappers.begin(), s_actionmappers.end(), mapper), s_actionmappers.end());
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}
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void IInputMapper::ForwardAction(unsigned idx, bool state, int playerID, InputDeviceType dev)
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{
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const size_t N = s_actionmappers.size();
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for(size_t i = 0; i < N; ++i)
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s_actionmappers[i]->recvAction(idx, state, playerID, dev);
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}
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void IInputMapper::ForwardDirectInput(unsigned k, bool state)
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{
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const size_t N = s_actionmappers.size();
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for(size_t i = 0; i < N; ++i)
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s_actionmappers[i]->recvDirectInput(k, state);
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}
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// ------------------
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IInputMapper::IInputMapper()
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{
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InputSystem::addMapper(this);
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}
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IInputMapper::~IInputMapper()
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{
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InputSystem::removeMapper(this);
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}
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// ------------------
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InputMapper::InputMapper(int playerID)
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: acceptMouse(true), acceptMouseID(-1), playerID(playerID)
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{
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}
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InputMapper::~InputMapper()
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{
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}
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static float rescale(float t, float lower, float upper, float rangeMin, float rangeMax)
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{
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if(upper == lower)
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return rangeMin;
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return (((t - lower) / (upper - lower)) * (rangeMax - rangeMin)) + rangeMin;
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}
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static float clamp(float x, float a, float b)
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{
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return std::max(a, std::min(x, b));
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}
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static float rescaleClamp(float t, float lower, float upper, float rangeMin, float rangeMax)
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{
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return clamp(rescale(t, lower, upper, rangeMin, rangeMax), std::min(rangeMin, rangeMax), std::max(rangeMin, rangeMax));
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}
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unsigned char InputMapper::MapToButton(const Mapping& m)
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{
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assert(m.buttonOrAxis > 0);
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switch(m.raw.src.ctrlType)
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{
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case INP_CTRL_BUTTON:
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return m.raw.u.pressed;
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case INP_CTRL_AXIS: // when axis is beyond threshold, register as button press
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return m.val.axis > 0
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? m.raw.u.axis > m.val.axis
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: m.raw.u.axis < m.val.axis;
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case INP_CTRL_HAT:
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return !memcmp(&m.raw.u.ivec, &m.val.ivec, sizeof(m.raw.u.ivec));
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default:
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;
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}
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return 0;
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}
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float InputMapper::MapToAxis(const Mapping& m)
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{
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assert(m.buttonOrAxis < 0);
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switch(m.raw.src.ctrlType)
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{
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case INP_CTRL_BUTTON:
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return m.raw.u.pressed ? m.val.axis : 0.0f;
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case INP_CTRL_WHEEL:
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return m.raw.u.axis * m.val.axis;
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case INP_CTRL_AXIS:
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return m.raw.u.axis < 0
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? rescaleClamp(m.raw.u.axis, m.val.axis, 1.0f, 0.0f, 1.0f)
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: rescaleClamp(m.raw.u.axis, -m.val.axis, -1.0f, 0.0f, -1.0f);
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case INP_CTRL_HAT: // hat to axis; one hat direction should be 0
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return m.val.axis * m.raw.u.ivec.x + m.val.axis * m.raw.u.ivec.y;
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default:
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;
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}
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return 0.0f;
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}
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void InputMapper::accumulate(GameControlState *ctrl)
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{
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ctrl->wheelDelta = wheelDelta;
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ctrl->mouseX = mouseX;
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ctrl->mouseY = mouseY;
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// walk over all inputs, check the values, apply to state
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const size_t N = mappings.size();
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for(size_t i = 0; i < N; ++i)
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{
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const Mapping& m = mappings[i];
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if(m.buttonOrAxis > 0)
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ctrl->buttons[m.buttonOrAxis - 1] += MapToButton(m);
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if(m.buttonOrAxis < 0)
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ctrl->axes[-m.buttonOrAxis - 1] += MapToAxis(m);
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ctrl->lastDevice = m.raw.src.deviceType;
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}
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wheelDelta = 0;
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}
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// TODO controllerfixup: need "follow-up" mapping
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// means "axis A -> mapped axis 0 ==> if mapped axis 0 > thresh -> trigger action
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// same for buttons: ACTION_SWIMLEFT -> ACTION_MENULEFT
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void InputMapper::input(const RawInput *inp)
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{
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size_t N = mappings.size();
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if(inp->src.deviceType == INP_DEV_MOUSE && acceptMouse && (acceptMouseID < 0 || inp->src.deviceID == acceptMouseID))
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{
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switch(inp->src.ctrlType)
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{
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case INP_CTRL_POSITION:
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mouseX = inp->u.ivec.x;
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mouseY = inp->u.ivec.y;
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break;
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case INP_CTRL_WHEEL:
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wheelDelta += inp->u.axis; // accumulate deltas until fetched
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break;
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}
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}
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for(size_t i = 0; i < N; ++i)
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{
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Mapping& m = mappings[i];
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if(!memcmp(&m.raw.src, &inp->src, sizeof(m.raw.src)))
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{
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memcpy(&m.raw.u, &inp->u, sizeof(m.raw.u)); // store raw inputs if source matches
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if(m.buttonOrAxis > 0) // Mapped to an action?
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{
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unsigned char state = MapToButton(m); // Does this count as a button press?
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if(m.buttonState != state) // Did it actually change? (filter Axis movements that don't actually "release" the button)
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ForwardAction(m.buttonOrAxis - 1, state, playerID, inp->src.deviceType);
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}
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}
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}
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}
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// don't trigger if we just released a button or wiggled an analog stick by 1/10th millimeter.
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bool InputMapper::CleanupForMapping(InputControlType c, InputMapper::MapType mt, InputValue& val)
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{
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switch(c)
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{
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case INP_CTRL_BUTTON:
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if(!val.pressed)
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return false;
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val.pressed = 1;
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return true;
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case INP_CTRL_AXIS:
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//if(fabsf(val.axis) < 0.6f)
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// return false;
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if(mt == TO_AXIS && val.axis < 0)
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val.axis = -val.axis;
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return true;
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case INP_CTRL_HAT:
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if(!!val.ivec.x + !!val.ivec.y != 1) // exactly one hat axis, not centered, not diagonal
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return false;
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if(mt == TO_AXIS)
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{
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// make sure the axis goes in the right direction
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if(val.ivec.x < 0)
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val.ivec.x = -val.ivec.x;
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if(val.ivec.y < 0)
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val.ivec.y = -val.ivec.y;
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}
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return true;
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case INP_CTRL_POSITION:
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return false;
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case INP_CTRL_WHEEL:
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if(!val.axis)
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return false;
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if(mt == TO_AXIS && val.axis < 0)
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val.axis = -val.axis;
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}
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return false;
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}
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bool InputMapper::addMapping(MapType mt, const RawInput& inp, unsigned targetID)
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{
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Mapping m;
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m.buttonOrAxis = (mt == TO_BUTTON ? int(targetID)+1 : -int(targetID)-1);
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m.raw = inp;
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m.val = inp.u;
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if(!CleanupForMapping(inp.src.ctrlType, mt, m.val))
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return false;
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mappings.push_back(m);
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return true;
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}
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void InputMapper::clearMapping()
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{
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mappings.clear();
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}
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