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Aquaria/BBGE/InputMapper.cpp

267 lines
6.1 KiB
C++

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