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Aquaria/BBGE/ActionMapper.cpp
fgenesis 6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00

442 lines
8.3 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ActionMapper.h"
#include "Core.h"
//bool ActionMapper::isActing(const std::string &action)
//{
// ButtonList::iterator i = actionMap[action].begin();
// for (; i != actionMap[action].end(); i++)
// {
// if (keyDownMap[(*i)])
// return true;
// }
// return false;
// //return keyDownMap[actionMap[action]];
//}
//bool ActionMapper::isActing(int actionID)
//{
// std::string action = "A";
// action[0] = char(actionID);
// ButtonList::iterator i = actionMap[action].begin();
// for (; i != actionMap[action].end(); i++)
// {
// if (keyDownMap[(*i)])
// return true;
// }
// return false;
// //return keyDownMap[actionMap[action]];
//}
//void ActionMapper::addAction (const std::string &action, int k)
//{
// actionMap[action].push_back(k);
// keyDownMap[k] = core->getKeyState(k);
//}
//
//void ActionMapper::addAction (int actionID, int k)
//{
// std::string action = "A";
// action[0] = char(actionID);
// actionMap[action].push_back(k);
// keyDownMap[k] = core->getKeyState(k);
//}
ActionMapper::ActionMapper()
{
cleared = false;
inputEnabled = true;
inUpdate = false;
}
ActionMapper::~ActionMapper()
{
clearCreatedEvents();
}
ActionData *ActionMapper::getActionDataByID(int actionID)
{
for (ActionDataSet::iterator i = actionData.begin(); i != actionData.end(); i++)
{
if ((*i).id == actionID)
return &(*i);
}
return 0;
}
bool ActionMapper::isActing(int actionID)
{
ActionData *ad = getActionDataByID(actionID);
if (ad)
{
ButtonList::iterator i = ad->buttonList.begin();
for (; i != ad->buttonList.end(); i++)
{
if (keyDownMap[(*i)])
return true;
}
}
return false;
}
void ActionMapper::addAction (int actionID, int k)
{
ActionData *ad = getActionDataByID(actionID);
if (ad)
{
/*
std::ostringstream os;
os << "Action ID [" << actionID << "] already exists!";
debugLog(os.str());
*/
}
else
{
ActionData data;
data.id = actionID;
actionData.push_back(data);
ad = getActionDataByID(actionID);
if (!ad)
{
std::ostringstream os;
os << "Could not create action for Action ID [" << actionID << "]";
errorLog(os.str());
return;
}
}
if (ad)
{
ad->buttonList.push_back(k);
keyDownMap[k] = core->getKeyState(k);
}
}
void ActionMapper::addAction(Event *event, int k, int state)
{
ActionData data;
data.event = event;
data.state = state;
data.buttonList.push_back(k);
actionData.push_back(data);
keyDownMap[k] = core->getKeyState(k);
}
Event* ActionMapper::addCreatedEvent(Event *event)
{
for (int i = 0; i < createdEvents.size(); i++)
{
if (createdEvents[i] == event)
return event;
}
createdEvents.push_back(event);
return event;
}
void ActionMapper::clearCreatedEvents()
{
for (int i = 0; i < createdEvents.size(); i++)
{
delete createdEvents[i];
}
createdEvents.clear();
}
/*
void ActionMapper::addMouseButtonAction (const std::string &action, int b)
{
actionMap[action].push_back (0-b);
keyDownMap[0-b] = mouse_b & b;
}
void ActionMapper::addJoystickButtonAction (const std::string &action, int b)
{
if (num_joysticks)
{
actionMap[action].push_back (b+9000);
keyDownMap[b+9000] = joy[0].button[b].b;
}
}
int ActionMapper::getDPad(int dir)
{
// for (int = 0; i < joy[0].num_sticks; i++)
//int s = 4;
int s = 0;
switch (dir)
{
case 0:
return (joy[0].stick[s].axis[0].d1);
break;
case 1:
return (joy[0].stick[s].axis[0].d2);
break;
case 2:
return (joy[0].stick[s].axis[1].d1);
break;
case 3:
return (joy[0].stick[s].axis[1].d2);
break;
}
return 0;
}
void ActionMapper::addJoystickDPadAction (const std::string &action, int dir)
{
if (num_joysticks)
{
actionMap[action].push_back (dir+8000);
keyDownMap[dir+8000] = getDPad(dir);
}
}
*/
void ActionMapper::enableInput()
{
inputEnabled = true;
}
void ActionMapper::disableInput()
{
inputEnabled = false;
}
void ActionMapper::removeAction(int actionID)
{
ActionData *ad = getActionDataByID(actionID);
if (ad)
{
ButtonList::iterator i = ad->buttonList.begin();
for (; i != ad->buttonList.end(); i++)
{
int k = (*i);
cleared = true; // it's a hack, but it works
keyDownMap.erase(k);
}
for (ActionDataSet::iterator i = actionData.begin(); i != actionData.end();)
{
if (i->id == actionID)
i = actionData.erase(i);
else
i++;
}
}
}
//int ActionMapper::getKeyForAction (std::string action)
//{
// ButtonList b = actionMap[action];
// if (!b.empty())
// {
// return b[0];
// }
// else
// {
// debugLog ("no action: " +action);
// return -1;
// }
//}
bool ActionMapper::pollAction(int actionID)
{
bool down = false;
ActionData *ad = getActionDataByID(actionID);
if (ad)
{
ButtonList *blist = &ad->buttonList;
ButtonList::iterator j;
j = blist->begin();
for (; j != blist->end(); j++)
{
if (getKeyState((*j)))
{
down = true;
break;
}
}
}
return down;
}
bool ActionMapper::getKeyState(int k)
{
bool keyState = false;
if (k == KEY_ANYKEY)
{
keyState = false;
for (int i = 0; i < KEY_MAXARRAY; i ++)
{
if (core->getKeyState(i))
{
keyState = true;
break;
}
}
}
else if (k >= 0 && k < KEY_MAXARRAY)
{
keyState = (core->getKeyState(k));
}
else if (k == MOUSE_BUTTON_LEFT)
{
keyState = (core->mouse.buttons.left == DOWN);
}
else if (k == MOUSE_BUTTON_RIGHT)
{
keyState = (core->mouse.buttons.right == DOWN);
}
else if (k == MOUSE_BUTTON_MIDDLE)
{
keyState = (core->mouse.buttons.middle == DOWN);
}
else if (k >= JOY1_BUTTON_0 && k <= JOY1_BUTTON_16)
{
int v = k - JOY1_BUTTON_0;
if (core->joystickEnabled)
keyState = core->joystick.buttons[v];
}
else if (k == JOY1_STICK_LEFT)
{
keyState = core->joystick.position.x < -0.6f;
}
else if (k == JOY1_STICK_RIGHT)
{
keyState = core->joystick.position.x > 0.6f;
}
else if (k == JOY1_STICK_UP)
{
keyState = core->joystick.position.y < -0.6f;
}
else if (k == JOY1_STICK_DOWN)
{
keyState = core->joystick.position.y > 0.6f;
}
else if (k == X360_BTN_START)
{
keyState = core->joystick.btnStart;
}
else if (k == X360_BTN_BACK)
{
keyState = core->joystick.btnSelect;
}
else if (k == JOY1_DPAD_LEFT)
{
keyState = core->joystick.dpadLeft;
}
else if (k == JOY1_DPAD_RIGHT)
{
keyState = core->joystick.dpadRight;
}
else if (k == JOY1_DPAD_UP)
{
keyState = core->joystick.dpadUp;
}
else if (k == JOY1_DPAD_DOWN)
{
keyState = core->joystick.dpadDown;
}
return keyState;
}
void ActionMapper::onUpdate (float dt)
{
if (inUpdate) return;
inUpdate = true;
/*
if (num_joysticks)
poll_joystick();
*/
if (cleared) cleared = false;
ActionDataSet::iterator i;
KeyDownMap oldKeyDownMap = keyDownMap;
for (i = actionData.begin(); i != actionData.end(); ++i)
{
ButtonList::iterator j;
j = i->buttonList.begin();
for (; j != i->buttonList.end(); j++)
{
int k = (*j);
int keyState=false;
//joystick
keyState = getKeyState(k);
if (keyState != oldKeyDownMap[k])
{
keyDownMap[k] = keyState;
if (inputEnabled)
{
ActionData *ad = &(*i);
if (ad->event)
{
if (ad->state==-1 || keyState == ad->state)
{
ad->event->act();
}
}
else
{
action(ad->id, keyState);
}
if (core->loopDone) goto out;
}
if (cleared) { cleared = false; goto out; } // actionData has been cleared, stop iteration
}
}
}
out:
inUpdate = false;
// keyDownMap[k] = ;
}
void ActionMapper::clearActions()
{
cleared = true;
keyDownMap.clear();
actionData.clear();
}
void ActionMapper::removeAllActions()
{
std::vector <int> deleteList;
ActionDataSet::iterator i;
for (i = actionData.begin(); i != actionData.end(); i++)
{
deleteList.push_back(i->id);
}
for (int c = 0; c < deleteList.size(); c++)
{
removeAction (deleteList[c]);
}
actionData.clear();
}