jak-project/game/system/newpad.cpp
ManDude d8e659df66
[decomp] flying-lurker (#846)
* `flying-lurker`

* why'd this get left behind?

* also `ambient` and add a `banned_objects` config and fix offline tests

* clang

* fix `ambient-type-sound`
2021-09-21 18:40:38 -04:00

179 lines
4.3 KiB
C++

/*!
* @file newpad.cpp
* PC-port specific cpad implementation on the C kernel. Monitors button inputs.
* Actual input detection is done through window events and is gfx pipeline-dependent.
*/
#include "newpad.h"
#include "common/log/log.h"
#include "game/graphics/pipelines/opengl.h" // for GLFW macros
#include "game/kernel/kscheme.h"
namespace Pad {
/*
********************************
* Key checking
********************************
*/
std::unordered_map<int, int> g_key_status;
std::unordered_map<int, int> g_buffered_key_status;
// input mode for controller mapping
InputModeStatus input_mode = InputModeStatus::Disabled;
u64 input_mode_pad = 0;
u64 input_mode_key = -1;
u64 input_mode_mod = 0;
u64 input_mode_index = 0;
MappingInfo g_input_mode_mapping;
void ForceClearKeys() {
g_key_status.clear();
g_buffered_key_status.clear();
}
void ClearKeys() {
g_buffered_key_status.clear();
for (auto& key : g_key_status) {
g_buffered_key_status.insert(std::make_pair(key.first, key.second));
}
}
void OnKeyPress(int key) {
if (input_mode == InputModeStatus::Enabled) {
if (key == GLFW_KEY_ESCAPE) {
ExitInputMode(true);
return;
}
input_mode_key = key;
MapButton(g_input_mode_mapping, (Button)(input_mode_index++), input_mode_pad, key);
if (input_mode_index >= (u64)Button::Max) {
ExitInputMode(false);
}
return;
}
// set absolute key status
if (g_key_status.find(key) == g_key_status.end()) {
g_key_status.insert(std::make_pair(key, 1));
} else {
g_key_status.at(key) = 1;
}
// set buffered key status
if (g_buffered_key_status.find(key) == g_buffered_key_status.end()) {
g_buffered_key_status.insert(std::make_pair(key, 1));
} else {
g_buffered_key_status.at(key) = 1;
}
}
void OnKeyRelease(int key) {
if (input_mode == InputModeStatus::Enabled) {
return;
}
// if we come out of input mode, the key wont be found.
if (g_key_status.find(key) == g_key_status.end()) {
return;
}
// set absolute key status
g_key_status.at(key) = 0;
}
/*
********************************
* Pad checking
********************************
*/
static int CheckPadIdx(int pad) {
if (pad < 0 || pad > CONTROLLER_COUNT) {
lg::error("Invalid pad {}", pad);
return -1;
}
return pad;
}
// returns 1 if button is pressed. returns 0 if invalid or not pressed.
int IsPressed(MappingInfo& mapping, Button button, int pad = 0) {
if (CheckPadIdx(pad) == -1) {
return 0;
}
auto key = mapping.pad_mapping[pad][(int)button];
if (key == -1)
return 0;
auto& keymap = mapping.buffer_mode ? g_buffered_key_status : g_key_status;
if (keymap.find(key) == keymap.end())
return 0;
return keymap.at(key);
}
// map a button on a pad to a key
void MapButton(MappingInfo& mapping, Button button, int pad, int key) {
// check if pad is valid. dont map buttons with invalid pads.
if (CheckPadIdx(pad) == -1) {
return;
}
mapping.pad_mapping[pad][(int)button] = key;
}
// reset button mappings
void DefaultMapping(MappingInfo& mapping) {
// make every button invalid
for (int p = 0; p < CONTROLLER_COUNT; ++p) {
for (int i = 0; i < (int)Button::Max; ++i) {
MapButton(mapping, (Button)i, p, -1);
}
}
// r1/l1
MapButton(mapping, Button::L1, 0, GLFW_KEY_U);
MapButton(mapping, Button::R1, 0, GLFW_KEY_I);
// face buttons
MapButton(mapping, Button::Ecks, 0, GLFW_KEY_Z);
MapButton(mapping, Button::Square, 0, GLFW_KEY_X);
MapButton(mapping, Button::Triangle, 0, GLFW_KEY_S);
MapButton(mapping, Button::Circle, 0, GLFW_KEY_A);
// dpad
MapButton(mapping, Button::Up, 0, GLFW_KEY_UP);
MapButton(mapping, Button::Right, 0, GLFW_KEY_RIGHT);
MapButton(mapping, Button::Down, 0, GLFW_KEY_DOWN);
MapButton(mapping, Button::Left, 0, GLFW_KEY_LEFT);
// start for progress
MapButton(mapping, Button::Start, 0, GLFW_KEY_ENTER);
// l3/r3 for menu
MapButton(mapping, Button::L3, 0, GLFW_KEY_COMMA);
MapButton(mapping, Button::R3, 0, GLFW_KEY_PERIOD);
}
void EnterInputMode() {
input_mode = InputModeStatus::Enabled;
input_mode_index = 0;
input_mode_pad = 0;
}
void ExitInputMode(bool canceled) {
input_mode = canceled ? InputModeStatus::Canceled : InputModeStatus::Disabled;
}
u64 input_mode_get() {
return (u64)input_mode;
}
u64 input_mode_get_key() {
return input_mode_key;
}
u64 input_mode_get_index() {
return input_mode_index;
}
}; // namespace Pad