openclonk/engine/inc/C4KeyboardInput.h

431 lines
15 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2005-2006 Sven Eberhardt
* Copyright (c) 2005 Günther Brammer
* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
// Keyboard input mapping to engine functions
#ifndef INC_C4KeyboardInput
#define INC_C4KeyboardInput
#include <cctype>
// key context classifications
enum C4KeyScope
{
KEYSCOPE_None = 0,
KEYSCOPE_Control = 1, // player control (e.g. NUM1 to move left on keypad control)
KEYSCOPE_Gui = 2, // keys used to manipulate GUI elements (e.g. Tab to cycle through controls)
KEYSCOPE_Fullscreen = 4, // generic fullscreen-only keys (e.g. F9 for screenshot)
KEYSCOPE_Console = 8, // generic console-mode only keys (e.g. Space to switch edit cursor)
KEYSCOPE_Generic = 16, // generic keys available in fullscreen and console mode outside GUI (e.g. F1 for music on/off)
KEYSCOPE_FullSMenu = 32, // fullscreen menu control. If fullscreen menu is active, this disables viewport controls (e.g. Return to close player join menu)
KEYSCOPE_FilmView = 64, // ownerless viewport scrolling in film mode, player switching, etc. (e.g. Enter to switch to next player)
KEYSCOPE_FreeView = 128, // ownerless viewport scrolling, player switching, etc. (e.g. arrow left to scroll left in view)
KEYSCOPE_FullSView = 256, // player fullscreen viewport
};
// what can happen to keys
enum C4KeyEventType
{
KEYEV_None = 0, // no event
KEYEV_Down = 1, // in response to WM_KEYDOWN or joypad button pressed
KEYEV_Up = 2, // in response to WM_KEYUP or joypad button released
KEYEV_Pressed = 3, // in response to WM_KEYPRESSED
};
// keyboard code
typedef unsigned long C4KeyCode;
const C4KeyCode KEY_Default = 0, // no key
KEY_Any = ~0, // used for default key processing
KEY_Undefined = (~0)^1, // used to indicate an unknown key
KEY_JOY_Left = 1, // joypad axis control: Any x axis min
KEY_JOY_Up = 2, // joypad axis control: Any y axis min
KEY_JOY_Right = 3, // joypad axis control: Any x axis max
KEY_JOY_Down = 4, // joypad axis control: Any y axis max
KEY_JOY_Button1 = 10, // key index of joypad buttons + button index for more buttons
KEY_JOY_ButtonMax = KEY_JOY_Button1+31, // maximum number of supported buttons on a gamepad
KEY_JOY_Axis1Min = 0x30,
KEY_JOY_Axis1Max = 0x31,
KEY_JOY_AxisMax = KEY_JOY_Axis1Min + 0x20,
KEY_JOY_AnyButton = 0xff, // any joypad button (not axis)
KEY_JOY_AnyOddButton = 0xfe, // joypad buttons 1, 3, 5, etc.
KEY_JOY_AnyEvenButton = 0xfd, // joypad buttons 2, 4, 6, etc.
KEY_JOY_AnyLowButton = 0xfc, // joypad buttons 1 - 4
KEY_JOY_AnyHighButton = 0xfb; // joypad buttons > 4
inline uint8_t KEY_JOY_Button(uint8_t idx) { return KEY_JOY_Button1+idx; }
inline uint8_t KEY_JOY_Axis(uint8_t idx, bool fMax) { return KEY_JOY_Axis1Min+2*idx+fMax; }
inline C4KeyCode KEY_Gamepad(uint8_t idGamepad, uint8_t idButton) // convert gamepad key to Clonk-gamepad-keycode
{
// mask key as 0x0042ggbb, where gg is gamepad ID and bb is button ID.
return 0x00420000 + (idGamepad<<8) + idButton;
}
inline bool Key_IsGamepad(C4KeyCode key)
{
return (0xff0000 & key) == 0x420000;
}
inline uint8_t Key_GetGamepad(C4KeyCode key)
{
return ((uint32_t)key >> 8) & 0xff;
}
inline uint8_t Key_GetGamepadButton(C4KeyCode key)
{
return ((uint32_t)key) & 0xff;
}
inline bool Key_IsGamepadButton(C4KeyCode key)
{
// whether this is a unique button event (AnyButton not included)
return Key_IsGamepad(key) && Inside<uint8_t>(Key_GetGamepadButton(key), KEY_JOY_Button1, KEY_JOY_ButtonMax);
}
inline bool Key_IsGamepadAxis(C4KeyCode key)
{
// whether this is a unique button event (AnyButton not included)
return Key_IsGamepad(key) && Inside<uint8_t>(Key_GetGamepadButton(key), KEY_JOY_Axis1Min, KEY_JOY_AxisMax);
}
inline uint8_t Key_GetGamepadButtonIndex(C4KeyCode key)
{
// get zero-based button index
return Key_GetGamepadButton(key) - KEY_JOY_Button1;
}
inline uint8_t Key_GetGamepadAxisIndex(C4KeyCode key)
{
// get zero-based axis index
return (Key_GetGamepadButton(key) - KEY_JOY_Axis1Min) / 2;
}
inline bool Key_IsGamepadAxisHigh(C4KeyCode key)
{
return !!(key & 1);
}
#ifdef _WIN32
#define TOUPPERIFX11(key) (key)
#else
#define TOUPPERIFX11(key) toupper(key)
#endif
enum C4KeyShiftState
{
KEYS_None = 0,
KEYS_First = 1,
KEYS_Alt = 1,
KEYS_Control = 2,
KEYS_Shift = 4,
KEYS_Max = KEYS_Shift,
KEYS_Undefined = 0xffff,
};
// extended key information containing shift state
struct C4KeyCodeEx
{
C4KeyCode Key; // the key
DWORD dwShift; // the status of Alt, Shift, Control
// if set, the keycode was generated by a key that has been held down
// this flag is ignored in comparison operations
bool fRepeated;
// helpers
static C4KeyShiftState String2KeyShift(const StdStrBuf &sName);
static C4KeyCode String2KeyCode(const StdStrBuf &sName);
static StdStrBuf KeyCode2String(C4KeyCode wCode, bool fHumanReadable, bool fShort);
StdStrBuf ToString(bool fHumanReadable, bool fShort);
static StdStrBuf KeyShift2String(C4KeyShiftState eShift);
// comparison operator for map access
inline bool operator <(const C4KeyCodeEx &v2) const
{
return Key < v2.Key || (Key == v2.Key && dwShift < v2.dwShift);
}
inline bool operator ==(const C4KeyCodeEx &v2) const
{
return Key == v2.Key && dwShift == v2.dwShift;
}
void CompileFunc(StdCompiler *pComp);
C4KeyCodeEx(C4KeyCode Key = KEY_Default, C4KeyShiftState Shift = KEYS_None, bool fIsRepeated = false)
: Key(Key), dwShift(Shift), fRepeated(fIsRepeated) {}
bool IsRepeated() { return fRepeated; }
};
// callback interface
class C4KeyboardCallbackInterface
{
private:
int iRef;
public:
class C4CustomKey *pOriginalKey;
public:
virtual bool OnKeyEvent(C4KeyCodeEx key, C4KeyEventType eEv) = 0; // return true if processed
friend class C4KeyboardMapping;
// reference counter
inline void Ref() { ++iRef; }
inline void Deref() { if (!--iRef) delete this; }
C4KeyboardCallbackInterface() : iRef(0), pOriginalKey(NULL) {}
virtual ~C4KeyboardCallbackInterface() {}
bool IsOriginalKey(const class C4CustomKey *pCheckKey) const { return pCheckKey == pOriginalKey; }
};
// callback interface
template <class TargetClass> class C4KeyCB : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)();
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed;
protected:
virtual bool OnKeyEvent(C4KeyCodeEx key, C4KeyEventType eEv)
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)() : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)() : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)() : false;
}
return false;
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCB(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=NULL, CallbackFunc pFuncPressed=NULL)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed) {}
};
// callback interface that passes the pressed key as a parameter
template <class TargetClass> class C4KeyCBPassKey : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)(C4KeyCodeEx key);
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed;
protected:
virtual bool OnKeyEvent(C4KeyCodeEx key, C4KeyEventType eEv)
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)(key) : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)(key) : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)(key) : false;
}
return false;
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCBPassKey(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=NULL, CallbackFunc pFuncPressed=NULL)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed) {}
};
// parameterized callback interface
template <class TargetClass, class ParameterType> class C4KeyCBEx : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)(ParameterType par);
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed;
ParameterType par;
protected:
virtual bool OnKeyEvent(C4KeyCodeEx key, C4KeyEventType eEv)
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)(par) : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)(par) : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)(par) : false;
}
return false;
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCBEx(TargetClass &rTarget, const ParameterType &par, CallbackFunc pFuncDown, CallbackFunc pFuncUp=NULL, CallbackFunc pFuncPressed=NULL)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed), par(par) {}
};
template <class TargetClass, class ParameterType> class C4KeyCBExPassKey : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)(C4KeyCodeEx key, ParameterType par);
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed;
ParameterType par;
protected:
virtual bool OnKeyEvent(C4KeyCodeEx key, C4KeyEventType eEv)
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)(key, par) : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)(key, par) : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)(key, par) : false;
}
return false;
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCBExPassKey(TargetClass &rTarget, const ParameterType &par, CallbackFunc pFuncDown, CallbackFunc pFuncUp=NULL, CallbackFunc pFuncPressed=NULL)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed), par(par) {}
};
// one mapped keyboard entry
class C4CustomKey
{
public:
typedef std::vector<C4KeyCodeEx> CodeList;
private:
CodeList Codes, DefaultCodes; // keyboard scancodes of OS plus shift state
C4KeyScope Scope; // scope in which key is processed
StdStrBuf Name; // custom key name; used for association in config files
typedef std::vector<C4KeyboardCallbackInterface *> CBVec;
unsigned int uiPriority; // key priority: If multiple keys of same code are defined, high prio overwrites low prio keys
public:
CBVec vecCallbacks; // a list of all callbacks assigned to that key
enum Priority
{
PRIO_None = 0u,
PRIO_Base = 1u,
PRIO_Dlg = 2u,
PRIO_Ctrl = 3u, // controls have higher priority than dialogs in GUI
PRIO_CtrlOverride = 4u, // dialog handlings of keys that overwrite regular control handlings
PRIO_FocusCtrl = 5u, // controls override special dialog handling keys (e.g., RenameEdit)
PRIO_Context = 6u, // context menus above controls
PRIO_PlrControl = 7u, // player controls overwrite any other controls
PRIO_MoreThanMax = 100u, // must be larger than otherwise largest used priority
};
protected:
int iRef;
public:
C4CustomKey(C4KeyCodeEx DefCode, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key
C4CustomKey(const CodeList &rDefCodes, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key with multiple possible keys assigned
C4CustomKey(C4KeyCodeEx Code, const StdStrBuf &rName); // ctor for single custom key override
C4CustomKey(const C4CustomKey &rCpy, bool fCopyCallbacks);
virtual ~C4CustomKey(); // dtor
inline void Ref() { ++iRef; }
inline void Deref() { if (!--iRef) delete this; }
const CodeList &GetCodes() const { return Codes.size() ? Codes : DefaultCodes; } // return assigned codes; default if no custom has been assigned
const StdStrBuf &GetName() const { return Name; }
C4KeyScope GetScope() const { return Scope; }
unsigned int GetPriority() const { return uiPriority; }
void Update(const C4CustomKey *pByKey); // merge given key into this
bool Execute(C4KeyEventType eEv, C4KeyCodeEx key);
void KillCallbacks(const C4CustomKey *pOfKey); // remove any callbacks that were created by given key
void CompileFunc(StdCompiler *pComp);
};
// a key that auto-registers itself into main game keyboard input class and does dereg when deleted
class C4KeyBinding : protected C4CustomKey
{
public:
C4KeyBinding(C4KeyCodeEx DefCode, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key
C4KeyBinding(const CodeList &rDefCodes, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key
~C4KeyBinding();
};
// main keyboard mapping class
class C4KeyboardInput
{
private:
// comparison fn for map
struct szLess
{
bool operator()(const char *p, const char *q) const { return p && q && (strcmp(p,q)<0); }
};
typedef std::multimap<C4KeyCodeEx, C4CustomKey *> KeyCodeMap;
typedef std::map<const char *, C4CustomKey *, szLess> KeyNameMap;
// mapping of all keys by code and name
KeyCodeMap KeysByCode;
KeyNameMap KeysByName;
public:
static bool IsValid; // global var to fix any deinitialization orders of key map and static keys
C4KeyboardInput() { IsValid = true; }
~C4KeyboardInput() { Clear(); IsValid = false; }
void Clear(); // empty keyboard maps
private:
// assign keycodes changed for a key: Update codemap
void UpdateKeyCodes(C4CustomKey *pKey, const C4CustomKey::CodeList &rOldCodes, const C4CustomKey::CodeList &rNewCodes);
public:
void RegisterKey(C4CustomKey *pRegKey); // register key into code and name maps, or update specific key
void UnregisterKey(const StdStrBuf &rsName); // remove key from all maps
void UnregisterKeyBinding(C4CustomKey *pKey); // just remove callbacks from a key
bool DoInput(const C4KeyCodeEx &InKey, C4KeyEventType InEvent, DWORD InScope);
void CompileFunc(StdCompiler *pComp);
bool LoadCustomConfig(); // load keyboard customization file
C4CustomKey *GetKeyByName(const char *szKeyName);
StdStrBuf GetKeyCodeNameByKeyName(const char *szKeyName, bool fShort = false, int32_t iIndex = 0);
};
// keyboardinput-initializer-helper
C4KeyboardInput &C4KeyboardInput_Init();
#endif // INC_C4KeyboardInput