openclonk/src/control/C4PlayerControl.h

450 lines
21 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// Input to player control mapping
#ifndef INC_C4PlayerControl
#define INC_C4PlayerControl
#include "gui/C4KeyboardInput.h"
#include "c4group/C4LangStringTable.h"
#include "object/C4Id.h"
#include "platform/C4TimeMilliseconds.h"
#include <list>
const float C4GFX_ZoomStep = 1.1040895f;
// one control definition, e.g. "Left", "Throw", etc.
class C4PlayerControlDef
{
public:
enum CoordinateSpace // coordinate space for mouse position
{
COS_Game = 0, // game (landscape) coordinates
COS_Viewport = 1 // viewport (GUI) coordinates
};
enum Actions //action to be performed when control is triggered
{
CDA_None = 0, // do nothing
CDA_Script, // default: Script callback
CDA_Menu, // open player menu (async)
CDA_MenuOK, CDA_MenuCancel, CDA_MenuLeft, CDA_MenuUp, CDA_MenuRight, CDA_MenuDown, // player menu controls (async)
CDA_ObjectMenuTextComplete, // object menu fast-foward through text animation (async)
CDA_ObjectMenuOK, CDA_ObjectMenuOKAll, CDA_ObjectMenuSelect, CDA_ObjectMenuCancel, CDA_ObjectMenuLeft, CDA_ObjectMenuUp, CDA_ObjectMenuRight, CDA_ObjectMenuDown, // object menu controls (sync)
CDA_ZoomIn, CDA_ZoomOut // player viewport control (async)
};
private:
StdCopyStrBuf sIdentifier; // name as seen in script and config
StdCopyStrBuf sGUIName; // name as displayed to player
StdCopyStrBuf sGUIDesc; // key description displayed to player in config dialog
bool fGlobal; // if true, control can be bound to the global player only
bool fIsHoldKey; // if true, the control can be in down and up state
bool fDefaultDisabled; // if true, the control is disabled by default and needs to be enabled by script
bool fSendCursorPos; // if true, x/y parameters will be set by current GUI mouse cursor pos (or GetCursor()-GUI coordinate pos for gamepad)
int32_t iRepeatDelay; // if >0, the key will generate successive events when held down
int32_t iInitialRepeatDelay; // delay after which KeyRepeat will be enabled
C4ID idControlExtraData; // extra data to be passed to script function
CoordinateSpace eCoordSpace; // coordinate space to be used for mouse coordinates when control is triggered by mouse
Actions eAction;
public:
C4PlayerControlDef() :
fGlobal(false), fIsHoldKey(false), fDefaultDisabled(false), fSendCursorPos(false),
idControlExtraData(C4ID::None), eCoordSpace(COS_Game), eAction(CDA_Script)
{}
~C4PlayerControlDef() {};
void CompileFunc(StdCompiler *pComp);
const char *GetIdentifier() const { return sIdentifier.getData(); }
const char *GetGUIName() const { return sGUIName.getData(); }
const char *GetGUIDesc() const { return sGUIDesc.getData(); }
Actions GetAction() const { return eAction; }
bool IsHoldKey() const { return fIsHoldKey; }
C4ID GetExtraData() const { return idControlExtraData; }
bool IsGlobal() const { return fGlobal; }
int32_t GetRepeatDelay() const { return iRepeatDelay; }
int32_t GetInitialRepeatDelay() const { return iInitialRepeatDelay; }
bool IsDefaultDisabled() const { return fDefaultDisabled; }
CoordinateSpace GetCoordinateSpace() const { return eCoordSpace; }
bool IsSendCursorPos() const { return fSendCursorPos; }
bool operator ==(const C4PlayerControlDef &cmp) const;
bool Execute(bool fUp, const C4KeyEventData &rKeyExtraData); // key was triggered - execute and return if handled
bool IsSyncObjectMenuControl() const { return eAction>=CDA_ObjectMenuOK && eAction<=CDA_ObjectMenuDown; }
bool IsAsync() const { return eAction != CDA_None && eAction != CDA_Script && !IsSyncObjectMenuControl(); } // true if to be executed directly when triggered
bool IsSync() const { return eAction == CDA_Script || IsSyncObjectMenuControl(); } // true if to be executed via control queue
bool IsValid() const { return eAction != CDA_None; }
};
// CON_* constants are indices into the C4PlayerControlDefs list
enum { CON_None = -1 }; // No/undefined control
// list of all known player control definitions
class C4PlayerControlDefs
{
private:
typedef std::vector<C4PlayerControlDef> DefVecImpl;
DefVecImpl Defs;
bool clear_previous; // if set is merged, all previous control defs are cleared - use
public:
struct CInternalCons
{
int32_t CON_ObjectMenuSelect, CON_ObjectMenuOKAll, CON_ObjectMenuOK, CON_ObjectMenuCancel, CON_CursorPos;
CInternalCons() : CON_ObjectMenuSelect(CON_None), CON_ObjectMenuOKAll(CON_None), CON_ObjectMenuOK(CON_None), CON_ObjectMenuCancel(CON_None), CON_CursorPos(CON_None) {}
} InternalCons;
void UpdateInternalCons();
public:
C4PlayerControlDefs() : clear_previous(false) {}
~C4PlayerControlDefs() {}
void Clear();
void CompileFunc(StdCompiler *pComp);
void MergeFrom(const C4PlayerControlDefs &Src); // copy all defs from source file; overwrite defs of same name if found
void FinalInit(); // after all defs have been loaded: register script constants
const C4PlayerControlDef *GetControlByIndex(int32_t idx) const;
int32_t GetControlIndexByIdentifier(const char *szIdentifier) const; // return CON_None for not found
size_t GetCount() const { return Defs.size(); }
bool operator ==(const C4PlayerControlDefs &cmp) const { return Defs == cmp.Defs && clear_previous == cmp.clear_previous; }
};
struct C4PlayerControlRecentKey
{
C4KeyCodeEx pressed_key, matched_key;
C4TimeMilliseconds tTime;
C4PlayerControlRecentKey(const C4KeyCodeEx &pressed_key, const C4KeyCodeEx &matched_key, C4TimeMilliseconds tTime) : pressed_key(pressed_key), matched_key(matched_key), tTime(tTime) {}
bool operator ==(const C4KeyCodeEx &cmp) { return pressed_key==cmp; } // comparison op for finding items in lists: Search for the pressed key only
};
typedef std::list<C4PlayerControlRecentKey> C4PlayerControlRecentKeyList;
typedef std::vector<C4KeyCodeEx> C4KeyCodeExVec;
// a key/mouse/gamepad assignment to a PlayerControlDef
class C4PlayerControlAssignment
{
public:
// action to be performed on the control upon this key
enum TriggerModes
{
CTM_Default = 0, // standard behaviour: The control will be triggered
CTM_Hold = 1 << 0, // the control will be put into "down"-mode
CTM_Release = 1 << 1, // the hold mode of the control will be released
CTM_AlwaysUnhandled = 1 << 2, // the key will not block handling of other keys even if it got handled
CTM_HandleDownStatesOnly = 1 << 3, // used when an already handled release key is processed to reset down states of overridden keys only
CTM_ClearRecentKeys = 1 << 4 // if this assignment is triggered, RecentKeys are reset so no more combos can be generated
};
private:
// KeyCombo list:
// if size()>1, the control is triggered only if this combo is fulfilled
// used for simultanuous keypresses or sequences
struct KeyComboItem
{
C4KeyCodeEx Key;
StdCopyStrBuf sKeyName;
void CompileFunc(StdCompiler *pComp);
void UpdateKeyName();
bool operator ==(const KeyComboItem &cmp) const { return Key==cmp.Key; }
};
typedef std::vector<KeyComboItem> KeyComboVec;
KeyComboVec KeyCombo;
bool fComboIsSequence; // if true, the keys must be pressed in sequence. Otherwise, they must be pressed simultanuously
// trigger key: key/mouse/gamepad event triggering this assignment. For combinations, the last key of the combo.
C4KeyCodeEx TriggerKey;
StdCopyStrBuf sControlName; // name of the control to be executed on this key
StdCopyStrBuf sGUIName; // name as displayed to player. If empty, name stored in control def should be used.
StdCopyStrBuf sGUIDesc; // key description displayed to player in config dialog. If empty, name stored in control def should be used.
bool fGUIDisabled; // whether this key can't be reassigned through the GUI dialogue
bool fOverrideAssignments; // override all other assignments to the same key?
bool is_inherited; // set for assignments that were copied from a parent set without modification
bool fRefsResolved; // set to true after sControlName and sKeyNames have been resolved to runtime values
int32_t iGUIGroup; // in which this control is grouped in the gui
int32_t iControl; // the control to be executed on this key, i.e. the resolved sControlName
int32_t iPriority; // higher priority assignments get handled first
int32_t iTriggerMode;
const C4PlayerControlAssignment *inherited_assignment; // valid for assignments that were copied from a parent: source assignment
public:
C4PlayerControlAssignment() :
TriggerKey(), fOverrideAssignments(false), is_inherited(false), fRefsResolved(false),
iGUIGroup(0), iControl(CON_None), iPriority(0), iTriggerMode(CTM_Default),
inherited_assignment(NULL)
{}
~C4PlayerControlAssignment() {}
void CompileFunc(StdCompiler *pComp);
void CopyKeyFrom(const C4PlayerControlAssignment &src_assignment);
bool ResolveRefs(class C4PlayerControlAssignmentSet *pParentSet, C4PlayerControlDefs *pControlDefs); // resolve references between assignments
bool IsComboMatched(const C4PlayerControlRecentKeyList &DownKeys, const C4PlayerControlRecentKeyList &RecentKeys) const; // check if combo is currently fulfilled (assuming TriggerKey is already matched)
void SetInherited(bool to_val) { is_inherited = to_val; }
void SetInheritedAssignment(const C4PlayerControlAssignment *to_val) { inherited_assignment = to_val; }
void ResetKeyToInherited();
bool IsKeyChanged() const;
void SetControlName(const char *control_name) { sControlName.Copy(control_name); }
void SetKey(const C4KeyCodeEx &key);
bool operator ==(const C4PlayerControlAssignment &cmp) const; // doesn't compare resolved TriggerKey/iControl
bool operator <(const C4PlayerControlAssignment &cmp) const { return iPriority > cmp.iPriority; } // assignments are processed in DESCENDING priority!
const char *GetControlName() const { return sControlName.getData(); }
int32_t GetControl() const { return iControl; }
const char *GetGUIName(const C4PlayerControlDefs &defs) const;
const char *GetGUIDesc(const C4PlayerControlDefs &defs) const;
bool IsGUIDisabled() const;
int32_t GetGUIGroup() const;
bool IsRefsResolved() const { return fRefsResolved; }
void ResetRefsResolved() { fRefsResolved = false; } // Mark references to other assignments as not resolved
bool IsAlwaysUnhandled() const { return !!(iTriggerMode & CTM_AlwaysUnhandled); }
int32_t GetTriggerMode() const { return iTriggerMode; }
const C4KeyCodeEx &GetTriggerKey() const { return TriggerKey; }
bool HasCombo() const { return KeyCombo.size()>1; }
bool IsOverrideAssignments() const { return fOverrideAssignments; }
bool IsInherited() const { return is_inherited; }
const C4PlayerControlAssignment *GetInheritedAssignment() const { return inherited_assignment; }
StdStrBuf GetKeysAsString(bool human_readable, bool short_name) const;
};
typedef std::vector<C4PlayerControlAssignment> C4PlayerControlAssignmentVec;
typedef std::vector<const C4PlayerControlAssignment *> C4PlayerControlAssignmentPVec;
// a set of key/mouse/gamepad assignments to all controls
class C4PlayerControlAssignmentSet
{
private:
StdCopyStrBuf sName, sGUIName, sParentSetName;
const C4PlayerControlAssignmentSet *parent_set;
C4PlayerControlAssignmentVec Assignments; // ordered by priority
bool has_keyboard;
bool has_mouse;
bool has_gamepad;
public:
C4PlayerControlAssignmentSet() : parent_set(NULL), has_keyboard(true), has_mouse(true), has_gamepad(false) {}
~C4PlayerControlAssignmentSet() {}
void InitEmptyFromTemplate(const C4PlayerControlAssignmentSet &template_set); // copy all fields except assignments
void CompileFunc(StdCompiler *pComp);
bool ResolveRefs(C4PlayerControlDefs *pControlDefs); // resolve references between assignments
void SortAssignments();
enum MergeMode { MM_Normal, MM_LowPrio, MM_Inherit, MM_ConfigOverload };
void MergeFrom(const C4PlayerControlAssignmentSet &Src, MergeMode merge_mode); // take over all assignments defined in Src
C4PlayerControlAssignment *CreateAssignmentForControl(const char *control_name);
void RemoveAssignmentByControlName(const char *control_name);
const char *GetName() const { return sName.getData(); }
const char *GetGUIName() const { return sGUIName.getData(); }
bool IsWildcardName() const { return IsWildcardString(sName.getData()); }
C4PlayerControlAssignment *GetAssignmentByIndex(int32_t index); // assignments are ordered by priority
C4PlayerControlAssignment *GetAssignmentByControlName(const char *szControlName);
C4PlayerControlAssignment *GetAssignmentByControl(int32_t control);
void GetAssignmentsByKey(const C4PlayerControlDefs &rDefs, const C4KeyCodeEx &key, bool fHoldKeysOnly, C4PlayerControlAssignmentPVec *pOutVec, const C4PlayerControlRecentKeyList &DownKeys, const C4PlayerControlRecentKeyList &RecentKeys) const; // match only by TriggerKey (last key of Combo) if fHoldKeysOnly
void GetTriggerKeys(const C4PlayerControlDefs &rDefs, C4KeyCodeExVec *pRegularKeys, C4KeyCodeExVec *pHoldKeys) const; // put all trigger keys of keyset into output vectors
bool operator ==(const C4PlayerControlAssignmentSet &cmp) const;
C4Facet GetPicture() const; // get image to be drawn to represent this control set
// todo
bool HasKeyboard() const { return has_keyboard; }
bool HasMouse() const { return has_mouse; }
bool HasGamepad() const { return has_gamepad; }
int32_t GetLayoutOrder() const { return 0; } // returns position on keyboard (increasing from left to right) for viewport sorting
bool IsMouseControlAssigned(int32_t mouseevent) const;
};
// list of C4PlayerControlAssignmentSet
class C4PlayerControlAssignmentSets
{
private:
typedef std::list<C4PlayerControlAssignmentSet> AssignmentSetList;
AssignmentSetList Sets;
bool clear_previous;
public:
C4PlayerControlAssignmentSets() : clear_previous(false) {}
~C4PlayerControlAssignmentSets() {}
void Clear();
void CompileFunc(StdCompiler *pComp);
bool operator ==(const C4PlayerControlAssignmentSets &cmp) const;
bool ResolveRefs(C4PlayerControlDefs *pControlDefs); // resolve references between assignments
void SortAssignments();
void MergeFrom(const C4PlayerControlAssignmentSets &Src, C4PlayerControlAssignmentSet::MergeMode merge_mode); // take over all assignments in known sets and new sets defined in Src
C4PlayerControlAssignmentSet *CreateEmptySetByTemplate(const C4PlayerControlAssignmentSet &template_set);
void RemoveSetByName(const char *set_name);
C4PlayerControlAssignmentSet *GetSetByName(const char *szName);
C4PlayerControlAssignmentSet *GetDefaultSet();
int32_t GetSetIndex(const C4PlayerControlAssignmentSet *set) const;
C4PlayerControlAssignmentSet *GetSetByIndex(int32_t index);
size_t GetSetCount() const { return Sets.size(); }
};
// contents of one PlayerControls.txt file
class C4PlayerControlFile
{
private:
C4PlayerControlDefs ControlDefs;
C4PlayerControlAssignmentSets AssignmentSets;
public:
void Clear();
void CompileFunc(StdCompiler *pComp);
bool Load(C4Group &hGroup, const char *szFilename, C4LangStringTable *pLang);
bool Save(C4Group &hGroup, const char *szFilename);
const C4PlayerControlDefs &GetControlDefs() const { return ControlDefs; }
const C4PlayerControlAssignmentSets &GetAssignmentSets() const { return AssignmentSets; }
};
// runtime information about a player's control
class C4PlayerControl
{
public:
enum { MaxRecentKeyLookback = 3000, MaxSequenceKeyDelay = 800 }; // milliseconds: Time to press key combos
enum ControlState {
CONS_Down = 0,
CONS_Up,
CONS_Moved,
};
private:
C4PlayerControlDefs &ControlDefs; // shortcut
// owner
int32_t iPlr;
// async values
C4PlayerControlAssignmentSet *pControlSet; // the control set used by this player - may be NULL if the player cannot be controlled!
typedef std::list<C4KeyBinding *> KeyBindingList;
KeyBindingList KeyBindings; // keys registered into Game.KeyboardInput
C4PlayerControlRecentKeyList RecentKeys; // keys pressed recently; for combinations
C4PlayerControlRecentKeyList DownKeys; // keys currently held down
bool IsCursorPosRequested; // set to true when a SendCursorPos-control had been issued
public:
// sync values
struct CSync
{
struct ControlDownState
{
C4KeyEventData DownState, MovedState; // control is down if DownState.iStrength>0
int32_t iDownFrame, iMovedFrame; // frame when control was pressed
bool fDownByUser; // if true, the key is actually pressed. Otherwise, it's triggered as down by another key
ControlDownState(const C4KeyEventData &rDownState, int32_t iDownFrame, bool fDownByUser)
: DownState(rDownState), iDownFrame(iDownFrame), fDownByUser(fDownByUser) {}
bool IsDown() const { return DownState.iStrength>0; }
ControlDownState() : DownState(), iDownFrame(0), fDownByUser(false) {}
void CompileFunc(StdCompiler *pComp);
bool operator ==(const ControlDownState &cmp) const;
};
typedef std::vector<ControlDownState> DownStateVec;
DownStateVec ControlDownStates; // indexed by C4PlayerControlID: Down-state of a control. 0=up, 100=down; values inbetween e.g. for gamepad sticks
typedef std::vector<int32_t> DisableStateVec;
DisableStateVec ControlDisableStates; // indexed by C4PlayerControlID: Disable-states of controls. >0 is disabled.
const ControlDownState *GetControlDownState(int32_t iControl) const;
int32_t GetControlDisabled(int32_t iControl) const;
bool IsControlDisabled(int32_t iControl) const { return GetControlDisabled(iControl)>0; }
void SetControlDownState(int32_t iControl, const C4KeyEventData &rDownState, int32_t iDownFrame, bool fDownByUser);
void SetControlMovedState(int32_t iControl, const C4KeyEventData &rMovedState, int32_t iMovedFrame);
void ResetControlDownState(int32_t iControl);
bool SetControlDisabled(int32_t iControl, int32_t iVal);
void InitDefaults(const C4PlayerControlDefs &ControlDefs);
void Clear();
void CompileFunc(StdCompiler *pComp);
bool operator ==(const CSync &cmp) const;
};
private:
CSync Sync;
// callbacks from Game.KeyboardInput
bool ProcessKeyEvent(const C4KeyCodeEx &pressed_key, const C4KeyCodeEx &matched_key, ControlState state, const C4KeyEventData &rKeyExtraData, bool reset_down_states_only=false, bool *clear_recent_keys=NULL);
bool ProcessKeyDown(const C4KeyCodeEx &pressed_key, const C4KeyCodeEx &matched_key);
bool ProcessKeyUp(const C4KeyCodeEx &pressed_key, const C4KeyCodeEx &matched_key);
bool ProcessKeyMoved(const C4KeyCodeEx &pressed_key, const C4KeyCodeEx &matched_key);
// execute single control. return if handled.
bool ExecuteControl(int32_t iControl, ControlState state, const C4KeyEventData &rKeyExtraData, int32_t iTriggerMode, bool fRepeated, bool fHandleDownStateOnly);
bool ExecuteControlAction(int32_t iControl, C4PlayerControlDef::Actions eAction, C4ID idControlExtraData, ControlState state, const C4KeyEventData &rKeyExtraData, bool fRepeated);
bool ExecuteControlScript(int32_t iControl, C4ID idControlExtraData, ControlState state, const C4KeyEventData &rKeyExtraData, bool fRepeated);
// init
void AddKeyBinding(const C4KeyCodeEx &key, bool fHoldKey, int32_t idx);
// helper function: get current cursor position of controlling player in GUI coordinates
// used e.g. to open menus at cursor pos
bool GetCurrentPlayerCursorPos(int32_t *x_out, int32_t *y_out, int32_t *game_x_out, int32_t *game_y_out);
public:
C4PlayerControl();
~C4PlayerControl() { Clear(); }
void Clear();
// first-time init call after player join
// not called again after control set change/savegame resume
// does DefaultDisabled controls
void Init();
void CompileFunc(StdCompiler *pComp);
void RegisterKeyset(int32_t iPlr, C4PlayerControlAssignmentSet *pKeyset); // register all keys into Game.KeyboardInput creating KeyBindings
bool IsGlobal() const { return iPlr==-1; }
const CSync::ControlDownState *GetControlDownState(int32_t iControl) const
{ return Sync.GetControlDownState(iControl); }
// callback from control queue
void ExecuteControlPacket(const class C4ControlPlayerControl *pCtrl);
// sync execution: Do keyrepeat, etc.
void Execute();
// mouse input
bool DoMouseInput(uint8_t mouse_id, int32_t mouseevent, float game_x, float game_y, float gui_x, float gui_y, bool is_ctrl_down, bool is_shift_down, bool is_alt_down, int wheel_dir);
// control enable/disable
bool SetControlDisabled(int ctrl, bool is_disabled) { return Sync.SetControlDisabled(ctrl, is_disabled); }
bool IsControlDisabled(int ctrl) const { return Sync.IsControlDisabled(ctrl); }
// callback from C4GameControl when the next control packet is finalized
void PrepareInput();
};
#endif // INC_C4PlayerControl