colobot/colobot-base/app/input.h

163 lines
4.4 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program 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 3 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, see http://gnu.org/licenses
*/
/**
* \file app/input.h
* \brief CInput class
*/
#pragma once
#include "common/key.h"
#include "common/singleton.h"
#include <glm/glm.hpp>
#include <map>
#include <string>
struct Event;
/**
* \struct InputBinding
* \brief Binding for input slot
*/
struct InputBinding
{
//! Primary and secondary bindings
//! Can be regular key, virtual key or virtual joystick button
unsigned int primary, secondary;
InputBinding(unsigned int p = KEY_INVALID, unsigned int s = KEY_INVALID)
: primary(p), secondary(s) {}
};
/**
* \struct JoyAxisBinding
* \brief Binding for joystick axis
*/
struct JoyAxisBinding
{
//! Axis index or AXIS_INVALID
int axis = 0;
//! True to invert axis value
bool invert = false;
};
//! Invalid value for axis binding (no axis assigned)
const int AXIS_INVALID = -1;
/**
* \class CInput
* \brief Management of mouse, keyboard and joystick
*/
class CInput : public CSingleton<CInput>
{
public:
//! Constructor
CInput();
//! Process an incoming event, also sets .kmodState, .mousePos, .mouseButtonsState and .key.slot
void EventProcess(Event &event);
//! Called by CApplication on SDL MOUSE_MOTION event
void MouseMove(const glm::ivec2& pos);
//! Returns whether the key is pressed
bool GetKeyState(InputSlot key) const;
//! Returns whether the mouse button is pressed
bool GetMouseButtonState(int index) const;
//! Resets tracked key states and modifiers
void ResetKeyStates();
//! Returns the position of mouse cursor (in interface coords)
glm::vec2 GetMousePos() const;
//! Sets the default input bindings (keys and joystick axes)
void SetDefaultInputBindings();
//! Management of input bindings
//@{
void SetInputBinding(InputSlot slot, InputBinding binding);
const InputBinding& GetInputBinding(InputSlot slot);
//@}
//! Management of joystick axis bindings
//@{
void SetJoyAxisBinding(JoyAxisSlot slot, JoyAxisBinding binding);
const JoyAxisBinding& GetJoyAxisBinding(JoyAxisSlot slot);
//@}
//! Management of joystick deadzone
//@{
void SetJoystickDeadzone(float zone);
float GetJoystickDeadzone();
//@}
//! Get binding slot for given key
InputSlot FindBinding(unsigned int key);
//! Saving/loading key bindings to colobot.ini
//@{
void SaveKeyBindings();
void LoadKeyBindings();
//@}
//! Seeks a InputSlot by id. Returns INPUT_SLOT_MAX if not found
InputSlot SearchKeyById(std::string id);
//! Returns string describing keys to be pressed
//@{
std::string GetKeysString(InputBinding binding);
std::string GetKeysString(InputSlot slot);
//@}
private:
//! Current state of keys
bool m_keyPresses[INPUT_SLOT_MAX];
//! Current position of mouse cursor
glm::vec2 m_mousePos;
//! Current state of mouse buttons (bitmask of MouseButton enum values)
unsigned int m_mouseButtonsState;
//! Motion vector set by keyboard or joystick buttons
glm::vec3 m_keyMotion{ 0, 0, 0 };
//! Motion vector set by joystick axes
glm::vec3 m_joyMotion{ 0, 0, 0 };
//! Camera motion vector set by joystick axes
glm::vec3 m_joyMotionCam{ 0, 0, 0 };
//! Camera controls on the numpad
glm::vec3 m_cameraKeyMotion{ 0, 0, 0 };
//! Bindings for user inputs
InputBinding m_inputBindings[INPUT_SLOT_MAX];
JoyAxisBinding m_joyAxisBindings[JOY_AXIS_SLOT_MAX];
float m_joystickDeadzone;
std::map<InputSlot, std::string> m_keyTable;
};