Files
fs2open.github.com/code/io/key.cpp
T
asarium 7e77b5a67c Merge branch 'master' into antipodes
Conflicts:
	.gitignore
	code/Makefile.am
	code/ai/ai.h
	code/ai/ai_profiles.cpp
	code/ai/ai_profiles.h
	code/ai/aibig.cpp
	code/ai/aicode.cpp
	code/ai/aiturret.cpp
	code/asteroid/asteroid.cpp
	code/asteroid/asteroid.h
	code/bmpman/bm_internal.h
	code/bmpman/bmpman.cpp
	code/bmpman/bmpman.h
	code/camera/camera.cpp
	code/camera/camera.h
	code/cfile/cfile.cpp
	code/cmdline/cmdline.cpp
	code/cmdline/cmdline.h
	code/controlconfig/controlsconfig.h
	code/controlconfig/controlsconfigcommon.cpp
	code/cutscene/movie.cpp
	code/cutscene/oggplayer.cpp
	code/debugconsole/consoleparse.cpp
	code/fred2/campaigneditordlg.cpp
	code/fred2/fred.cpp
	code/fred2/fred.rc
	code/fred2/missionsave.cpp
	code/fred2/resource.h
	code/fred2/sexp_tree.cpp
	code/fred2/sexp_tree.h
	code/fred2/shipflagsdlg.cpp
	code/fred2/shipflagsdlg.h
	code/fred2/shiptexturesdlg.cpp
	code/fred2/voiceactingmanager.cpp
	code/freespace2/freespace.cpp
	code/freespace2/freespace.rc
	code/gamehelp/contexthelp.cpp
	code/globalincs/alphacolors.cpp
	code/globalincs/alphacolors.h
	code/globalincs/version.h
	code/globalincs/vmallocator.h
	code/globalincs/windebug.cpp
	code/graphics/2d.cpp
	code/graphics/font.cpp
	code/graphics/generic.cpp
	code/graphics/generic.h
	code/graphics/grinternal.h
	code/graphics/gropengl.cpp
	code/graphics/gropengldraw.cpp
	code/graphics/gropenglextension.h
	code/graphics/gropenglpostprocessing.cpp
	code/graphics/gropenglstate.cpp
	code/graphics/gropenglstate.h
	code/graphics/gropengltexture.cpp
	code/graphics/gropengltnl.cpp
	code/hud/hud.cpp
	code/hud/hud.h
	code/hud/hudconfig.cpp
	code/hud/hudlock.cpp
	code/hud/hudmessage.cpp
	code/hud/hudparse.cpp
	code/hud/hudreticle.cpp
	code/hud/hudreticle.h
	code/hud/hudshield.cpp
	code/hud/hudsquadmsg.cpp
	code/hud/hudtarget.cpp
	code/hud/hudtarget.h
	code/hud/hudtargetbox.cpp
	code/inetfile/cftp.cpp
	code/inetfile/chttpget.cpp
	code/io/joy.cpp
	code/io/joy_ff.cpp
	code/io/key.cpp
	code/io/keycontrol.cpp
	code/io/mouse.cpp
	code/io/timer.cpp
	code/localization/localize.cpp
	code/localization/localize.h
	code/math/fvi.cpp
	code/math/vecmat.cpp
	code/menuui/credits.cpp
	code/menuui/mainhallmenu.cpp
	code/menuui/mainhallmenu.h
	code/menuui/optionsmenumulti.cpp
	code/menuui/playermenu.cpp
	code/mission/missionbriefcommon.cpp
	code/mission/missioncampaign.cpp
	code/mission/missiongoals.h
	code/mission/missionmessage.cpp
	code/mission/missionparse.cpp
	code/mission/missionparse.h
	code/missionui/missionbrief.cpp
	code/missionui/missioncmdbrief.cpp
	code/missionui/missiondebrief.cpp
	code/missionui/missionscreencommon.cpp
	code/missionui/missionshipchoice.cpp
	code/missionui/missionweaponchoice.cpp
	code/missionui/redalert.cpp
	code/missionui/redalert.h
	code/mod_table/mod_table.cpp
	code/mod_table/mod_table.h
	code/model/model.h
	code/model/modelcollide.cpp
	code/model/modelinterp.cpp
	code/model/modelread.cpp
	code/network/multi.cpp
	code/network/multi_dogfight.cpp
	code/network/multi_ingame.cpp
	code/network/multi_log.cpp
	code/network/multi_rate.cpp
	code/network/multiteamselect.cpp
	code/network/multiui.cpp
	code/network/multiutil.cpp
	code/network/stand_gui-unix.cpp
	code/object/collideshipship.cpp
	code/object/collideshipweapon.cpp
	code/object/object.cpp
	code/object/object.h
	code/object/objectsnd.cpp
	code/object/objectsort.cpp
	code/osapi/osapi.cpp
	code/osapi/osapi_unix.cpp
	code/osapi/outwnd.h
	code/parse/generic_log.cpp
	code/parse/lua.cpp
	code/parse/parselo.cpp
	code/parse/parselo.h
	code/parse/scripting.cpp
	code/parse/scripting.h
	code/parse/sexp.cpp
	code/parse/sexp.h
	code/physics/physics.cpp
	code/pilotfile/csg.cpp
	code/pilotfile/csg_convert.cpp
	code/pilotfile/pilotfile.cpp
	code/pilotfile/pilotfile_convert.h
	code/playerman/playercontrol.cpp
	code/radar/radardradis.cpp
	code/radar/radardradis.h
	code/radar/radarsetup.cpp
	code/radar/radarsetup.h
	code/ship/ship.cpp
	code/ship/ship.h
	code/ship/shipfx.cpp
	code/ship/shiphit.cpp
	code/sound/audiostr.cpp
	code/sound/ds.cpp
	code/sound/openal.cpp
	code/sound/rtvoice.cpp
	code/sound/sound.cpp
	code/sound/voicerec.cpp
	code/stats/medals.cpp
	code/stats/medals.h
	code/stats/scoring.cpp
	code/ui/ui.h
	code/weapon/beam.cpp
	code/weapon/weapon.h
	code/weapon/weapons.cpp
	code/wxfred2/aboutbox.cpp
	code/wxfred2/campaigneditor.cpp
	code/wxfred2/campaigneditor.h
	code/wxfred2/commandbriefingeditor.cpp
	code/wxfred2/debriefingeditor.cpp
	code/wxfred2/fredframe.cpp
	code/wxfred2/fredframe.h
	code/wxfred2/missionspecseditor.cpp
	code/wxfred2/missionspecseditor.h
	code/wxfred2/voiceactingmanagereditor.cpp
	code/wxfred2/wxfred.xrc
	code/wxfred2/wxfred2.cpp
	code/wxfred2/wxfred2.h
	configure.ac
	fs2open.Doxyfile
	jansson/LICENSE
	jansson/dump.c
	jansson/hashtable.c
	jansson/hashtable.h
	jansson/jansson.h
	jansson/jansson_config.h
	jansson/jansson_private.h
	jansson/load.c
	jansson/memory.c
	jansson/pack_unpack.c
	jansson/strbuffer.c
	jansson/strbuffer.h
	jansson/strconv.c
	jansson/utf.c
	jansson/utf.h
	jansson/value.c
	libpng/png.c
	libpng/png.h
	libpng/pngconf.h
	libpng/pngdebug.h
	libpng/pngerror.c
	libpng/pngget.c
	libpng/pnginfo.h
	libpng/pnglibconf.h
	libpng/pngmem.c
	libpng/pngpread.c
	libpng/pngpriv.h
	libpng/pngread.c
	libpng/pngrio.c
	libpng/pngrtran.c
	libpng/pngrutil.c
	libpng/pngset.c
	libpng/pngstruct.h
	libpng/pngtrans.c
	libpng/pngwio.c
	libpng/pngwrite.c
	libpng/pngwtran.c
	libpng/pngwutil.c
	projects/Eclipse/Freespace2/.project
	projects/MSVC_2005/Fred2.vcproj
	projects/MSVC_2005/Freespace2.sln
	projects/MSVC_2005/Freespace2.vcproj
	projects/MSVC_2005/code.vcproj
	projects/MSVC_2005/wxFRED2.vcproj
	projects/MSVC_2008/Fred2.vcproj
	projects/MSVC_2008/Freespace2.doxproj
	projects/MSVC_2008/Freespace2.vcproj
	projects/MSVC_2008/code.vcproj
	projects/MSVC_2010/Fred2.vcxproj
	projects/MSVC_2010/Freespace2.vcxproj
	projects/MSVC_2010/code.vcxproj
	projects/MSVC_2010/code.vcxproj.filters
	projects/MSVC_2010/wxFRED2.vcxproj
	projects/MSVC_2011/Fred2.vcxproj
	projects/MSVC_2011/Freespace2.vcxproj
	projects/MSVC_2011/code.vcxproj
	projects/MSVC_2011/code.vcxproj.filters
	projects/MSVC_2011/wxFRED2.vcxproj
	projects/MSVC_2013/Fred2.vcxproj
	projects/MSVC_2013/Freespace2.vcxproj
	projects/MSVC_2013/code.vcxproj
	projects/MSVC_2013/code.vcxproj.filters
	projects/MSVC_2013/libjpeg.vcxproj
	projects/MSVC_2013/liblua.vcxproj
	projects/MSVC_2013/libpng.vcxproj
	projects/MSVC_2013/wxFRED2.vcxproj
	projects/MSVC_2013/zlib.vcxproj
	projects/MSVC_6/Fred2.dsp
	projects/MSVC_6/Freespace2.dsp
	projects/MSVC_6/code.dsp
	projects/MSVC_6/wxFRED2.dsp
	projects/Xcode/English.lproj/InfoPlist.strings
	projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
	projects/Xcode4/English.lproj/InfoPlist.strings
	projects/Xcode4/FS2_Open.xcodeproj/project.pbxproj
	projects/Xcode4/Frameworks.tgz
	projects/codeblocks/Freespace2/Freespace2.cbp
	zlib/adler32.c
	zlib/compress.c
	zlib/crc32.c
	zlib/crc32.h
	zlib/deflate.c
	zlib/deflate.h
	zlib/infback.c
	zlib/inffast.c
	zlib/inffixed.h
	zlib/inflate.c
	zlib/inftrees.c
	zlib/trees.c
	zlib/uncompr.c
	zlib/zconf.h
	zlib/zlib.h
	zlib/zutil.c
	zlib/zutil.h
2015-04-25 16:48:43 +02:00

747 lines
18 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "SDL.h"
#include "controlconfig/controlsconfig.h" //For textify scancode
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "io/key.h"
#include "math/fix.h"
#include "io/timer.h"
#include "localization/localize.h"
#include "parse/scripting.h"
#include "cmdline/cmdline.h"
#define THREADED // to use the proper set of macros
#include "osapi/osapi.h"
#define KEY_BUFFER_SIZE 16
//-------- Variable accessed by outside functions ---------
ubyte keyd_buffer_type; // 0=No buffer, 1=buffer ASCII, 2=buffer scans
ubyte keyd_repeat;
uint keyd_last_pressed;
uint keyd_last_released;
ubyte keyd_pressed[NUM_KEYS];
int keyd_time_when_last_pressed;
typedef struct keyboard {
ushort keybuffer[KEY_BUFFER_SIZE];
uint time_pressed[KEY_BUFFER_SIZE];
uint TimeKeyWentDown[NUM_KEYS];
uint TimeKeyHeldDown[NUM_KEYS];
uint TimeKeyDownChecked[NUM_KEYS];
uint NumDowns[NUM_KEYS];
uint NumUps[NUM_KEYS];
int down_check[NUM_KEYS]; // nonzero if has been pressed yet this mission
uint keyhead, keytail;
} keyboard;
keyboard key_data;
int key_inited = 0;
SDL_mutex* key_lock;
//int Backspace_debug=1; // global flag that will enable/disable the backspace key from stopping execution
// This flag was created since the backspace key is also used to correct mistakes
// when typing in your pilots callsign. This global flag is checked before execution
// is stopped.
SCP_map<int, int> SDLtoFS2;
int ascii_table[128] =
{ 255, 255, '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=',255,255,
'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', '[', ']', 255, 255,
'a', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';', 39, '`',
255, '\\', 'z', 'x', 'c', 'v', 'b', 'n', 'm', ',', '.', '/', 255,'*',
255, ' ', 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,255,255,
255, 255, 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255 };
int shifted_ascii_table[128] =
{ 255, 255, '!', '@', '#', '$', '%', '^', '&', '*', '(', ')', '_', '+',255,255,
'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', '{', '}', 255, 255,
'A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', ':', '"', '~',
255, '|', 'Z', 'X', 'C', 'V', 'B', 'N', 'M', '<', '>', '?', 255,255,
255, ' ', 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,255,255,
255, 255, 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255 };
static int Key_numlock_was_on = 0; // Flag to indicate whether NumLock is on at start
int Cheats_enabled = 0;
int Key_normal_game = 0;
void FillSDLArray ()
{
SDLtoFS2[SDL_SCANCODE_0] = KEY_0;
SDLtoFS2[SDL_SCANCODE_1] = KEY_1;
SDLtoFS2[SDL_SCANCODE_2] = KEY_2;
SDLtoFS2[SDL_SCANCODE_3] = KEY_3;
SDLtoFS2[SDL_SCANCODE_4] = KEY_4;
SDLtoFS2[SDL_SCANCODE_5] = KEY_5;
SDLtoFS2[SDL_SCANCODE_6] = KEY_6;
SDLtoFS2[SDL_SCANCODE_7] = KEY_7;
SDLtoFS2[SDL_SCANCODE_8] = KEY_8;
SDLtoFS2[SDL_SCANCODE_9] = KEY_9;
SDLtoFS2[SDL_SCANCODE_A] = KEY_A;
SDLtoFS2[SDL_SCANCODE_B] = KEY_B;
SDLtoFS2[SDL_SCANCODE_C] = KEY_C;
SDLtoFS2[SDL_SCANCODE_D] = KEY_D;
SDLtoFS2[SDL_SCANCODE_E] = KEY_E;
SDLtoFS2[SDL_SCANCODE_F] = KEY_F;
SDLtoFS2[SDL_SCANCODE_G] = KEY_G;
SDLtoFS2[SDL_SCANCODE_H] = KEY_H;
SDLtoFS2[SDL_SCANCODE_I] = KEY_I;
SDLtoFS2[SDL_SCANCODE_J] = KEY_J;
SDLtoFS2[SDL_SCANCODE_K] = KEY_K;
SDLtoFS2[SDL_SCANCODE_L] = KEY_L;
SDLtoFS2[SDL_SCANCODE_M] = KEY_M;
SDLtoFS2[SDL_SCANCODE_N] = KEY_N;
SDLtoFS2[SDL_SCANCODE_O] = KEY_O;
SDLtoFS2[SDL_SCANCODE_P] = KEY_P;
SDLtoFS2[SDL_SCANCODE_Q] = KEY_Q;
SDLtoFS2[SDL_SCANCODE_R] = KEY_R;
SDLtoFS2[SDL_SCANCODE_S] = KEY_S;
SDLtoFS2[SDL_SCANCODE_T] = KEY_T;
SDLtoFS2[SDL_SCANCODE_U] = KEY_U;
SDLtoFS2[SDL_SCANCODE_V] = KEY_V;
SDLtoFS2[SDL_SCANCODE_W] = KEY_W;
SDLtoFS2[SDL_SCANCODE_X] = KEY_X;
SDLtoFS2[SDL_SCANCODE_Y] = KEY_Y;
SDLtoFS2[SDL_SCANCODE_Z] = KEY_Z;
SDLtoFS2[SDL_SCANCODE_MINUS] = KEY_MINUS;
SDLtoFS2[SDL_SCANCODE_EQUALS] = KEY_EQUAL;
SDLtoFS2[SDL_SCANCODE_SLASH] = KEY_DIVIDE; // No idea - DDOI
SDLtoFS2[SDL_SCANCODE_BACKSLASH] = KEY_SLASH;
//SDLtoFS2[SDL_SCANCODE_BACKSLASH] = KEY_SLASH_UK; // ?
SDLtoFS2[SDL_SCANCODE_COMMA] = KEY_COMMA;
SDLtoFS2[SDL_SCANCODE_PERIOD] = KEY_PERIOD;
SDLtoFS2[SDL_SCANCODE_SEMICOLON] = KEY_SEMICOL;
SDLtoFS2[SDL_SCANCODE_LEFTBRACKET] = KEY_LBRACKET;
SDLtoFS2[SDL_SCANCODE_RIGHTBRACKET] = KEY_RBRACKET;
SDLtoFS2[SDL_SCANCODE_GRAVE] = KEY_LAPOSTRO;
SDLtoFS2[SDL_SCANCODE_APOSTROPHE] = KEY_RAPOSTRO;
SDLtoFS2[SDL_SCANCODE_ESCAPE] = KEY_ESC;
SDLtoFS2[SDL_SCANCODE_RETURN] = KEY_ENTER;
SDLtoFS2[SDL_SCANCODE_BACKSPACE] = KEY_BACKSP;
SDLtoFS2[SDL_SCANCODE_TAB] = KEY_TAB;
SDLtoFS2[SDL_SCANCODE_SPACE] = KEY_SPACEBAR;
SDLtoFS2[SDL_SCANCODE_NUMLOCKCLEAR] = KEY_NUMLOCK;
SDLtoFS2[SDL_SCANCODE_SCROLLLOCK] = KEY_SCROLLOCK;
SDLtoFS2[SDL_SCANCODE_CAPSLOCK] = KEY_CAPSLOCK;
SDLtoFS2[SDL_SCANCODE_LSHIFT] = KEY_LSHIFT;
SDLtoFS2[SDL_SCANCODE_RSHIFT] = KEY_RSHIFT;
SDLtoFS2[SDL_SCANCODE_LALT] = KEY_LALT;
SDLtoFS2[SDL_SCANCODE_RALT] = KEY_RALT;
SDLtoFS2[SDL_SCANCODE_LCTRL] = KEY_LCTRL;
SDLtoFS2[SDL_SCANCODE_RCTRL] = KEY_RCTRL;
SDLtoFS2[SDL_SCANCODE_F1] = KEY_F1;
SDLtoFS2[SDL_SCANCODE_F2] = KEY_F2;
SDLtoFS2[SDL_SCANCODE_F3] = KEY_F3;
SDLtoFS2[SDL_SCANCODE_F4] = KEY_F4;
SDLtoFS2[SDL_SCANCODE_F5] = KEY_F5;
SDLtoFS2[SDL_SCANCODE_F6] = KEY_F6;
SDLtoFS2[SDL_SCANCODE_F7] = KEY_F7;
SDLtoFS2[SDL_SCANCODE_F8] = KEY_F8;
SDLtoFS2[SDL_SCANCODE_F9] = KEY_F9;
SDLtoFS2[SDL_SCANCODE_F10] = KEY_F10;
SDLtoFS2[SDL_SCANCODE_F11] = KEY_F11;
SDLtoFS2[SDL_SCANCODE_F12] = KEY_F12;
SDLtoFS2[SDL_SCANCODE_KP_0] = KEY_PAD0;
SDLtoFS2[SDL_SCANCODE_KP_1] = KEY_PAD1;
SDLtoFS2[SDL_SCANCODE_KP_2] = KEY_PAD2;
SDLtoFS2[SDL_SCANCODE_KP_3] = KEY_PAD3;
SDLtoFS2[SDL_SCANCODE_KP_4] = KEY_PAD4;
SDLtoFS2[SDL_SCANCODE_KP_5] = KEY_PAD5;
SDLtoFS2[SDL_SCANCODE_KP_6] = KEY_PAD6;
SDLtoFS2[SDL_SCANCODE_KP_7] = KEY_PAD7;
SDLtoFS2[SDL_SCANCODE_KP_8] = KEY_PAD8;
SDLtoFS2[SDL_SCANCODE_KP_9] = KEY_PAD9;
SDLtoFS2[SDL_SCANCODE_KP_MINUS] = KEY_PADMINUS;
SDLtoFS2[SDL_SCANCODE_KP_PLUS] = KEY_PADPLUS;
SDLtoFS2[SDL_SCANCODE_KP_PERIOD] = KEY_PADPERIOD;
SDLtoFS2[SDL_SCANCODE_KP_DIVIDE] = KEY_PADDIVIDE;
SDLtoFS2[SDL_SCANCODE_KP_MULTIPLY] = KEY_PADMULTIPLY;
SDLtoFS2[SDL_SCANCODE_KP_ENTER] = KEY_PADENTER;
SDLtoFS2[SDL_SCANCODE_INSERT] = KEY_INSERT;
SDLtoFS2[SDL_SCANCODE_HOME] = KEY_HOME;
SDLtoFS2[SDL_SCANCODE_PAGEUP] = KEY_PAGEUP;
SDLtoFS2[SDL_SCANCODE_DELETE] = KEY_DELETE;
SDLtoFS2[SDL_SCANCODE_END] = KEY_END;
SDLtoFS2[SDL_SCANCODE_PAGEDOWN] = KEY_PAGEDOWN;
SDLtoFS2[SDL_SCANCODE_UP] = KEY_UP;
SDLtoFS2[SDL_SCANCODE_DOWN] = KEY_DOWN;
SDLtoFS2[SDL_SCANCODE_LEFT] = KEY_LEFT;
SDLtoFS2[SDL_SCANCODE_RIGHT] = KEY_RIGHT;
SDLtoFS2[SDL_SCANCODE_PRINTSCREEN] = KEY_PRINT_SCRN;
SDLtoFS2[SDL_SCANCODE_PAUSE] = KEY_PAUSE;
// SDLtoFS2[SDL_SCANCODE_BREAK] = KEY_BREAK;
}
int key_numlock_is_on()
{
const Uint8 *state = SDL_GetKeyboardState(NULL);
return state[SDL_SCANCODE_NUMLOCKCLEAR];
}
void key_turn_off_numlock()
{
}
void key_turn_on_numlock()
{
}
// Convert a BIOS scancode to ASCII.
// If scancode >= 127, returns 255, meaning there is no corresponding ASCII code.
// Uses ascii_table and shifted_ascii_table to translate scancode to ASCII.
int key_to_ascii(int keycode )
{
int shifted;
if ( !key_inited ) return 255;
shifted = keycode & KEY_SHIFTED;
keycode &= 0xFF;
if ( keycode>=127 )
return 255;
if (shifted)
return shifted_ascii_table[keycode];
else
return ascii_table[keycode];
}
// Flush the keyboard buffer.
// Clear the keyboard array (keyd_pressed).
void key_flush()
{
int i;
uint CurTime;
if ( !key_inited ) return;
SDL_LockMutex( key_lock );
key_data.keyhead = key_data.keytail = 0;
//Clear the keyboard buffer
for (i=0; i<KEY_BUFFER_SIZE; i++ ) {
key_data.keybuffer[i] = 0;
key_data.time_pressed[i] = 0;
}
//Clear the keyboard array
CurTime = timer_get_milliseconds();
for (i=0; i<NUM_KEYS; i++ ) {
keyd_pressed[i] = 0;
key_data.TimeKeyDownChecked[i] = CurTime;
key_data.TimeKeyWentDown[i] = CurTime;
key_data.TimeKeyHeldDown[i] = 0;
key_data.NumDowns[i]=0;
key_data.NumUps[i]=0;
}
SDL_UnlockMutex( key_lock );
}
// A nifty function which performs the function:
// n = (n+1) % KEY_BUFFER_SIZE
// (assuming positive values of n).
int add_one( int n )
{
n++;
if ( n >= KEY_BUFFER_SIZE ) n=0;
return n;
}
// Returns 1 if character waiting... 0 otherwise
int key_checkch()
{
int is_one_waiting = 0;
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
if (key_data.keytail != key_data.keyhead){
is_one_waiting = 1;
}
SDL_UnlockMutex( key_lock );
return is_one_waiting;
}
// Return key scancode if a key has been pressed,
// else return 0.
// Reads keys out of the key buffer and updates keyhead.
//WMC - Added so scripting can get at keys.
int Current_key_down = 0;
int key_inkey()
{
int key = 0;
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
if (key_data.keytail!=key_data.keyhead) {
key = key_data.keybuffer[key_data.keyhead];
key_data.keyhead = add_one(key_data.keyhead);
}
SDL_UnlockMutex( key_lock );
Current_key_down = key;
return key;
}
// Unget a key. Puts it back in the input queue.
void key_outkey(int key)
{
int bufp;
if ( !key_inited ) return;
SDL_LockMutex( key_lock );
bufp = key_data.keytail+1;
if (bufp >= KEY_BUFFER_SIZE){
bufp = 0;
}
key_data.keybuffer[key_data.keytail] = (unsigned short)key;
key_data.keytail = bufp;
SDL_UnlockMutex( key_lock );
}
// Return amount of time last key was held down.
// This is currently (July 17, 1996) bogus because our timing is
// not accurate.
int key_inkey_time(uint * time)
{
int key = 0;
if ( !key_inited ) {
*time = 0;
return 0;
}
SDL_LockMutex( key_lock );
if (key_data.keytail!=key_data.keyhead) {
key = key_data.keybuffer[key_data.keyhead];
*time = key_data.time_pressed[key_data.keyhead];
key_data.keyhead = add_one(key_data.keyhead);
}
SDL_UnlockMutex( key_lock );
return key;
}
// Returns scancode of last key pressed, if any (returns 0 if no key pressed)
// but does not update keyhead pointer.
int key_peekkey()
{
int key = 0;
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
if (key_data.keytail!=key_data.keyhead) {
key = key_data.keybuffer[key_data.keyhead];
}
SDL_UnlockMutex( key_lock );
return key;
}
// If not installed, uses BIOS and returns getch();
// Else returns pending key (or waits for one if none waiting).
int key_getch()
{
int dummy=0;
int in;
if ( !key_inited ) return 0;
while (!key_checkch()){
os_poll();
dummy++;
}
in = key_inkey();
return in;
}
// Set global shift_status with modifier results (shift, ctrl, alt).
uint key_get_shift_status()
{
unsigned int shift_status = 0;
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] )
shift_status |= KEY_SHIFTED;
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] )
shift_status |= KEY_ALTED;
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] )
shift_status |= KEY_CTRLED;
#ifndef NDEBUG
if (keyd_pressed[KEY_DEBUG_KEY])
shift_status |= KEY_DEBUGGED;
#else
if (keyd_pressed[KEY_DEBUG_KEY]) {
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
if ((Cheats_enabled) && Key_normal_game) {
mprintf(("Debug key\n"));
shift_status |= KEY_DEBUGGED1;
}
}
#endif
SDL_UnlockMutex( key_lock );
return shift_status;
}
// Returns amount of time key (specified by "code") has been down since last call.
// Returns float, unlike key_down_time() which returns a fix.
float key_down_timef(uint scancode)
{
uint time_down, time;
uint delta_time;
if ( !key_inited ) {
return 0.0f;
}
if (scancode >= NUM_KEYS) {
return 0.0f;
}
SDL_LockMutex( key_lock );
time = timer_get_milliseconds();
delta_time = time - key_data.TimeKeyDownChecked[scancode];
key_data.TimeKeyDownChecked[scancode] = time;
if ( delta_time <= 1 ) {
key_data.TimeKeyWentDown[scancode] = time;
if (keyd_pressed[scancode]) {
SDL_UnlockMutex( key_lock );
return 1.0f;
} else {
SDL_UnlockMutex( key_lock );
return 0.0f;
}
}
if ( !keyd_pressed[scancode] ) {
time_down = key_data.TimeKeyHeldDown[scancode];
key_data.TimeKeyHeldDown[scancode] = 0;
} else {
time_down = time - key_data.TimeKeyWentDown[scancode];
key_data.TimeKeyWentDown[scancode] = time;
}
SDL_UnlockMutex( key_lock );
return i2fl(time_down) / i2fl(delta_time);
}
// Returns number of times key has went from up to down since last call.
int key_down_count(int scancode)
{
int n;
if ( !key_inited ) return 0;
if ((scancode<0)|| (scancode>=NUM_KEYS)) return 0;
SDL_LockMutex( key_lock );
n = key_data.NumDowns[scancode];
key_data.NumDowns[scancode] = 0;
SDL_UnlockMutex( key_lock );
return n;
}
// Returns number of times key has went from down to up since last call.
int key_up_count(int scancode)
{
int n;
if ( !key_inited ) return 0;
if ((scancode<0)|| (scancode>=NUM_KEYS)) return 0;
SDL_LockMutex( key_lock );
n = key_data.NumUps[scancode];
key_data.NumUps[scancode] = 0;
SDL_UnlockMutex( key_lock );
return n;
}
int key_check(int key)
{
return key_data.down_check[key];
}
// Add a key up or down code to the key buffer. state=1 -> down, state=0 -> up
// latency => time difference in ms between when key was actually pressed and now
//void key_mark( uint code, int state )
void key_mark( uint code, int state, uint latency )
{
uint scancode, breakbit, temp, event_time;
ushort keycode;
if ( !key_inited ) return;
SDL_LockMutex( key_lock );
// If running in the UK, need to translate their wacky slash scancode to ours
if ( code == KEY_SLASH_UK ) {
code = KEY_SLASH;
}
Assert( code < NUM_KEYS );
event_time = timer_get_milliseconds() - latency;
// event_time = timeGetTime() - latency;
// Read in scancode
scancode = code & (NUM_KEYS-1);
breakbit = !state;
if (breakbit) {
// Key going up
keyd_last_released = scancode;
keyd_pressed[scancode] = 0;
key_data.NumUps[scancode]++;
// What is the point of this code? "temp" is never used!
temp = 0;
temp |= keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT];
temp |= keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT];
temp |= keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL];
temp |= keyd_pressed[KEY_DEBUG_KEY];
if (event_time < key_data.TimeKeyWentDown[scancode]) {
key_data.TimeKeyHeldDown[scancode] = 0;
} else {
key_data.TimeKeyHeldDown[scancode] += event_time - key_data.TimeKeyWentDown[scancode];
}
Current_key_down = scancode;
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] ) {
Current_key_down |= KEY_SHIFTED;
}
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] ) {
Current_key_down |= KEY_ALTED;
}
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] ) {
Current_key_down |= KEY_CTRLED;
}
Script_system.SetHookVar("Key", 's', textify_scancode(Current_key_down));
Script_system.RunCondition(CHA_KEYRELEASED);
Script_system.RemHookVar("Key");
} else {
// Key going down
keyd_last_pressed = scancode;
keyd_time_when_last_pressed = event_time;
if (!keyd_pressed[scancode]) {
// First time down
key_data.TimeKeyWentDown[scancode] = event_time;
keyd_pressed[scancode] = 1;
key_data.NumDowns[scancode]++;
key_data.down_check[scancode]++;
//WMC - For scripting
Current_key_down = scancode;
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] ) {
Current_key_down |= KEY_SHIFTED;
}
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] ) {
Current_key_down |= KEY_ALTED;
}
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] ) {
Current_key_down |= KEY_CTRLED;
}
Script_system.SetHookVar("Key", 's', textify_scancode(Current_key_down));
Script_system.RunCondition(CHA_KEYPRESSED);
Script_system.RemHookVar("Key");
} else if (!keyd_repeat) {
// Don't buffer repeating key if repeat mode is off
scancode = 0xAA;
}
if ( scancode!=0xAA ) {
keycode = (unsigned short)scancode;
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] ) {
keycode |= KEY_SHIFTED;
}
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] ) {
keycode |= KEY_ALTED;
}
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] ) {
keycode |= KEY_CTRLED;
}
#ifndef NDEBUG
if ( keyd_pressed[KEY_DEBUG_KEY] ) {
keycode |= KEY_DEBUGGED;
}
#else
if ( keyd_pressed[KEY_DEBUG_KEY] ) {
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
if (Cheats_enabled && Key_normal_game) {
keycode |= KEY_DEBUGGED1;
}
}
#endif
if ( keycode ) {
temp = key_data.keytail+1;
if ( temp >= KEY_BUFFER_SIZE ) temp=0;
if (temp!=key_data.keyhead) {
key_data.keybuffer[key_data.keytail] = keycode;
key_data.time_pressed[key_data.keytail] = keyd_time_when_last_pressed;
key_data.keytail = temp;
}
}
}
}
SDL_UnlockMutex( key_lock );
}
void key_close()
{
if ( !key_inited ) return;
if ( Key_numlock_was_on ) {
key_turn_on_numlock();
Key_numlock_was_on = 0;
}
key_inited = 0;
SDL_DestroyMutex( key_lock );
}
void key_init()
{
// Initialize queue
if ( key_inited ) return;
key_inited = 1;
key_lock = SDL_CreateMutex();
SDL_LockMutex(key_lock);
FillSDLArray();
keyd_time_when_last_pressed = timer_get_milliseconds();
keyd_buffer_type = 1;
keyd_repeat = 1;
// Clear the keyboard array
key_flush();
SDL_UnlockMutex( key_lock );
atexit(key_close);
}
void key_level_init()
{
int i;
for (i=0; i<NUM_KEYS; i++)
key_data.down_check[i] = 0;
}
void key_lost_focus()
{
if ( !key_inited ) return;
key_flush();
}
void key_got_focus()
{
if ( !key_inited ) return;
key_flush();
}