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controls.cpp
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controls.cpp
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#include "Controls.h"
#include "Object.h"
#include <gx.h>
CControls::CControls()
{
CurrentButtonState = 0;
PreviousButtonState = 0;
Orientation = EO_Portrait_Normal;
CharQueueIndex = 0;
}
CControls::~CControls()
{
GXCloseInput();
}
// ----
// Init the object.
bool CControls::Init()
{
CurrentButtonState = 0;
PreviousButtonState = 0;
CharQueueIndex = 0;
GXCloseInput();
bool ret = (GXOpenInput() == 1);
if (ret)
GAPIKeyList = GXGetDefaultKeys(GX_NORMALKEYS);
else
ErrorCode = GetLastError();
return ret;
}
// ----
// Process / update key state.
bool CControls::Process()
{
// Store previous key states.
PreviousButtonState = CurrentButtonState;
// Start by assuming there won't be an error.
ErrorCode = CONTROL_NO_ERROR;
// Set buttons according to the values returned by GetAsyncKeyState.
SetButton(Up, (GetAsyncKeyState(GAPIKeyList.vkUp) & 0x8000) != 0);
SetButton(Down, (GetAsyncKeyState(GAPIKeyList.vkDown) & 0x8000) != 0);
SetButton(Left, (GetAsyncKeyState(GAPIKeyList.vkLeft) & 0x8000) != 0);
SetButton(Right, (GetAsyncKeyState(GAPIKeyList.vkRight) & 0x8000) != 0);
SetButton(Select, (GetAsyncKeyState(GAPIKeyList.vkA) & 0x8000) != 0);
SetButton(MouseSelect, (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0);
SetButton(Backup, (GetAsyncKeyState(GAPIKeyList.vkB) & 0x8000) != 0);;
SetButton(Pause, (GetAsyncKeyState(GAPIKeyList.vkStart) & 0x8000) != 0);
SetButton(DebugQuickExit, (GetAsyncKeyState(GAPIKeyList.vkC) & 0x8000) != 0);
#ifdef NOT_FINAL_BUILD
//SetButton(TakePicture, ( (GetAsyncKeyState(VK_LBUTTON) & 0x8000)
// && (GetAsyncKeyState(GAPIKeyList.vkB) & 0x8000)));
//SetButton(TakePicture, (GetAsyncKeyState(GAPIKeyList.vkB) & 0x8000) != 0);
SetButton(DebugQuickExit, (GetAsyncKeyState(GAPIKeyList.vkC) & 0x8000) != 0);
#endif
return true;
}
#ifdef USE_DEPRICATED
// ----
// Call this method before making calls to SetButton.
// State information is otherwise lost.
bool CControls::PrepareForExternalButtonSet()
{
PreviousButtonState = CurrentButtonState;
return true;
}
#endif
// ----
// Allows mouse info to be passed this class.
void CControls::SetMouse(POINT* _In)
{
if (_In)
{
// Process orientation.
switch (Orientation)
{
case EO_Portrait_Normal:
Mouse.x = _In->x;
Mouse.y = _In->y;
break;
case EO_Landscape_Normal:
Mouse.x = _In->y;
Mouse.y = (240 - 1) - _In->x;
break;
case EO_Landscape_Flipped:
Mouse.x = (320 - 1) - _In->y;
Mouse.y = _In->x;
break;
default:
break;
}
}
}
// ----
POINT* CControls::GetMousePosition()
{
return &Mouse;
}
// ----
// Set current button state.
bool CControls::SetButton(EButton _Button, bool _State)
{
int index = (int)_Button;
if (index < 31)
{
if (_State)
{
CurrentButtonState |= (1 << index);
}
else
{
DWORD mask = 0xFFFFFFFF;
mask ^= (1 << index);
CurrentButtonState &= mask;
}
return true;
}
else
{
return false;
}
}
// ----
// Get current button state and a debounced version.
bool CControls::IsButtonPressed(EButton _Button)
{
int index = (int)_Button;
if (index < 31)
{
return ((CurrentButtonState & (1 << index)) > 0);
}
else
{
return false;
}
}
bool CControls::IsButtonPressedDB(EButton _Button)
{
int index = (int)_Button;
if (index < 31)
{
return ( (CurrentButtonState & (1 << index))
&& (!(PreviousButtonState & (1 << index)))
);
}
else
{
return false;
}
}
// ----
// Returns true if an button is pressed.
bool CControls::AreAnyKeysPressed()
{
return (CurrentButtonState != 0);
}
// ----
// Allows the system to do on-the-fly conversion of
// coordinates into the new screen orientation.
void CControls::SetOrientation(EOrientation _Mode)
{
Orientation = _Mode;
}
// ----
EOrientation CControls::GetOrientation()
{
return Orientation;
}
#if (defined(PROJECT) && (PROJECT == SPEEDBALL2))
// ----
// Returns the direction, as defined in game defines,
// for the direction the user is pressing on the pad.
int CControls::GetDirection()
{
if (IsButtonPressed(Up))
{
if (IsButtonPressed(Left))
return NW;
if (IsButtonPressed(Right))
return NE;
return N;
}
if (IsButtonPressed(Down))
{
if (IsButtonPressed(Left))
return SW;
if (IsButtonPressed(Right))
return SE;
return S;
}
if (IsButtonPressed(Left))
return W;
if (IsButtonPressed(Right))
return E;
return STILL;
}
#endif
// ----
bool CControls::QueueChar(TCHAR _Char, DWORD _KeyData)
{
if (CharQueueIndex < MAX_CHAR_QUEUE_INDEX)
{
CharQueue[CharQueueIndex].Char = _Char;
CharQueue[CharQueueIndex].KeyData = _KeyData;
CharQueueIndex++;
return true;
}
return false;
}
// ----
bool CControls::GetChar(TCHAR *_Char, DWORD *_KeyData)
{
if (CharQueueIndex > 0)
{
CharQueueIndex--;
if (_Char) {*_Char = CharQueue[CharQueueIndex].Char; }
if (_KeyData) {*_KeyData = CharQueue[CharQueueIndex].KeyData;}
return true;
}
return false;
}