The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Key.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Key.h"
#include "DEFINES.h"
#include "AdventuresInLestoria.h"
#include "olcPGEX_Gamepad.h"
INCLUDE_game
bool Input::usingGamepad;
Input::Input(InputType type,int key)
:type(type),key(key){}
bool Input::Pressed(){
if(!game->IsFocused())return false;
bool inputPressed=false;
switch(type){
case KEY:{
inputPressed=game->GetKey(Key(key)).bPressed;
}break;
case MOUSE:{
inputPressed=game->GetMouse(key).bPressed;
}break;
case CONTROLLER:{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected&&gamepad->getButton(static_cast<GPButtons>(key)).bPressed)inputPressed=true;
}
}break;
case ANALOG:{
//An analog input can never be "pressed". No-op.
}break;
default:{
ERR("Invalid Control Scheme detected! We shouldn't be here!! Type is "<<type);
}
}
if(inputPressed){
usingGamepad=type==CONTROLLER;
return true;
}
return false;
}
bool Input::Held(){
if(!game->IsFocused())return false;
bool inputHeld=false;
switch(type){
case KEY:{
inputHeld=game->GetKey(Key(key)).bHeld;
}break;
case MOUSE:{
inputHeld=game->GetMouse(key).bHeld;
}break;
case CONTROLLER:{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected&&gamepad->getButton(static_cast<GPButtons>(key)).bHeld)inputHeld=true;
}
}break;
case ANALOG:{
//An analog input can never be "held". No-op.
}break;
default:{
ERR("Invalid Control Scheme detected! We shouldn't be here!! Type is "<<type);
}
}
if(inputHeld){
usingGamepad=type==CONTROLLER;
return true;
}
return false;
}
bool Input::Released(){
if(!game->IsFocused())return false;
bool inputReleased=false;
switch(type){
case KEY:{
inputReleased=game->GetKey(Key(key)).bReleased;
}break;
case MOUSE:{
inputReleased=game->GetMouse(key).bReleased;
}break;
case CONTROLLER:{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected&&gamepad->getButton(static_cast<GPButtons>(key)).bReleased)inputReleased=true;
}
}break;
case ANALOG:{
//An analog input can never be "released". No-op.
}break;
default:{
ERR("Invalid Control Scheme detected! We shouldn't be here!! Type is "<<type);
}
}
if(inputReleased){
usingGamepad=type==CONTROLLER;
return true;
}
return false;
}
float Input::Analog(){
if(!game->IsFocused())return false;
switch(type){
case ANALOG:{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
float axisVal=gamepad->getAxis(static_cast<GPAxes>(key));
if(axisVal!=0.f){
usingGamepad=true;
return axisVal;
}
}
}
}break;
case KEY:
case MOUSE:
case CONTROLLER:{
//Doesn't return analog inputs. No-op.
}break;
default:{
ERR("Invalid Control Scheme detected for analog controls! We shouldn't be here!! Type is "<<type);
}
}
return 0.f;
}
std::string Input::GetDisplayName(){
return GenericKey::keyLiteral.at({type,key});
}
InputGroup::InputGroup(){}
void InputGroup::AddKeybind(Input bind){
keys.insert(bind);
}
void InputGroup::RemoveKeybind(Input bind){
keys.erase(bind);
}
const bool InputGroup::Pressed()const{
for(Input input:keys){
if(input.Pressed())return true;
}
return false;
}
const bool InputGroup::Held()const{
for(Input input:keys){
if(input.Held())return true;
}
return false;
}
const bool InputGroup::Released()const{
for(Input input:keys){
if(input.Released())return true;
}
return false;
}
const float InputGroup::Analog()const{
for(Input input:keys){
float analogVal=input.Analog();
if(analogVal!=0.f)return analogVal;
}
return 0.f;
}
std::string InputGroup::GetDisplayName(){
std::string combinationDisplay="";
for(Input input:keys){
if(combinationDisplay.length()>0){
combinationDisplay+=",";
}
combinationDisplay+=input.GetDisplayName();
}
return combinationDisplay;
}
std::map<std::pair<InputType,int>,std::string> GenericKey::keyLiteral={
{{KEY, NONE},""},
{{KEY, A},"A"},
{{KEY, B},"B"},
{{KEY, C},"C"},
{{KEY, D},"D"},
{{KEY, E},"E"},
{{KEY, F},"F"},
{{KEY, G},"G"},
{{KEY, H},"H"},
{{KEY, I},"I"},
{{KEY, J},"J"},
{{KEY, K},"L"},
{{KEY, L},"L"},
{{KEY, M},"M"},
{{KEY, N},"N"},
{{KEY, O},"O"},
{{KEY, P},"P"},
{{KEY, Q},"Q"},
{{KEY, R},"R"},
{{KEY, S},"S"},
{{KEY, T},"T"},
{{KEY, U},"U"},
{{KEY, V},"V"},
{{KEY, W},"W"},
{{KEY, X},"X"},
{{KEY, Y},"Y"},
{{KEY, Z},"Z"},
{{KEY, K0},"0"},
{{KEY, K1},"1"},
{{KEY, K2},"2"},
{{KEY, K3},"3"},
{{KEY, K4},"4"},
{{KEY, K5},"5"},
{{KEY, K6},"6"},
{{KEY, K7},"7"},
{{KEY, K8},"8"},
{{KEY, K9},"9"},
{{KEY, F1},"F1"},
{{KEY, F2},"F2"},
{{KEY, F3},"F3"},
{{KEY, F4},"F4"},
{{KEY, F5},"F5"},
{{KEY, F6},"F6"},
{{KEY, F7},"F7"},
{{KEY, F8},"F8"},
{{KEY, F9},"F9"},
{{KEY, F10},"F10"},
{{KEY, F11},"F11"},
{{KEY, F12},"F12"},
{{KEY, UP},"UP"},
{{KEY, DOWN},"DOWN"},
{{KEY, LEFT},"LEFT"},
{{KEY, RIGHT},"RIGHT"},
{{KEY, SPACE},"SPACE"},
{{KEY, TAB},"TAB"},
{{KEY, SHIFT},"SHIFT"},
{{KEY, CTRL},"CTRL"},
{{KEY, INS},"INS"},
{{KEY, DEL},"DEL"},
{{KEY, HOME},"HOME"},
{{KEY, END},"END"},
{{KEY, PGUP},"PGUP"},
{{KEY, PGDN},"PGDN"},
{{KEY, BACK},"BACK"},
{{KEY, ESCAPE},"ESC"},
{{KEY, RETURN},"ENTER"},
{{KEY, ENTER},"ENTER"},
{{KEY, PAUSE},"PAUSE"},
{{KEY, SCROLL},"SCR LK"},
{{KEY, NP0},"NP0"},
{{KEY, NP1},"NP1"},
{{KEY, NP2},"NP2"},
{{KEY, NP3},"NP3"},
{{KEY, NP4},"NP4"},
{{KEY, NP5},"NP5"},
{{KEY, NP6},"NP6"},
{{KEY, NP7},"NP7"},
{{KEY, NP8},"NP8"},
{{KEY, NP9},"NP9"},
{{KEY, NP_MUL},"NP*"},
{{KEY, NP_DIV},"NP/"},
{{KEY, NP_ADD},"NP+"},
{{KEY, NP_SUB},"NP-"},
{{KEY, NP_DECIMAL},"NP."},
{{KEY, PERIOD},"."},
{{KEY, EQUALS},"="},
{{KEY, COMMA},","},
{{KEY, MINUS},"-"},
{{KEY, OEM_1},";"},
{{KEY, OEM_2},"/"},
{{KEY, OEM_3},"~"},
{{KEY, OEM_4},"["},
{{KEY, OEM_5},"\\"},
{{KEY, OEM_6},"]"},
{{KEY, OEM_7},"\""},
{{KEY, OEM_8},"\\"},
{{KEY, CAPS_LOCK},"CAP LK"},
{{KEY, olc::ENUM_END},""},
{{MOUSE, Mouse::LEFT},"L.MOUSE"},
{{MOUSE, Mouse::RIGHT},"R.MOUSE"},
{{MOUSE, Mouse::MIDDLE},"M.MOUSE"},
{{CONTROLLER, static_cast<int>(GPButtons::FACE_D)},"A/X"},
{{CONTROLLER, static_cast<int>(GPButtons::FACE_L)},"X/Square"},
{{CONTROLLER, static_cast<int>(GPButtons::FACE_R)},"B/Circle"},
{{CONTROLLER, static_cast<int>(GPButtons::FACE_U)},"Y/Triangle"},
{{CONTROLLER, static_cast<int>(GPButtons::L1)},"L1"},
{{CONTROLLER, static_cast<int>(GPButtons::L2)},"L2"},
{{CONTROLLER, static_cast<int>(GPButtons::L3)},"L3"},
{{CONTROLLER, static_cast<int>(GPButtons::R1)},"R1"},
{{CONTROLLER, static_cast<int>(GPButtons::R2)},"R2"},
{{CONTROLLER, static_cast<int>(GPButtons::R3)},"R3"},
{{CONTROLLER, static_cast<int>(GPButtons::SELECT)},"SELECT"},
{{CONTROLLER, static_cast<int>(GPButtons::START)},"START"},
{{CONTROLLER, static_cast<int>(GPButtons::DPAD_L)},"LEFT"},
{{CONTROLLER, static_cast<int>(GPButtons::DPAD_R)},"RIGHT"},
{{CONTROLLER, static_cast<int>(GPButtons::DPAD_U)},"UP"},
{{CONTROLLER, static_cast<int>(GPButtons::DPAD_D)},"DOWN"},
};
void Input::SetUsingGamepad(const bool usingGamepad){
Input::usingGamepad=usingGamepad;
}
const bool Input::UsingGamepad(){
return usingGamepad;
}
const bool Input::AxesActive(){
float xAxis=0.f,yAxis=0.f;
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
if(fabs(gamepad->getAxis(GPAxes::RX))>0.f){
xAxis=gamepad->getAxis(GPAxes::RX);
}else
if(fabs(gamepad->getAxis(GPAxes::LX))>0.f){
xAxis=gamepad->getAxis(GPAxes::LX);
}
if(fabs(gamepad->getAxis(GPAxes::RY))>0.f){
yAxis=gamepad->getAxis(GPAxes::RY);
}else
if(fabs(gamepad->getAxis(GPAxes::LY))>0.f){
yAxis=gamepad->getAxis(GPAxes::LY);
}
if(xAxis!=0.f||yAxis!=0.f)break; //Found a controller, so we're good to break.
}
}
return xAxis!=0.f||yAxis!=0.f;
}
void Input::StartVibration(){
if(UsingGamepad()){
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
gamepad->startVibration();
}
}
}
}
void Input::StopVibration(){
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
gamepad->stopVibration();
}
}
}
const bool operator<(const InputGroup&group1,const InputGroup&group2){
return &group1<&group2;
}