Files
WickedEngine/WickedEngine/wiInput.cpp
T
2019-11-23 16:38:08 +00:00

491 lines
14 KiB
C++

#include "wiInput.h"
#include "Platform.h"
#include "wiXInput.h"
#include "wiDirectInput.h"
#include "wiRawInput.h"
#include "wiWindowRegistration.h"
#include "wiHelper.h"
#include "wiBackLog.h"
#include <algorithm>
#include <map>
#include <atomic>
#include <thread>
using namespace std;
namespace wiInput
{
#ifndef WINSTORE_SUPPORT
#define KEY_DOWN(vk_code) (GetAsyncKeyState(vk_code) < 0)
#define KEY_TOGGLE(vk_code) ((GetAsyncKeyState(vk_code) & 1) != 0)
#else
#define KEY_DOWN(vk_code) ((int)Windows::UI::Core::CoreWindow::GetForCurrentThread()->GetAsyncKeyState((Windows::System::VirtualKey)vk_code) < 0)
#define KEY_TOGGLE(vk_code) (((int)Windows::UI::Core::CoreWindow::GetForCurrentThread()->GetAsyncKeyState((Windows::System::VirtualKey)vk_code) & 1) != 0)
#endif //WINSTORE_SUPPORT
#define KEY_UP(vk_code) (!KEY_DOWN(vk_code))
static float mousewheel_scrolled = 0.0f;
struct Input
{
BUTTON button = BUTTON_NONE;
short playerIndex = 0;
bool operator<(const Input other) {
return (button != other.button || playerIndex != other.playerIndex);
}
struct LessComparer {
bool operator()(Input const& a, Input const& b) const {
return (a.button < b.button || a.playerIndex < b.playerIndex);
}
};
};
std::map<Input, uint32_t, Input::LessComparer> inputs;
std::vector<Touch> touches;
wiXInput* xinput = nullptr;
wiDirectInput* dinput = nullptr;
//wiRawInput* rawinput = nullptr;
struct Controller
{
enum DeviceType
{
XINPUT,
DIRECTINPUT,
};
DeviceType deviceType;
short deviceIndex;
};
std::vector<Controller> controllers;
std::atomic_bool initialized{ false };
void Initialize()
{
xinput = new wiXInput;
dinput = new wiDirectInput(wiWindowRegistration::GetRegisteredInstance(), wiWindowRegistration::GetRegisteredWindow());
//rawinput = new wiRawInput;
for (short i = 0; i < MAX_CONTROLLERS; ++i)
{
if (xinput->controllers[i].bConnected)
{
controllers.push_back({ Controller::XINPUT, i });
}
}
for (short i = 0; i < wiDirectInput::connectedJoys; ++i)
{
controllers.push_back({ Controller::DIRECTINPUT, i });
}
wiBackLog::post("wiInput Initialized");
initialized.store(true);
}
void Update()
{
if (!initialized.load())
{
return;
}
if(dinput != nullptr) dinput->Frame();
if(xinput != nullptr) xinput->UpdateControllerState();
//if(rawinput != nullptr) rawinput->RetrieveBufferedData();
for (auto iter = inputs.begin(); iter != inputs.end();)
{
BUTTON button = iter->first.button;
short playerIndex = iter->first.playerIndex;
bool todelete = false;
if (down(button, playerIndex))
{
iter->second++;
}
else
{
todelete = true;
}
if (todelete)
{
inputs.erase(iter++);
}
else
{
++iter;
}
}
touches.clear();
mousewheel_scrolled = 0.0f;
}
bool down(BUTTON button, short playerindex)
{
if (!initialized.load())
{
return false;
}
if (!wiWindowRegistration::IsWindowActive())
{
return false;
}
if(button > GAMEPAD_RANGE_START)
{
if (playerindex < (int)controllers.size())
{
const Controller& controller = controllers[playerindex];
if (xinput != nullptr && controller.deviceType == Controller::XINPUT)
{
switch (button)
{
case GAMEPAD_BUTTON_UP: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_DPAD_UP);
case GAMEPAD_BUTTON_LEFT: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_DPAD_LEFT);
case GAMEPAD_BUTTON_DOWN: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_DPAD_DOWN);
case GAMEPAD_BUTTON_RIGHT: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_DPAD_RIGHT);
case GAMEPAD_BUTTON_1: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_X);
case GAMEPAD_BUTTON_2: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_A);
case GAMEPAD_BUTTON_3: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_B);
case GAMEPAD_BUTTON_4: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_Y);
case GAMEPAD_BUTTON_5: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_LEFT_SHOULDER);
case GAMEPAD_BUTTON_6: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_RIGHT_SHOULDER);
case GAMEPAD_BUTTON_7: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_LEFT_THUMB);
case GAMEPAD_BUTTON_8: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_RIGHT_THUMB);
case GAMEPAD_BUTTON_9: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_BACK);
case GAMEPAD_BUTTON_10: return xinput->isButtonDown(controller.deviceIndex, XINPUT_GAMEPAD_START);
default:
break;
}
}
if (dinput != nullptr && controller.deviceType == Controller::DIRECTINPUT)
{
DWORD dinput_directions = dinput->getDirections(controller.deviceIndex);
switch (button)
{
case GAMEPAD_BUTTON_UP: return dinput_directions == DIRECTINPUT_POV_UP || dinput_directions == DIRECTINPUT_POV_LEFTUP || dinput_directions == DIRECTINPUT_POV_UPRIGHT;
case GAMEPAD_BUTTON_LEFT: return dinput_directions == DIRECTINPUT_POV_LEFT || dinput_directions == DIRECTINPUT_POV_LEFTUP || dinput_directions == DIRECTINPUT_POV_DOWNLEFT;
case GAMEPAD_BUTTON_DOWN: return dinput_directions == DIRECTINPUT_POV_DOWN || dinput_directions == DIRECTINPUT_POV_DOWNLEFT || dinput_directions == DIRECTINPUT_POV_RIGHTDOWN;
case GAMEPAD_BUTTON_RIGHT: return dinput_directions == DIRECTINPUT_POV_RIGHT || dinput_directions == DIRECTINPUT_POV_RIGHTDOWN || dinput_directions == DIRECTINPUT_POV_UPRIGHT;
case GAMEPAD_BUTTON_1: return dinput->isButtonDown(controller.deviceIndex, 1);
case GAMEPAD_BUTTON_2: return dinput->isButtonDown(controller.deviceIndex, 2);
case GAMEPAD_BUTTON_3: return dinput->isButtonDown(controller.deviceIndex, 3);
case GAMEPAD_BUTTON_4: return dinput->isButtonDown(controller.deviceIndex, 4);
case GAMEPAD_BUTTON_5: return dinput->isButtonDown(controller.deviceIndex, 5);
case GAMEPAD_BUTTON_6: return dinput->isButtonDown(controller.deviceIndex, 6);
case GAMEPAD_BUTTON_7: return dinput->isButtonDown(controller.deviceIndex, 7);
case GAMEPAD_BUTTON_8: return dinput->isButtonDown(controller.deviceIndex, 8);
case GAMEPAD_BUTTON_9: return dinput->isButtonDown(controller.deviceIndex, 9);
case GAMEPAD_BUTTON_10: return dinput->isButtonDown(controller.deviceIndex, 10);
case GAMEPAD_BUTTON_11: return dinput->isButtonDown(controller.deviceIndex, 11);
case GAMEPAD_BUTTON_12: return dinput->isButtonDown(controller.deviceIndex, 12);
case GAMEPAD_BUTTON_13: return dinput->isButtonDown(controller.deviceIndex, 13);
case GAMEPAD_BUTTON_14: return dinput->isButtonDown(controller.deviceIndex, 14);
default:
break;
}
}
}
}
else if (playerindex == 0) // keyboard or mouse
{
int keycode = (int)button;
switch (button)
{
case wiInput::MOUSE_BUTTON_LEFT:
keycode = VK_LBUTTON;
break;
case wiInput::MOUSE_BUTTON_RIGHT:
keycode = VK_RBUTTON;
break;
case wiInput::MOUSE_BUTTON_MIDDLE:
keycode = VK_MBUTTON;
break;
case wiInput::KEYBOARD_BUTTON_UP:
keycode = VK_UP;
break;
case wiInput::KEYBOARD_BUTTON_DOWN:
keycode = VK_DOWN;
break;
case wiInput::KEYBOARD_BUTTON_LEFT:
keycode = VK_LEFT;
break;
case wiInput::KEYBOARD_BUTTON_RIGHT:
keycode = VK_RIGHT;
break;
case wiInput::KEYBOARD_BUTTON_SPACE:
keycode = VK_SPACE;
break;
case wiInput::KEYBOARD_BUTTON_RSHIFT:
keycode = VK_RSHIFT;
break;
case wiInput::KEYBOARD_BUTTON_LSHIFT:
keycode = VK_LSHIFT;
break;
case wiInput::KEYBOARD_BUTTON_F1:
keycode = VK_F1;
break;
case wiInput::KEYBOARD_BUTTON_F2:
keycode = VK_F2;
break;
case wiInput::KEYBOARD_BUTTON_F3:
keycode = VK_F3;
break;
case wiInput::KEYBOARD_BUTTON_F4:
keycode = VK_F4;
break;
case wiInput::KEYBOARD_BUTTON_F5:
keycode = VK_F5;
break;
case wiInput::KEYBOARD_BUTTON_F6:
keycode = VK_F6;
break;
case wiInput::KEYBOARD_BUTTON_F7:
keycode = VK_F7;
break;
case wiInput::KEYBOARD_BUTTON_F8:
keycode = VK_F8;
break;
case wiInput::KEYBOARD_BUTTON_F9:
keycode = VK_F9;
break;
case wiInput::KEYBOARD_BUTTON_F10:
keycode = VK_F10;
break;
case wiInput::KEYBOARD_BUTTON_F11:
keycode = VK_F11;
break;
case wiInput::KEYBOARD_BUTTON_F12:
keycode = VK_F12;
break;
case wiInput::KEYBOARD_BUTTON_ENTER:
keycode = VK_RETURN;
break;
case wiInput::KEYBOARD_BUTTON_ESCAPE:
keycode = VK_ESCAPE;
break;
case wiInput::KEYBOARD_BUTTON_HOME:
keycode = VK_HOME;
break;
case wiInput::KEYBOARD_BUTTON_LCONTROL:
keycode = VK_LCONTROL;
break;
case wiInput::KEYBOARD_BUTTON_RCONTROL:
keycode = VK_RCONTROL;
break;
case wiInput::KEYBOARD_BUTTON_DELETE:
keycode = VK_DELETE;
break;
}
return KEY_DOWN(keycode) | KEY_TOGGLE(keycode);
}
return false;
}
bool press(BUTTON button, short playerindex)
{
if (!down(button, playerindex))
return false;
Input input;
input.button = button;
input.playerIndex = playerindex;
auto iter = inputs.find(input);
if (iter == inputs.end())
{
inputs.insert(make_pair(input, 0));
return true;
}
if (iter->second <= 0)
{
return true;
}
return false;
}
bool hold(BUTTON button, uint32_t frames, bool continuous, short playerIndex)
{
if (!down(button, playerIndex))
return false;
Input input;
input.button = button;
input.playerIndex = playerIndex;
auto iter = inputs.find(input);
if (iter == inputs.end())
{
inputs.insert(make_pair(input, 0));
return false;
}
else if ((!continuous && iter->second == frames) || (continuous && iter->second >= frames))
{
return true;
}
return false;
}
XMFLOAT4 getpointer()
{
#ifndef WINSTORE_SUPPORT
POINT p;
GetCursorPos(&p);
ScreenToClient(wiWindowRegistration::GetRegisteredWindow(), &p);
return XMFLOAT4((float)p.x, (float)p.y, mousewheel_scrolled, 0);
#else
auto& p = Windows::UI::Core::CoreWindow::GetForCurrentThread()->PointerPosition;
return XMFLOAT4(p.X, p.Y, mousewheel_scrolled, 0);
#endif
}
void setpointer(const XMFLOAT4& props)
{
#ifndef WINSTORE_SUPPORT
POINT p;
p.x = (LONG)props.x;
p.y = (LONG)props.y;
ClientToScreen(wiWindowRegistration::GetRegisteredWindow(), &p);
SetCursorPos(p.x, p.y);
#endif
mousewheel_scrolled = props.z;
}
void hidepointer(bool value)
{
#ifndef WINSTORE_SUPPORT
if (value)
{
while (ShowCursor(false) >= 0) {};
}
else
{
while (ShowCursor(true) < 0) {};
}
#endif
}
inline float deadzone(float x)
{
if ((x) > -0.24f && (x) < 0.24f)
x = 0;
if (x < -1.0f)
x = -1.0f;
if (x > 1.0f)
x = 1.0f;
return x;
}
XMFLOAT4 getanalog(GAMEPAD_ANALOG analog, short playerindex)
{
if (playerindex < (int)controllers.size())
{
const Controller& controller = controllers[playerindex];
if (xinput != nullptr && controller.deviceType == Controller::XINPUT)
{
const auto& state = xinput->controllers[controller.deviceIndex].state.Gamepad;
switch (analog)
{
case GAMEPAD_ANALOG_THUMBSTICK_L: return XMFLOAT4(deadzone((float)state.sThumbLX / 32767.0f), deadzone((float)state.sThumbLY / 32767.0f), 0, 0);
case GAMEPAD_ANALOG_THUMBSTICK_R: return XMFLOAT4(deadzone((float)state.sThumbRX / 32767.0f), deadzone((float)state.sThumbRY / 32767.0f), 0, 0);
case GAMEPAD_ANALOG_TRIGGER_L: return XMFLOAT4((float)state.bLeftTrigger / 255.0f, 0, 0, 0);
case GAMEPAD_ANALOG_TRIGGER_R: return XMFLOAT4((float)state.bRightTrigger / 255.0f, 0, 0, 0);
default:
break;
}
}
#ifndef WINSTORE_SUPPORT
if (dinput != nullptr && controller.deviceType == Controller::DIRECTINPUT)
{
const auto& state = dinput->joyState[controller.deviceIndex];
switch (analog)
{
case GAMEPAD_ANALOG_THUMBSTICK_L: return XMFLOAT4(deadzone((float)state.lX / 1000.0f), deadzone(-(float)state.lY / 1000.0f), 0, 0);
case GAMEPAD_ANALOG_THUMBSTICK_R: return XMFLOAT4(deadzone((float)state.lZ / 1000.0f), deadzone((float)state.lRz / 1000.0f), 0, 0);
case GAMEPAD_ANALOG_TRIGGER_L: return XMFLOAT4((float)state.lRx / 1000.0f * 0.5f + 0.5f, 0, 0, 0);
case GAMEPAD_ANALOG_TRIGGER_R: return XMFLOAT4((float)state.lRy / 1000.0f * 0.5f + 0.5f, 0, 0, 0);
default:
break;
}
}
#endif
}
return XMFLOAT4(0, 0, 0, 0);
}
void AddTouch(const Touch& touch)
{
touches.push_back(touch);
}
#ifdef WINSTORE_SUPPORT
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
void _OnPointerPressed(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
Touch touch;
touch.state = Touch::TOUCHSTATE_PRESSED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
AddTouch(touch);
}
void _OnPointerReleased(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
Touch touch;
touch.state = Touch::TOUCHSTATE_RELEASED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
AddTouch(touch);
}
void _OnPointerMoved(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
Touch touch;
touch.state = Touch::TOUCHSTATE_MOVED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
AddTouch(touch);
}
#endif // WINSTORE_SUPPORT
const std::vector<Touch>& getTouches()
{
static bool isRegisteredTouch = false;
if (!isRegisteredTouch)
{
#ifdef WINSTORE_SUPPORT
auto window = CoreWindow::GetForCurrentThread();
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(_OnPointerPressed);
window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(_OnPointerReleased);
window->PointerMoved += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(_OnPointerMoved);
#endif // WINSTORE_SUPPORT
isRegisteredTouch = true;
}
return touches;
}
}