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openrw/rwgame/GameInput.cpp
Daniel Evans f0e0e6e747 Extract game input state handling from IngameState
Prevents input getting "stuck" when input is removed in the pause menu
2016-11-19 23:50:34 +00:00

81 lines
3.1 KiB
C++

#include "GameInput.hpp"
#include <unordered_map>
// Hardcoded Controls SDLK_* -> GameInputState::Control
const std::unordered_multimap<int, GameInputState::Control> kDefaultControls = {
/* On Foot */
{SDLK_LCTRL, GameInputState::FireWeapon},
{SDLK_KP_0, GameInputState::FireWeapon},
{SDLK_KP_ENTER, GameInputState::NextWeapon},
{SDLK_KP_PERIOD, GameInputState::LastWeapon},
{SDLK_w, GameInputState::GoForward},
{SDLK_UP, GameInputState::GoForward},
{SDLK_s, GameInputState::GoBackwards},
{SDLK_DOWN, GameInputState::GoBackwards},
{SDLK_a, GameInputState::GoLeft},
{SDLK_LEFT, GameInputState::GoLeft},
{SDLK_d, GameInputState::GoRight},
{SDLK_RIGHT, GameInputState::GoRight},
{SDLK_PAGEUP, GameInputState::ZoomIn},
{SDLK_z, GameInputState::ZoomIn},
{SDLK_PAGEDOWN, GameInputState::ZoomOut},
{SDLK_x, GameInputState::ZoomOut},
{SDLK_f, GameInputState::EnterExitVehicle},
{SDLK_RETURN, GameInputState::EnterExitVehicle},
{SDLK_c, GameInputState::ChangeCamera},
{SDLK_HOME, GameInputState::ChangeCamera},
{SDLK_RCTRL, GameInputState::Jump},
{SDLK_SPACE, GameInputState::Jump},
{SDLK_LSHIFT, GameInputState::Sprint},
{SDLK_RSHIFT, GameInputState::Sprint},
{SDLK_LALT, GameInputState::Walk},
{SDLK_DELETE, GameInputState::AimWeapon},
{SDLK_CAPSLOCK, GameInputState::LookBehind},
/* In Vehicle */
{SDLK_LCTRL, GameInputState::VehicleFireWeapon},
{SDLK_a, GameInputState::VehicleLeft},
{SDLK_LEFT, GameInputState::VehicleLeft},
{SDLK_d, GameInputState::VehicleRight},
{SDLK_RIGHT, GameInputState::VehicleRight},
{SDLK_w, GameInputState::VehicleAccelerate},
{SDLK_UP, GameInputState::VehicleAccelerate},
{SDLK_d, GameInputState::VehicleBrake},
{SDLK_DOWN, GameInputState::VehicleBrake},
{SDLK_INSERT, GameInputState::ChangeRadio},
{SDLK_r, GameInputState::ChangeRadio},
{SDLK_LSHIFT, GameInputState::Horn},
{SDLK_RSHIFT, GameInputState::Horn},
{SDLK_KP_PLUS, GameInputState::Submission},
{SDLK_CAPSLOCK, GameInputState::Submission},
{SDLK_RCTRL, GameInputState::Handbrake},
{SDLK_SPACE, GameInputState::Handbrake},
{SDLK_KP_9, GameInputState::VehicleAimUp},
{SDLK_KP_2, GameInputState::VehicleAimDown},
{SDLK_KP_4, GameInputState::VehicleAimLeft},
{SDLK_KP_6, GameInputState::VehicleAimRight},
{SDLK_KP_9, GameInputState::VehicleDown},
{SDLK_KP_2, GameInputState::VehicleUp},
{SDLK_KP_1, GameInputState::LookLeft},
{SDLK_q, GameInputState::LookLeft},
{SDLK_KP_2, GameInputState::LookRight},
{SDLK_e, GameInputState::LookRight},
};
void GameInput::updateGameInputState(GameInputState *state,
const SDL_Event &event) {
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP: {
auto sym = event.key.keysym.sym;
auto level = event.type == SDL_KEYDOWN ? 1.f : 0.f;
auto& levels = state->levels;
auto range = kDefaultControls.equal_range(sym);
for (auto it = range.first; it != range.second; ++it) {
levels[it->second] = level;
}
} break;
}
}