ClassiCube/src/Input.c

1178 lines
39 KiB
C

#include "Input.h"
#include "String.h"
#include "Event.h"
#include "Funcs.h"
#include "Options.h"
#include "Logger.h"
#include "Platform.h"
#include "Chat.h"
#include "Utils.h"
#include "Server.h"
#include "HeldBlockRenderer.h"
#include "Game.h"
#include "ExtMath.h"
#include "Camera.h"
#include "Inventory.h"
#include "World.h"
#include "Event.h"
#include "Window.h"
#include "Entity.h"
#include "Screens.h"
#include "Block.h"
#include "Menus.h"
#include "Gui.h"
#include "Protocol.h"
#include "AxisLinesRenderer.h"
#include "Picking.h"
struct _InputState Input;
static cc_bool input_buttonsDown[3];
static int input_pickingId = -1;
static double input_lastClick;
static float input_fovIndex = -1.0f;
#ifdef CC_BUILD_WEB
static cc_bool suppressEscape;
#endif
enum MouseButton_ { MOUSE_LEFT, MOUSE_RIGHT, MOUSE_MIDDLE };
/* Raises PointerEvents.Up or PointerEvents.Down */
static void Pointer_SetPressed(int idx, cc_bool pressed);
/*########################################################################################################################*
*------------------------------------------------------Touch support------------------------------------------------------*
*#########################################################################################################################*/
#ifdef CC_BUILD_TOUCH
static struct TouchPointer {
long id;
cc_uint8 type;
int begX, begY;
TimeMS start;
} touches[INPUT_MAX_POINTERS];
int Pointers_Count;
int Input_TapMode = INPUT_MODE_PLACE;
int Input_HoldMode = INPUT_MODE_DELETE;
cc_bool Input_TouchMode;
static void MouseStatePress(int button);
static void MouseStateRelease(int button);
static cc_bool AnyBlockTouches(void) {
int i;
for (i = 0; i < Pointers_Count; i++) {
if (!(touches[i].type & TOUCH_TYPE_BLOCKS)) continue;
/* Touch might be an 'all' type - remove 'gui' type */
touches[i].type &= TOUCH_TYPE_BLOCKS | TOUCH_TYPE_CAMERA;
return true;
}
return false;
}
static void ClearTouches(void) {
int i;
for (i = 0; i < INPUT_MAX_POINTERS; i++) touches[i].type = 0;
Pointers_Count = Input_TouchMode ? 0 : 1;
}
void Input_SetTouchMode(cc_bool enabled) {
Input_TouchMode = enabled;
ClearTouches();
}
static cc_bool MovedFromBeg(int i, int x, int y) {
return Math_AbsI(x - touches[i].begX) > Display_ScaleX(5) ||
Math_AbsI(y - touches[i].begY) > Display_ScaleY(5);
}
static cc_bool TryUpdateTouch(long id, int x, int y) {
int i;
for (i = 0; i < Pointers_Count; i++) {
if (touches[i].id != id || !touches[i].type) continue;
if (Input.RawMode && (touches[i].type & TOUCH_TYPE_CAMERA)) {
/* If the pointer hasn't been locked to gui or block yet, moving a bit */
/* should cause the pointer to get locked to camera movement. */
if (touches[i].type == TOUCH_TYPE_ALL && MovedFromBeg(i, x, y)) {
/* Allow a little bit of leeway because though, because devices */
/* might still report a few pixels of movement depending on how */
/* user is holding the finger down on the touch surface */
if (touches[i].type == TOUCH_TYPE_ALL) touches[i].type = TOUCH_TYPE_CAMERA;
}
Event_RaiseRawMove(&PointerEvents.RawMoved, x - Pointers[i].x, y - Pointers[i].y);
}
Pointer_SetPosition(i, x, y);
return true;
}
return false;
}
void Input_AddTouch(long id, int x, int y) {
int i;
/* Check if already existing pointer with same ID */
if (TryUpdateTouch(id, x, y)) return;
for (i = 0; i < INPUT_MAX_POINTERS; i++) {
if (touches[i].type) continue;
touches[i].id = id;
touches[i].type = TOUCH_TYPE_ALL;
touches[i].begX = x;
touches[i].begY = y;
touches[i].start = DateTime_CurrentUTC_MS();
/* Also set last click time, otherwise quickly tapping */
/* sometimes triggers a 'delete' in InputHandler_Tick, */
/* and then another 'delete' in CheckBlockTap. */
input_lastClick = Game.Time;
if (i == Pointers_Count) Pointers_Count++;
Pointer_SetPosition(i, x, y);
Pointer_SetPressed(i, true);
return;
}
}
void Input_UpdateTouch(long id, int x, int y) { TryUpdateTouch(id, x, y); }
/* Quickly tapping should trigger a block place/delete */
static void CheckBlockTap(int i) {
int btn, pressed;
if (DateTime_CurrentUTC_MS() > touches[i].start + 250) return;
if (touches[i].type != TOUCH_TYPE_ALL) return;
if (Input_TapMode == INPUT_MODE_PLACE) {
btn = MOUSE_RIGHT;
} else if (Input_TapMode == INPUT_MODE_DELETE) {
btn = MOUSE_LEFT;
} else { return; }
pressed = input_buttonsDown[btn];
MouseStatePress(btn);
if (btn == MOUSE_LEFT) {
InputHandler_DeleteBlock();
} else {
InputHandler_PlaceBlock();
}
if (!pressed) MouseStateRelease(btn);
}
void Input_RemoveTouch(long id, int x, int y) {
int i;
for (i = 0; i < Pointers_Count; i++) {
if (touches[i].id != id || !touches[i].type) continue;
Pointer_SetPosition(i, x, y);
Pointer_SetPressed(i, false);
/* found the touch, remove it */
Pointer_SetPosition(i, -100000, -100000);
touches[i].type = 0;
if ((i + 1) == Pointers_Count) Pointers_Count--;
return;
}
}
#else
static void ClearTouches(void) { }
#endif
/*########################################################################################################################*
*-----------------------------------------------------------Key-----------------------------------------------------------*
*#########################################################################################################################*/
#define Key_Function_Names \
"F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10",\
"F11", "F12", "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20",\
"F21", "F22", "F23", "F24"
#define Key_Ascii_Names \
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J",\
"K", "L", "M", "N", "O", "P", "Q", "R", "S", "T",\
"U", "V", "W", "X", "Y", "Z"
#define Pad_Names \
"PAD_A", "PAD_B", "PAD_X", "PAD_Y", "PAD_L", "PAD_R", \
"PAD_LEFT", "PAD_RIGHT", "PAD_UP", "PAD_DOWN", \
"PAD_START", "PAD_SELECT", "PAD_ZL", "PAD_ZR", \
"PAD_LSTICK", "PAD_RSTICK"
/* Names for each input button when stored to disc */
static const char* const storageNames[INPUT_COUNT] = {
"None",
Key_Function_Names,
"Tilde", "Minus", "Plus", "BracketLeft", "BracketRight", "Slash",
"Semicolon", "Quote", "Comma", "Period", "BackSlash",
"ShiftLeft", "ShiftRight", "ControlLeft", "ControlRight",
"AltLeft", "AltRight", "WinLeft", "WinRight",
"Up", "Down", "Left", "Right",
"Number0", "Number1", "Number2", "Number3", "Number4",
"Number5", "Number6", "Number7", "Number8", "Number9",
"Insert", "Delete", "Home", "End", "PageUp", "PageDown",
"Menu",
Key_Ascii_Names,
"Enter", "Escape", "Space", "BackSpace", "Tab", "CapsLock",
"ScrollLock", "PrintScreen", "Pause", "NumLock",
"Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4",
"Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9",
"KeypadDivide", "KeypadMultiply", "KeypadSubtract",
"KeypadAdd", "KeypadDecimal", "KeypadEnter",
"XButton1", "XButton2", "LeftMouse", "RightMouse", "MiddleMouse",
Pad_Names
};
const char* const Input_DisplayNames[INPUT_COUNT] = {
"NONE",
Key_Function_Names,
"GRAVE", "MINUS", "PLUS", "LBRACKET", "RBRACKET", "SLASH",
"SEMICOLON", "APOSTROPHE", "COMMA", "PERIOD", "BACKSLASH",
"LSHIFT", "RSHIFT", "LCONTROL", "RCONTROL",
"LALT", "RALT", "LWIN", "RWIN",
"UP", "DOWN", "LEFT", "RIGHT",
"0", "1", "2", "3", "4",
"5", "6", "7", "8", "9",
"INSERT", "DELETE", "HOME", "END", "PRIOR", "DOWN",
"MENU",
Key_Ascii_Names,
"RETURN", "ESCAPE", "SPACE", "BACK", "TAB", "CAPITAL",
"SCROLL", "PRINT", "PAUSE", "NUMLOCK",
"NUMPAD0", "NUMPAD1", "NUMPAD2", "NUMPAD3", "NUMPAD4",
"NUMPAD5", "NUMPAD6", "NUMPAD7", "NUMPAD8", "NUMPAD9",
"DIVIDE", "MULTIPLY", "SUBTRACT",
"ADD", "DECIMAL", "NUMPADENTER",
"XBUTTON1", "XBUTTON2", "LMOUSE", "RMOUSE", "MMOUSE",
Pad_Names
};
void Input_SetPressed(int key) {
cc_bool wasPressed = Input.Pressed[key];
Input.Pressed[key] = true;
Event_RaiseInput(&InputEvents.Down, key, wasPressed);
if (key == 'C' && Input_IsActionPressed()) Event_RaiseInput(&InputEvents.Down, INPUT_CLIPBOARD_COPY, 0);
if (key == 'V' && Input_IsActionPressed()) Event_RaiseInput(&InputEvents.Down, INPUT_CLIPBOARD_PASTE, 0);
/* don't allow multiple left mouse down events */
if (key != CCMOUSE_L || wasPressed) return;
Pointer_SetPressed(0, true);
}
void Input_SetReleased(int key) {
if (!Input.Pressed[key]) return;
Input.Pressed[key] = false;
Event_RaiseInt(&InputEvents.Up, key);
if (key == CCMOUSE_L) Pointer_SetPressed(0, false);
}
void Input_Set(int key, int pressed) {
if (pressed) {
Input_SetPressed(key);
} else {
Input_SetReleased(key);
}
}
void Input_SetNonRepeatable(int key, int pressed) {
if (pressed) {
if (Input.Pressed[key]) return;
Input_SetPressed(key);
} else {
Input_SetReleased(key);
}
}
void Input_Clear(void) {
int i;
for (i = 0; i < INPUT_COUNT; i++)
{
if (Input.Pressed[i]) Input_SetReleased(i);
}
/* TODO: Properly release instead of just clearing */
ClearTouches();
}
/*########################################################################################################################*
*----------------------------------------------------------Mouse----------------------------------------------------------*
*#########################################################################################################################*/
struct Pointer Pointers[INPUT_MAX_POINTERS];
void Pointer_SetPressed(int idx, cc_bool pressed) {
if (pressed) {
Event_RaiseInt(&PointerEvents.Down, idx);
} else {
Event_RaiseInt(&PointerEvents.Up, idx);
}
}
void Mouse_ScrollWheel(float delta) {
Event_RaiseFloat(&InputEvents.Wheel, delta);
}
void Pointer_SetPosition(int idx, int x, int y) {
if (x == Pointers[idx].x && y == Pointers[idx].y) return;
/* TODO: reset to -1, -1 when pointer is removed */
Pointers[idx].x = x; Pointers[idx].y = y;
#ifdef CC_BUILD_TOUCH
if (Input_TouchMode && !(touches[idx].type & TOUCH_TYPE_GUI)) return;
#endif
Event_RaiseInt(&PointerEvents.Moved, idx);
}
/*########################################################################################################################*
*---------------------------------------------------------Keybinds--------------------------------------------------------*
*#########################################################################################################################*/
cc_uint8 KeyBinds_Gamepad[KEYBIND_COUNT];
cc_uint8 KeyBinds_Normal[KEYBIND_COUNT];
const cc_uint8 KeyBind_GamepadDefaults[KEYBIND_COUNT] = {
CCPAD_UP, CCPAD_DOWN, CCPAD_LEFT, CCPAD_RIGHT, /* Movement */
CCPAD_A, 0, CCPAD_START, CCPAD_Y, /* Jump, SetSpawn, OpenChat */
CCPAD_X, 0, CCPAD_START, 0, /* Inventory, EnterChat */
0, 0, 0, 0, 0, /* Hacks */
0, 0, 0, 0, /* LAlt - F11 */
0, 0, 0, 0, /* F5 - C */
0, CCPAD_L, 0, CCPAD_R,
0, 0, 0,
0,0,0, 0,0,0,0,
0,0,0, 0,0,0, 0,0,0, /* Hotbar slots */
CCPAD_ZL, CCPAD_ZR
};
const cc_uint8 KeyBind_NormalDefaults[KEYBIND_COUNT] = {
'W', 'S', 'A', 'D',
CCKEY_SPACE, 'R', CCKEY_ENTER, 'T',
'B', 'F', CCKEY_ENTER, CCKEY_TAB,
CCKEY_LSHIFT, 'X', 'Z', 'Q', 'E',
CCKEY_LALT, CCKEY_F3, CCKEY_F12, CCKEY_F11,
CCKEY_F5, CCKEY_F1, CCKEY_F7, 'C',
CCKEY_LCTRL, CCMOUSE_L, CCMOUSE_M, CCMOUSE_R,
CCKEY_F6, CCKEY_LALT, CCKEY_F8,
'G', CCKEY_F10, 0,
0, 0, 0, 0,
'1','2','3', '4','5','6', '7','8','9',
0, 0
};
static const char* const keybindNames[KEYBIND_COUNT] = {
"Forward", "Back", "Left", "Right",
"Jump", "Respawn", "SetSpawn", "Chat", "Inventory",
"ToggleFog", "SendChat", "PlayerList",
"Speed", "NoClip", "Fly", "FlyUp", "FlyDown",
"ExtInput", "HideFPS", "Screenshot", "Fullscreen",
"ThirdPerson", "HideGUI", "AxisLines", "ZoomScrolling",
"HalfSpeed", "DeleteBlock", "PickBlock", "PlaceBlock",
"AutoRotate", "HotbarSwitching", "SmoothCamera",
"DropBlock", "IDOverlay", "BreakableLiquids",
"LookUp", "LookDown", "LookRight", "LookLeft",
"Hotbar1", "Hotbar2", "Hotbar3",
"Hotbar4", "Hotbar5", "Horbar6",
"Hotbar7", "Hotbar8", "Hotbar9",
"HotbarLeft", "HotbarRight"
};
cc_bool KeyBind_IsPressed(KeyBind binding) {
return Input.Pressed[KeyBinds_Normal[binding]] ||
Input.Pressed[KeyBinds_Gamepad[binding]];
}
static void KeyBind_Load(const char* prefix, cc_uint8* keybinds, const cc_uint8* defaults) {
cc_string name; char nameBuffer[STRING_SIZE + 1];
int mapping, i;
String_InitArray_NT(name, nameBuffer);
for (i = 0; i < KEYBIND_COUNT; i++)
{
name.length = 0;
String_Format1(&name, prefix, keybindNames[i]);
name.buffer[name.length] = '\0';
mapping = Options_GetEnum(name.buffer, defaults[i], storageNames, INPUT_COUNT);
if (mapping == CCKEY_ESCAPE) mapping = defaults[i];
keybinds[i] = mapping;
}
}
void KeyBind_Set(KeyBind binding, int key, cc_uint8* binds) {
cc_string name; char nameBuffer[STRING_SIZE];
cc_string value;
String_InitArray(name, nameBuffer);
String_Format1(&name, binds == KeyBinds_Gamepad ? "pad-%c" : "key-%c",
keybindNames[binding]);
value = String_FromReadonly(storageNames[key]);
Options_SetString(&name, &value);
binds[binding] = key;
}
/* Initialises and loads key bindings from options */
static void KeyBind_Init(void) {
KeyBind_Load("key-%c", KeyBinds_Normal, KeyBind_NormalDefaults);
KeyBind_Load("pad-%c", KeyBinds_Gamepad, KeyBind_GamepadDefaults);
}
/*########################################################################################################################*
*---------------------------------------------------------Hotkeys---------------------------------------------------------*
*#########################################################################################################################*/
const cc_uint8 Hotkeys_LWJGL[256] = {
0, CCKEY_ESCAPE, '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', CCKEY_MINUS, CCKEY_EQUALS, CCKEY_BACKSPACE, CCKEY_TAB,
'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', CCKEY_LBRACKET, CCKEY_RBRACKET, CCKEY_ENTER, CCKEY_LCTRL, 'A', 'S',
'D', 'F', 'G', 'H', 'J', 'K', 'L', CCKEY_SEMICOLON, CCKEY_QUOTE, CCKEY_TILDE, CCKEY_LSHIFT, CCKEY_BACKSLASH, 'Z', 'X', 'C', 'V',
'B', 'N', 'M', CCKEY_COMMA, CCKEY_PERIOD, CCKEY_SLASH, CCKEY_RSHIFT, 0, CCKEY_LALT, CCKEY_SPACE, CCKEY_CAPSLOCK, CCKEY_F1, CCKEY_F2, CCKEY_F3, CCKEY_F4, CCKEY_F5,
CCKEY_F6, CCKEY_F7, CCKEY_F8, CCKEY_F9, CCKEY_F10, CCKEY_NUMLOCK, CCKEY_SCROLLLOCK, CCKEY_KP7, CCKEY_KP8, CCKEY_KP9, CCKEY_KP_MINUS, CCKEY_KP4, CCKEY_KP5, CCKEY_KP6, CCKEY_KP_PLUS, CCKEY_KP1,
CCKEY_KP2, CCKEY_KP3, CCKEY_KP0, CCKEY_KP_DECIMAL, 0, 0, 0, CCKEY_F11, CCKEY_F12, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, CCKEY_F13, CCKEY_F14, CCKEY_F15, CCKEY_F16, CCKEY_F17, CCKEY_F18, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CCKEY_KP_PLUS, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CCKEY_KP_ENTER, CCKEY_RCTRL, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, CCKEY_KP_DIVIDE, 0, 0, CCKEY_RALT, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, CCKEY_PAUSE, 0, CCKEY_HOME, CCKEY_UP, CCKEY_PAGEUP, 0, CCKEY_LEFT, 0, CCKEY_RIGHT, 0, CCKEY_END,
CCKEY_DOWN, CCKEY_PAGEDOWN, CCKEY_INSERT, CCKEY_DELETE, 0, 0, 0, 0, 0, 0, 0, CCKEY_LWIN, CCKEY_RWIN, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
struct HotkeyData HotkeysList[HOTKEYS_MAX_COUNT];
struct StringsBuffer HotkeysText;
static void Hotkeys_QuickSort(int left, int right) {
struct HotkeyData* keys = HotkeysList; struct HotkeyData key;
while (left < right) {
int i = left, j = right;
cc_uint8 pivot = keys[(i + j) >> 1].mods;
/* partition the list */
while (i <= j) {
while (pivot < keys[i].mods) i++;
while (pivot > keys[j].mods) j--;
QuickSort_Swap_Maybe();
}
/* recurse into the smaller subset */
QuickSort_Recurse(Hotkeys_QuickSort)
}
}
static void Hotkeys_AddNewHotkey(int trigger, cc_uint8 modifiers, const cc_string* text, cc_uint8 flags) {
struct HotkeyData hKey;
hKey.trigger = trigger;
hKey.mods = modifiers;
hKey.textIndex = HotkeysText.count;
hKey.flags = flags;
if (HotkeysText.count == HOTKEYS_MAX_COUNT) {
Chat_AddRaw("&cCannot define more than 256 hotkeys");
return;
}
HotkeysList[HotkeysText.count] = hKey;
StringsBuffer_Add(&HotkeysText, text);
/* sort so that hotkeys with largest modifiers are first */
Hotkeys_QuickSort(0, HotkeysText.count - 1);
}
static void Hotkeys_RemoveText(int index) {
struct HotkeyData* hKey = HotkeysList;
int i;
for (i = 0; i < HotkeysText.count; i++, hKey++) {
if (hKey->textIndex >= index) hKey->textIndex--;
}
StringsBuffer_Remove(&HotkeysText, index);
}
void Hotkeys_Add(int trigger, cc_uint8 modifiers, const cc_string* text, cc_uint8 flags) {
struct HotkeyData* hk = HotkeysList;
int i;
for (i = 0; i < HotkeysText.count; i++, hk++) {
if (hk->trigger != trigger || hk->mods != modifiers) continue;
Hotkeys_RemoveText(hk->textIndex);
hk->flags = flags;
hk->textIndex = HotkeysText.count;
StringsBuffer_Add(&HotkeysText, text);
return;
}
Hotkeys_AddNewHotkey(trigger, modifiers, text, flags);
}
cc_bool Hotkeys_Remove(int trigger, cc_uint8 modifiers) {
struct HotkeyData* hk = HotkeysList;
int i, j;
for (i = 0; i < HotkeysText.count; i++, hk++) {
if (hk->trigger != trigger || hk->mods != modifiers) continue;
Hotkeys_RemoveText(hk->textIndex);
for (j = i; j < HotkeysText.count; j++) {
HotkeysList[j] = HotkeysList[j + 1];
}
return true;
}
return false;
}
int Hotkeys_FindPartial(int key) {
struct HotkeyData hk;
int i, modifiers = 0;
if (Input_IsCtrlPressed()) modifiers |= HOTKEY_MOD_CTRL;
if (Input_IsShiftPressed()) modifiers |= HOTKEY_MOD_SHIFT;
if (Input_IsAltPressed()) modifiers |= HOTKEY_MOD_ALT;
for (i = 0; i < HotkeysText.count; i++) {
hk = HotkeysList[i];
/* e.g. if holding Ctrl and Shift, a hotkey with only Ctrl modifiers matches */
if ((hk.mods & modifiers) == hk.mods && hk.trigger == key) return i;
}
return -1;
}
static const cc_string prefix = String_FromConst("hotkey-");
static void StoredHotkey_Parse(cc_string* key, cc_string* value) {
cc_string strKey, strMods, strMore, strText;
int trigger;
cc_uint8 modifiers;
cc_bool more;
/* Format is: key&modifiers = more-input&text */
key->length -= prefix.length; key->buffer += prefix.length;
if (!String_UNSAFE_Separate(key, '&', &strKey, &strMods)) return;
if (!String_UNSAFE_Separate(value, '&', &strMore, &strText)) return;
trigger = Utils_ParseEnum(&strKey, INPUT_NONE, storageNames, INPUT_COUNT);
if (trigger == INPUT_NONE) return;
if (!Convert_ParseUInt8(&strMods, &modifiers)) return;
if (!Convert_ParseBool(&strMore, &more)) return;
Hotkeys_Add(trigger, modifiers, &strText, more);
}
static void StoredHotkeys_LoadAll(void) {
cc_string entry, key, value;
int i;
for (i = 0; i < Options.count; i++) {
StringsBuffer_UNSAFE_GetRaw(&Options, i, &entry);
String_UNSAFE_Separate(&entry, '=', &key, &value);
if (!String_CaselessStarts(&key, &prefix)) continue;
StoredHotkey_Parse(&key, &value);
}
}
void StoredHotkeys_Load(int trigger, cc_uint8 modifiers) {
cc_string key, value; char keyBuffer[STRING_SIZE];
String_InitArray(key, keyBuffer);
String_Format2(&key, "hotkey-%c&%b", storageNames[trigger], &modifiers);
key.buffer[key.length] = '\0'; /* TODO: Avoid this null terminator */
Options_UNSAFE_Get(key.buffer, &value);
StoredHotkey_Parse(&key, &value);
}
void StoredHotkeys_Remove(int trigger, cc_uint8 modifiers) {
cc_string key; char keyBuffer[STRING_SIZE];
String_InitArray(key, keyBuffer);
String_Format2(&key, "hotkey-%c&%b", storageNames[trigger], &modifiers);
Options_SetString(&key, NULL);
}
void StoredHotkeys_Add(int trigger, cc_uint8 modifiers, cc_bool moreInput, const cc_string* text) {
cc_string key; char keyBuffer[STRING_SIZE];
cc_string value; char valueBuffer[STRING_SIZE * 2];
String_InitArray(key, keyBuffer);
String_InitArray(value, valueBuffer);
String_Format2(&key, "hotkey-%c&%b", storageNames[trigger], &modifiers);
String_Format2(&value, "%t&%s", &moreInput, text);
Options_SetString(&key, &value);
}
/*########################################################################################################################*
*-----------------------------------------------------Mouse helpers-------------------------------------------------------*
*#########################################################################################################################*/
static void MouseStateUpdate(int button, cc_bool pressed) {
struct Entity* p;
/* defer getting the targeted entity, as it's a costly operation */
if (input_pickingId == -1) {
p = &LocalPlayer_Instance.Base;
input_pickingId = Entities_GetClosest(p);
}
input_buttonsDown[button] = pressed;
CPE_SendPlayerClick(button, pressed, (EntityID)input_pickingId, &Game_SelectedPos);
}
static void MouseStateChanged(int button, cc_bool pressed) {
if (!Server.SupportsPlayerClick) return;
if (pressed) {
/* Can send multiple Pressed events */
MouseStateUpdate(button, true);
} else {
if (!input_buttonsDown[button]) return;
MouseStateUpdate(button, false);
}
}
static void MouseStatePress(int button) {
input_lastClick = Game.Time;
input_pickingId = -1;
MouseStateChanged(button, true);
}
static void MouseStateRelease(int button) {
input_pickingId = -1;
MouseStateChanged(button, false);
}
void InputHandler_OnScreensChanged(void) {
input_lastClick = Game.Time;
input_pickingId = -1;
if (!Gui.InputGrab) return;
/* If input is grabbed, then the mouse isn't used for picking blocks in world anymore. */
/* So release all mouse buttons, since game stops sending PlayerClick during grabbed input */
MouseStateChanged(MOUSE_LEFT, false);
MouseStateChanged(MOUSE_RIGHT, false);
MouseStateChanged(MOUSE_MIDDLE, false);
}
static cc_bool TouchesSolid(BlockID b) { return Blocks.Collide[b] == COLLIDE_SOLID; }
static cc_bool PushbackPlace(struct AABB* blockBB) {
struct Entity* p = &LocalPlayer_Instance.Base;
struct HacksComp* hacks = &LocalPlayer_Instance.Hacks;
Face closestFace;
cc_bool insideMap;
Vec3 pos = p->Position;
struct AABB playerBB;
struct LocationUpdate update;
/* Offset position by the closest face */
closestFace = Game_SelectedPos.Closest;
if (closestFace == FACE_XMAX) {
pos.x = blockBB->Max.x + 0.5f;
} else if (closestFace == FACE_ZMAX) {
pos.z = blockBB->Max.z + 0.5f;
} else if (closestFace == FACE_XMIN) {
pos.x = blockBB->Min.x - 0.5f;
} else if (closestFace == FACE_ZMIN) {
pos.z = blockBB->Min.z - 0.5f;
} else if (closestFace == FACE_YMAX) {
pos.y = blockBB->Min.y + 1 + ENTITY_ADJUSTMENT;
} else if (closestFace == FACE_YMIN) {
pos.y = blockBB->Min.y - p->Size.y - ENTITY_ADJUSTMENT;
}
/* Exclude exact map boundaries, otherwise player can get stuck outside map */
/* Being vertically above the map is acceptable though */
insideMap =
pos.x > 0.0f && pos.y >= 0.0f && pos.z > 0.0f &&
pos.x < World.Width && pos.z < World.Length;
if (!insideMap) return false;
AABB_Make(&playerBB, &pos, &p->Size);
if (!hacks->Noclip && Entity_TouchesAny(&playerBB, TouchesSolid)) {
/* Don't put player inside another block */
return false;
}
update.flags = LU_HAS_POS | LU_POS_ABSOLUTE_INSTANT;
update.pos = pos;
p->VTABLE->SetLocation(p, &update);
return true;
}
static cc_bool IntersectsOthers(Vec3 pos, BlockID block) {
struct AABB blockBB, entityBB;
struct Entity* e;
int id;
Vec3_Add(&blockBB.Min, &pos, &Blocks.MinBB[block]);
Vec3_Add(&blockBB.Max, &pos, &Blocks.MaxBB[block]);
for (id = 0; id < ENTITIES_SELF_ID; id++) {
e = Entities.List[id];
if (!e) continue;
Entity_GetBounds(e, &entityBB);
entityBB.Min.y += 1.0f / 32.0f; /* when player is exactly standing on top of ground */
if (AABB_Intersects(&entityBB, &blockBB)) return true;
}
return false;
}
static cc_bool CheckIsFree(BlockID block) {
struct Entity* p = &LocalPlayer_Instance.Base;
struct HacksComp* hacks = &LocalPlayer_Instance.Hacks;
Vec3 pos, nextPos;
struct AABB blockBB, playerBB;
struct LocationUpdate update;
/* Non solid blocks (e.g. water/flowers) can always be placed on players */
if (Blocks.Collide[block] != COLLIDE_SOLID) return true;
IVec3_ToVec3(&pos, &Game_SelectedPos.TranslatedPos);
if (IntersectsOthers(pos, block)) return false;
nextPos = LocalPlayer_Instance.Base.next.pos;
Vec3_Add(&blockBB.Min, &pos, &Blocks.MinBB[block]);
Vec3_Add(&blockBB.Max, &pos, &Blocks.MaxBB[block]);
/* NOTE: Need to also test against next position here, otherwise player can */
/* fall through the block at feet as collision is performed against nextPos */
Entity_GetBounds(p, &playerBB);
playerBB.Min.y = min(nextPos.y, playerBB.Min.y);
if (hacks->Noclip || !AABB_Intersects(&playerBB, &blockBB)) return true;
if (hacks->CanPushbackBlocks && hacks->PushbackPlacing && hacks->Enabled) {
return PushbackPlace(&blockBB);
}
playerBB.Min.y += 0.25f + ENTITY_ADJUSTMENT;
if (AABB_Intersects(&playerBB, &blockBB)) return false;
/* Push player upwards when they are jumping and trying to place a block underneath them */
nextPos.y = pos.y + Blocks.MaxBB[block].y + ENTITY_ADJUSTMENT;
update.flags = LU_HAS_POS | LU_POS_ABSOLUTE_INSTANT;
update.pos = nextPos;
p->VTABLE->SetLocation(p, &update);
return true;
}
void InputHandler_DeleteBlock(void) {
IVec3 pos;
BlockID old;
/* always play delete animations, even if we aren't deleting a block */
HeldBlockRenderer_ClickAnim(true);
pos = Game_SelectedPos.pos;
if (!Game_SelectedPos.Valid || !World_Contains(pos.x, pos.y, pos.z)) return;
old = World_GetBlock(pos.x, pos.y, pos.z);
if (Blocks.Draw[old] == DRAW_GAS || !Blocks.CanDelete[old]) return;
Game_ChangeBlock(pos.x, pos.y, pos.z, BLOCK_AIR);
Event_RaiseBlock(&UserEvents.BlockChanged, pos, old, BLOCK_AIR);
}
void InputHandler_PlaceBlock(void) {
IVec3 pos;
BlockID old, block;
pos = Game_SelectedPos.TranslatedPos;
if (!Game_SelectedPos.Valid || !World_Contains(pos.x, pos.y, pos.z)) return;
old = World_GetBlock(pos.x, pos.y, pos.z);
block = Inventory_SelectedBlock;
if (AutoRotate_Enabled) block = AutoRotate_RotateBlock(block);
if (Game_CanPick(old) || !Blocks.CanPlace[block]) return;
/* air-ish blocks can only replace over other air-ish blocks */
if (Blocks.Draw[block] == DRAW_GAS && Blocks.Draw[old] != DRAW_GAS) return;
/* undeletable gas blocks can't be replaced with other blocks */
if (Blocks.Collide[old] == COLLIDE_NONE && !Blocks.CanDelete[old]) return;
if (!CheckIsFree(block)) return;
Game_ChangeBlock(pos.x, pos.y, pos.z, block);
Event_RaiseBlock(&UserEvents.BlockChanged, pos, old, block);
}
void InputHandler_PickBlock(void) {
IVec3 pos;
BlockID cur;
pos = Game_SelectedPos.pos;
if (!World_Contains(pos.x, pos.y, pos.z)) return;
cur = World_GetBlock(pos.x, pos.y, pos.z);
if (Blocks.Draw[cur] == DRAW_GAS) return;
if (!(Blocks.CanPlace[cur] || Blocks.CanDelete[cur])) return;
Inventory_PickBlock(cur);
}
void InputHandler_Tick(void) {
cc_bool left, middle, right;
double now, delta;
if (Gui.InputGrab) return;
now = Game.Time;
delta = now - input_lastClick;
if (delta < 0.2495) return; /* 4 times per second */
/* NOTE: 0.2495 is used instead of 0.25 to produce delta time */
/* values slightly closer to the old code which measured */
/* elapsed time using DateTime_CurrentUTC_MS() instead */
input_lastClick = now;
left = KeyBind_IsPressed(KEYBIND_DELETE_BLOCK);
middle = KeyBind_IsPressed(KEYBIND_PICK_BLOCK);
right = KeyBind_IsPressed(KEYBIND_PLACE_BLOCK);
#ifdef CC_BUILD_TOUCH
if (Input_TouchMode) {
left = (Input_HoldMode == INPUT_MODE_DELETE) && AnyBlockTouches();
right = (Input_HoldMode == INPUT_MODE_PLACE) && AnyBlockTouches();
middle = false;
}
#endif
if (Server.SupportsPlayerClick) {
input_pickingId = -1;
MouseStateChanged(MOUSE_LEFT, left);
MouseStateChanged(MOUSE_RIGHT, right);
MouseStateChanged(MOUSE_MIDDLE, middle);
}
if (left) {
InputHandler_DeleteBlock();
} else if (right) {
InputHandler_PlaceBlock();
} else if (middle) {
InputHandler_PickBlock();
}
}
/*########################################################################################################################*
*-----------------------------------------------------Input helpers-------------------------------------------------------*
*#########################################################################################################################*/
static cc_bool InputHandler_IsShutdown(int key) {
if (key == CCKEY_F4 && Input_IsAltPressed()) return true;
/* On macOS, Cmd+Q should also end the process */
#ifdef CC_BUILD_DARWIN
return key == 'Q' && Input_IsWinPressed();
#else
return false;
#endif
}
static void InputHandler_Toggle(int key, cc_bool* target, const char* enableMsg, const char* disableMsg) {
*target = !(*target);
if (*target) {
Chat_Add2("%c. &ePress &a%c &eto disable.", enableMsg, Input_DisplayNames[key]);
} else {
Chat_Add2("%c. &ePress &a%c &eto re-enable.", disableMsg, Input_DisplayNames[key]);
}
}
cc_bool InputHandler_SetFOV(int fov) {
struct HacksComp* h = &LocalPlayer_Instance.Hacks;
if (!h->Enabled || !h->CanUseThirdPerson) return false;
Camera.ZoomFov = fov;
Camera_SetFov(fov);
return true;
}
cc_bool Input_HandleMouseWheel(float delta) {
struct HacksComp* h;
cc_bool hotbar;
hotbar = Input_IsAltPressed() || Input_IsCtrlPressed() || Input_IsShiftPressed();
if (!hotbar && Camera.Active->Zoom(delta)) return true;
if (!KeyBind_IsPressed(KEYBIND_ZOOM_SCROLL)) return false;
h = &LocalPlayer_Instance.Hacks;
if (!h->Enabled || !h->CanUseThirdPerson) return false;
if (input_fovIndex == -1.0f) input_fovIndex = (float)Camera.ZoomFov;
input_fovIndex -= delta * 5.0f;
Math_Clamp(input_fovIndex, 1.0f, Camera.DefaultFov);
return InputHandler_SetFOV((int)input_fovIndex);
}
static void InputHandler_CheckZoomFov(void* obj) {
struct HacksComp* h = &LocalPlayer_Instance.Hacks;
if (!h->Enabled || !h->CanUseThirdPerson) Camera_SetFov(Camera.DefaultFov);
}
static cc_bool HandleBlockKey(int key) {
if (Gui.InputGrab) return false;
if (KeyBind_Claims(KEYBIND_DELETE_BLOCK, key)) {
MouseStatePress(MOUSE_LEFT);
InputHandler_DeleteBlock();
} else if (KeyBind_Claims(KEYBIND_PLACE_BLOCK, key)) {
MouseStatePress(MOUSE_RIGHT);
InputHandler_PlaceBlock();
} else if (KeyBind_Claims(KEYBIND_PICK_BLOCK, key)) {
MouseStatePress(MOUSE_MIDDLE);
InputHandler_PickBlock();
} else {
return false;
}
return true;
}
static cc_bool HandleNonClassicKey(int key) {
if (KeyBind_Claims(KEYBIND_HIDE_GUI, key)) {
Game_HideGui = !Game_HideGui;
} else if (KeyBind_Claims(KEYBIND_SMOOTH_CAMERA, key)) {
InputHandler_Toggle(key, &Camera.Smooth,
" &eSmooth camera is &aenabled",
" &eSmooth camera is &cdisabled");
} else if (KeyBind_Claims(KEYBIND_AXIS_LINES, key)) {
InputHandler_Toggle(key, &AxisLinesRenderer_Enabled,
" &eAxis lines (&4X&e, &2Y&e, &1Z&e) now show",
" &eAxis lines no longer show");
} else if (KeyBind_Claims(KEYBIND_AUTOROTATE, key)) {
InputHandler_Toggle(key, &AutoRotate_Enabled,
" &eAuto rotate is &aenabled",
" &eAuto rotate is &cdisabled");
} else if (KeyBind_Claims(KEYBIND_THIRD_PERSON, key)) {
Camera_CycleActive();
} else if (KeyBind_Claims(KEYBIND_DROP_BLOCK, key)) {
if (Inventory_CheckChangeSelected() && Inventory_SelectedBlock != BLOCK_AIR) {
/* Don't assign SelectedIndex directly, because we don't want held block
switching positions if they already have air in their inventory hotbar. */
Inventory_Set(Inventory.SelectedIndex, BLOCK_AIR);
Event_RaiseVoid(&UserEvents.HeldBlockChanged);
}
} else if (KeyBind_Claims(KEYBIND_IDOVERLAY, key)) {
TexIdsOverlay_Show();
} else if (KeyBind_Claims(KEYBIND_BREAK_LIQUIDS, key)) {
InputHandler_Toggle(key, &Game_BreakableLiquids,
" &eBreakable liquids is &aenabled",
" &eBreakable liquids is &cdisabled");
} else {
return false;
}
return true;
}
static cc_bool HandleCoreKey(int key) {
if (KeyBind_Claims(KEYBIND_HIDE_FPS, key)) {
Gui.ShowFPS = !Gui.ShowFPS;
} else if (KeyBind_Claims(KEYBIND_FULLSCREEN, key)) {
Game_ToggleFullscreen();
} else if (KeyBind_Claims(KEYBIND_FOG, key)) {
Game_CycleViewDistance();
} else if (key == CCKEY_F5 && Game_ClassicMode) {
int weather = Env.Weather == WEATHER_SUNNY ? WEATHER_RAINY : WEATHER_SUNNY;
Env_SetWeather(weather);
} else {
if (Game_ClassicMode) return false;
return HandleNonClassicKey(key);
}
return true;
}
static void HandleHotkeyDown(int key) {
struct HotkeyData* hkey;
cc_string text;
int i = Hotkeys_FindPartial(key);
if (i == -1) return;
hkey = &HotkeysList[i];
text = StringsBuffer_UNSAFE_Get(&HotkeysText, hkey->textIndex);
if (!(hkey->flags & HOTKEY_FLAG_STAYS_OPEN)) {
Chat_Send(&text, false);
} else if (!Gui.InputGrab) {
ChatScreen_OpenInput(&text);
}
}
static cc_bool HandleLocalPlayerKey(int key) {
if (KeyBind_Claims(KEYBIND_RESPAWN, key)) {
return LocalPlayer_HandleRespawn();
} else if (KeyBind_Claims(KEYBIND_SET_SPAWN, key)) {
return LocalPlayer_HandleSetSpawn();
} else if (KeyBind_Claims(KEYBIND_FLY, key)) {
return LocalPlayer_HandleFly();
} else if (KeyBind_Claims(KEYBIND_NOCLIP, key)) {
return LocalPlayer_HandleNoclip();
} else if (KeyBind_Claims(KEYBIND_JUMP, key)) {
return LocalPlayer_HandleJump();
}
return false;
}
/*########################################################################################################################*
*-----------------------------------------------------Base handlers-------------------------------------------------------*
*#########################################################################################################################*/
static void OnMouseWheel(void* obj, float delta) {
struct Screen* s;
int i;
for (i = 0; i < Gui.ScreensCount; i++) {
s = Gui_Screens[i];
s->dirty = true;
if (s->VTABLE->HandlesMouseScroll(s, delta)) return;
}
}
static void OnPointerMove(void* obj, int idx) {
struct Screen* s;
int i, x = Pointers[idx].x, y = Pointers[idx].y;
for (i = 0; i < Gui.ScreensCount; i++) {
s = Gui_Screens[i];
s->dirty = true;
if (s->VTABLE->HandlesPointerMove(s, 1 << idx, x, y)) return;
}
}
static void OnPointerDown(void* obj, int idx) {
struct Screen* s;
int i, x, y, mask;
#ifdef CC_BUILD_TOUCH
if (Input_TouchMode && !(touches[idx].type & TOUCH_TYPE_GUI)) return;
#endif
x = Pointers[idx].x; y = Pointers[idx].y;
for (i = 0; i < Gui.ScreensCount; i++) {
s = Gui_Screens[i];
s->dirty = true;
mask = s->VTABLE->HandlesPointerDown(s, 1 << idx, x, y);
#ifdef CC_BUILD_TOUCH
if (mask) {
/* Using &= mask instead of = mask is to handle one specific case */
/* - when clicking 'Quit game' in android version, it will call */
/* Game_Free, which will in turn call InputComponent.Free. */
/* That resets the type of all touches to 0 - however, since it is */
/* called DURING HandlesPointerDown, using = mask here would undo */
/* the resetting of type to 0 for one of the touches states, */
/* causing problems later with Input_AddTouch as it will assume that */
/* the aforementioned touches state is wrongly still in use */
touches[idx].type &= mask; return;
}
#else
if (mask) return;
#endif
}
}
static void OnPointerUp(void* obj, int idx) {
struct Screen* s;
int i, x, y;
#ifdef CC_BUILD_TOUCH
CheckBlockTap(idx);
if (Input_TouchMode && !(touches[idx].type & TOUCH_TYPE_GUI)) return;
#endif
x = Pointers[idx].x; y = Pointers[idx].y;
for (i = 0; i < Gui.ScreensCount; i++) {
s = Gui_Screens[i];
s->dirty = true;
s->VTABLE->OnPointerUp(s, 1 << idx, x, y);
}
}
static void OnInputDown(void* obj, int key, cc_bool was) {
struct Screen* s;
int i;
#ifndef CC_BUILD_WEB
if (Input_IsEscapeButton(key) && (s = Gui_GetClosable())) {
/* Don't want holding down escape to go in and out of pause menu */
if (!was) Gui_Remove(s);
return;
}
#endif
if (InputHandler_IsShutdown(key)) {
/* TODO: Do we need a separate exit function in Game class? */
Window_RequestClose(); return;
} else if (KeyBind_Claims(KEYBIND_SCREENSHOT, key) && !was) {
Game_ScreenshotRequested = true; return;
}
for (i = 0; i < Gui.ScreensCount; i++) {
s = Gui_Screens[i];
s->dirty = true;
if (s->VTABLE->HandlesInputDown(s, key)) return;
}
if (Input_IsPauseButton(key) && !Gui.InputGrab) {
#ifdef CC_BUILD_WEB
/* Can't do this in KeyUp, because pressing escape without having */
/* explicitly disabled mouse lock means a KeyUp event isn't sent. */
/* But switching to pause screen disables mouse lock, causing a KeyUp */
/* event to be sent, triggering the active->closable case which immediately */
/* closes the pause screen. Hence why the next KeyUp must be supressed. */
suppressEscape = true;
#endif
Gui_ShowPauseMenu(); return;
}
/* These should not be triggered multiple times when holding down */
if (was) return;
if (HandleBlockKey(key)) {
} else if (HandleCoreKey(key)) {
} else if (HandleLocalPlayerKey(key)) {
} else { HandleHotkeyDown(key); }
}
static void OnInputUp(void* obj, int key) {
struct Screen* s;
int i;
if (KeyBind_Claims(KEYBIND_ZOOM_SCROLL, key)) Camera_SetFov(Camera.DefaultFov);
#ifdef CC_BUILD_WEB
/* When closing menus (which reacquires mouse focus) in key down, */
/* this still leaves the cursor visible. But if this is instead */
/* done in key up, the cursor disappears as expected. */
if (key == CCKEY_ESCAPE && (s = Gui_GetClosable())) {
if (suppressEscape) { suppressEscape = false; return; }
Gui_Remove(s); return;
}
#endif
for (i = 0; i < Gui.ScreensCount; i++) {
s = Gui_Screens[i];
s->dirty = true;
s->VTABLE->OnInputUp(s, key);
}
if (Gui.InputGrab) return;
if (KeyBind_Claims(KEYBIND_DELETE_BLOCK, key)) MouseStateRelease(MOUSE_LEFT);
if (KeyBind_Claims(KEYBIND_PLACE_BLOCK, key)) MouseStateRelease(MOUSE_RIGHT);
if (KeyBind_Claims(KEYBIND_PICK_BLOCK, key)) MouseStateRelease(MOUSE_MIDDLE);
}
static void OnFocusChanged(void* obj) { if (!WindowInfo.Focused) Input_Clear(); }
static void OnInit(void) {
Event_Register_(&PointerEvents.Moved, NULL, OnPointerMove);
Event_Register_(&PointerEvents.Down, NULL, OnPointerDown);
Event_Register_(&PointerEvents.Up, NULL, OnPointerUp);
Event_Register_(&InputEvents.Down, NULL, OnInputDown);
Event_Register_(&InputEvents.Up, NULL, OnInputUp);
Event_Register_(&InputEvents.Wheel, NULL, OnMouseWheel);
Event_Register_(&WindowEvents.FocusChanged, NULL, OnFocusChanged);
Event_Register_(&UserEvents.HackPermsChanged, NULL, InputHandler_CheckZoomFov);
KeyBind_Init();
StoredHotkeys_LoadAll();
/* Fix issue with Android where if you double click in server list to join, a touch */
/* pointer is stuck down when the game loads (so you instantly start deleting blocks) */
ClearTouches();
}
static void OnFree(void) {
ClearTouches();
HotkeysText.count = 0;
}
struct IGameComponent Input_Component = {
OnInit, /* Init */
OnFree, /* Free */
};