Improve build distance by factoring keyboard code

This commit is contained in:
Lephenixnoir 2021-09-30 11:08:38 +02:00
parent 9f9083ed8f
commit 1260b93ba5
Signed by: Lephenixnoir
GPG Key ID: 1BBA026E13FC0495
5 changed files with 224 additions and 186 deletions

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@ -1,114 +1,42 @@
///////////////////////////////////////////////////////////////////////////////
// Keyboard input
//
// Instead of using libfxcg functions which only provide single-key analysis
// (GetKey, GetKeyWait, and PRGM_GetKey mainly), the following code uses a
// simple KEYSC driver. This is indirectly taken from gint code.
///////////////////////////////////////////////////////////////////////////////
#include "cgdoom.h"
#include "cgdoom-kbd.h"
#include "doomdef.h"
/* Keyboard matrix codes */
#define KEYCODE_F1 0x91
#define KEYCODE_F2 0x92
#define KEYCODE_F3 0x93
#define KEYCODE_F4 0x94
#define KEYCODE_F5 0x95
#define KEYCODE_F6 0x96
#define KEYCODE_SHIFT 0x81
#define KEYCODE_OPTN 0x82
#define KEYCODE_VARS 0x83
#define KEYCODE_MENU 0x84
#define KEYCODE_LEFT 0x85
#define KEYCODE_UP 0x86
#define KEYCODE_ALPHA 0x71
#define KEYCODE_SQUARE 0x72
#define KEYCODE_POWER 0x73
#define KEYCODE_EXIT 0x74
#define KEYCODE_DOWN 0x75
#define KEYCODE_RIGHT 0x76
#define KEYCODE_XOT 0x61
#define KEYCODE_LOG 0x62
#define KEYCODE_LN 0x63
#define KEYCODE_SIN 0x64
#define KEYCODE_COS 0x65
#define KEYCODE_TAN 0x66
#define KEYCODE_FRAC 0x51
#define KEYCODE_FD 0x52
#define KEYCODE_LEFTP 0x53
#define KEYCODE_RIGHTP 0x54
#define KEYCODE_COMMA 0x55
#define KEYCODE_ARROW 0x56
#define KEYCODE_7 0x41
#define KEYCODE_8 0x42
#define KEYCODE_9 0x43
#define KEYCODE_DEL 0x44
#define KEYCODE_4 0x31
#define KEYCODE_5 0x32
#define KEYCODE_6 0x33
#define KEYCODE_MUL 0x34
#define KEYCODE_DIV 0x35
#define KEYCODE_1 0x21
#define KEYCODE_2 0x22
#define KEYCODE_3 0x23
#define KEYCODE_PLUS 0x24
#define KEYCODE_MINUS 0x25
#define KEYCODE_0 0x11
#define KEYCODE_DOT 0x12
#define KEYCODE_EXP 0x13
#define KEYCODE_NEG 0x14
#define KEYCODE_EXE 0x15
#define KEYCODE_ACON 0x07
/* Copy of the keyboard state, one byte per row */
typedef uint8_t KeyboardState[12] __attribute__((aligned(2)));
/* Keymap */
/* Dynamic keymap */
static uint16_t Keymap[] = {
KEY_LEFTARROW, 0,
KEY_RIGHTARROW, 0,
KEY_UPARROW, 0,
KEY_DOWNARROW, 0,
' ', 0, /* Open doors etc */
KEY_RCTRL, 0, /* Shoot */
'1', 0,
'2', 0,
'3', 0,
'4', 0,
'5', 0,
'6', 0,
'7', 0,
KEY_TAB, 0,
KEY_PAUSE, 0,
KEY_SLEFTARROW, 0,
KEY_SRIGHTARROW, 0,
KEY_RSHIFT, 0, /* Speed toggle */
KEY_LEFTARROW, -1,
KEY_RIGHTARROW, -1,
KEY_UPARROW, -1,
KEY_DOWNARROW, -1,
' ', -1, /* Open doors etc */
KEY_RCTRL, -1, /* Shoot */
'1', -1,
'2', -1,
'3', -1,
'4', -1,
'5', -1,
'6', -1,
'7', -1,
KEY_TAB, -1,
KEY_PAUSE, -1,
KEY_SLEFTARROW, -1,
KEY_SRIGHTARROW, -1,
KEY_RSHIFT, -1, /* Speed toggle */
/* Special CGDoom keys */
SKEY_DECVP, 0,
SKEY_INCVP, 0,
SKEY_CHEAT, 0,
SKEY_NOCLIP, 0,
SKEY_GAMMA, 0,
SKEY_FREEMEM, 0,
SKEY_FPSCOUNTER, 0,
SKEY_FRAMESKIP, 0,
SKEY_PROFILER, 0,
SKEY_DECVP, -1,
SKEY_INCVP, -1,
SKEY_CHEAT, -1,
SKEY_NOCLIP, -1,
SKEY_GAMMA, -1,
SKEY_FREEMEM, -1,
SKEY_FPSCOUNTER, -1,
SKEY_FRAMESKIP, -1,
SKEY_PROFILER, -1,
0,
};
/* Default keymap: CGDoom 0.3 */
static const uint16_t KeyMap_CGDoom_0_3[] = {
const uint16_t CGD_Keymap_CGDoom_0_3[] = {
KEYCODE_LEFT,
KEYCODE_RIGHT,
KEYCODE_UP,
@ -138,7 +66,7 @@ static const uint16_t KeyMap_CGDoom_0_3[] = {
0,
};
/* Default keymap: thumbs only */
static const uint16_t KeyMap_ThumbsOnly[] = {
const uint16_t CGD_Keymap_ThumbsOnly[] = {
KEYCODE_LEFT,
KEYCODE_RIGHT,
KEYCODE_UP,
@ -169,7 +97,7 @@ static const uint16_t KeyMap_ThumbsOnly[] = {
0,
};
/* Default keymap: full-hands */
static const uint16_t KeyMap_FullHands[] = {
const uint16_t CGD_Keymap_FullHands[] = {
KEYCODE_F5,
KEYCODE_F6,
KEYCODE_OPTN,
@ -201,19 +129,21 @@ static const uint16_t KeyMap_FullHands[] = {
};
/* Current keyboard state. */
static KeyboardState st_prev={0}, st_now={0};
static CGD_KeyboardState st_prev={0}, st_now={0};
static void ScanKeyboard(KeyboardState state)
#ifndef CG_EMULATOR
void CGD_ScanKeyboard(CGD_KeyboardState state)
{
volatile uint16_t *KEYSC = (void *)0xa44b0000;
uint16_t *array = (void *)state;
for(int i = 0; i < 6; i++) array[i] = KEYSC[i];
}
#endif
static void LoadKeymap(uint16_t *map, uint16_t *template)
void CGD_LoadKeymap(const uint16_t *template)
{
for(int i = 0; map[2*i] != 0; i++) {
map[2*i+1] = template[i];
for(int i = 0; Keymap[2*i] != 0; i++) {
Keymap[2*i+1] = template[i];
}
}
@ -284,7 +214,7 @@ static int DoomKeyToKeycode(int key)
}
}
static int KeycodeDown(KeyboardState state, int code)
static int KeycodeDown(CGD_KeyboardState state, int code)
{
if(code < 0) return 0;
int row = (code >> 4) ^ 1;
@ -292,7 +222,7 @@ static int KeycodeDown(KeyboardState state, int code)
return (state[row] & col) != 0;
}
static int KeyDown(KeyboardState state, int key)
static int KeyDown(CGD_KeyboardState state, int key)
{
int code = DoomKeyToKeycode(key);
@ -308,7 +238,7 @@ static int KeyDown(KeyboardState state, int key)
void UpdateKeyboardState(void)
{
memcpy(st_prev, st_now, sizeof st_now);
ScanKeyboard(st_now);
CGD_ScanKeyboard(st_now);
}
int KeyWasJustPressed(int key)

88
cgdoom/cgdoom-kbd.h Normal file
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@ -0,0 +1,88 @@
#ifndef CGDOOM_KBD_H
#define CGDOOM_KBD_H
/* CGDoom's keyboard abstraction
Instead of using libfxcg functions which only provide single-key analysis
(GetKey, GetKeyWait, and PRGM_GetKey mainly), CGDoom uses a simple KEYSC
driver adapter from gint's. The following matrix codes identify all keys on
the keyboard. The PC build maps a subset of them to PC keys. */
/* Copy of the keyboard state, one byte per row */
typedef uint8_t CGD_KeyboardState[12] __attribute__((aligned(2)));
/* Keyboard scanning function (very short), uses either the KEYSC or SDL */
void CGD_ScanKeyboard(CGD_KeyboardState state);
/* Default keymaps for use in UI code */
extern const uint16_t CGD_Keymap_CGDoom_0_3[];
extern const uint16_t CGD_Keymap_ThumbsOnly[];
extern const uint16_t CGD_Keymap_FullHands[];
/* Load a default keymap */
void CGD_LoadKeymap(const uint16_t *template);
/* Keyboard matrix codes for the keyboard driver */
#define KEYCODE_F1 0x91
#define KEYCODE_F2 0x92
#define KEYCODE_F3 0x93
#define KEYCODE_F4 0x94
#define KEYCODE_F5 0x95
#define KEYCODE_F6 0x96
#define KEYCODE_SHIFT 0x81
#define KEYCODE_OPTN 0x82
#define KEYCODE_VARS 0x83
#define KEYCODE_MENU 0x84
#define KEYCODE_LEFT 0x85
#define KEYCODE_UP 0x86
#define KEYCODE_ALPHA 0x71
#define KEYCODE_SQUARE 0x72
#define KEYCODE_POWER 0x73
#define KEYCODE_EXIT 0x74
#define KEYCODE_DOWN 0x75
#define KEYCODE_RIGHT 0x76
#define KEYCODE_XOT 0x61
#define KEYCODE_LOG 0x62
#define KEYCODE_LN 0x63
#define KEYCODE_SIN 0x64
#define KEYCODE_COS 0x65
#define KEYCODE_TAN 0x66
#define KEYCODE_FRAC 0x51
#define KEYCODE_FD 0x52
#define KEYCODE_LEFTP 0x53
#define KEYCODE_RIGHTP 0x54
#define KEYCODE_COMMA 0x55
#define KEYCODE_ARROW 0x56
#define KEYCODE_7 0x41
#define KEYCODE_8 0x42
#define KEYCODE_9 0x43
#define KEYCODE_DEL 0x44
#define KEYCODE_4 0x31
#define KEYCODE_5 0x32
#define KEYCODE_6 0x33
#define KEYCODE_MUL 0x34
#define KEYCODE_DIV 0x35
#define KEYCODE_1 0x21
#define KEYCODE_2 0x22
#define KEYCODE_3 0x23
#define KEYCODE_PLUS 0x24
#define KEYCODE_MINUS 0x25
#define KEYCODE_0 0x11
#define KEYCODE_DOT 0x12
#define KEYCODE_EXP 0x13
#define KEYCODE_NEG 0x14
#define KEYCODE_EXE 0x15
#define KEYCODE_ACON 0x07
#endif /* CGDOOM_KBD_H */

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@ -9,6 +9,7 @@
#include "d_main.h"
#include "cgdoom-alloc.h"
#include "cgdoom-kbd.h"
#include "cgdoom-ui.h"
void *CGD_malloc(int size)
@ -510,6 +511,9 @@ int main(void)
CGD_2MBLineMemory = 0;
#endif
/* Load keyboard layout */
CGD_LoadKeymap(CGD_Keymap_ThumbsOnly);
/* Override version detection for single-episode Ultimate Doom WADs */
if (!strcmp(wads[choice].name, "doomu1.wad"))
CGD_SingleEpisodeUltimate = 1;

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@ -99,7 +99,7 @@ void P_UnArchivePlayers (void)
if (players[i]. psprites[j].state)
{
players[i]. psprites[j].state
= (state_t *)&states[ (int)players[i].psprites[j].state ];
= (state_t *)&states[ (intptr_t)players[i].psprites[j].state ];
}
}
}
@ -296,11 +296,11 @@ void P_UnArchiveThinkers (void)
mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
memcpy (mobj, save_p, sizeof(*mobj));
save_p += sizeof(*mobj);
mobj->state = (state_t *)&states[(int)mobj->state];
mobj->state = (state_t *)&states[(intptr_t)mobj->state];
mobj->target = NULL;
if (mobj->player)
{
mobj->player = &players[(int)mobj->player-1];
mobj->player = &players[(intptr_t)mobj->player-1];
mobj->player->mo = mobj;
}
P_SetThingPosition (mobj);
@ -494,7 +494,7 @@ void P_UnArchiveSpecials (void)
ceiling = (ceiling_t*)Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL);
memcpy (ceiling, save_p, sizeof(*ceiling));
save_p += sizeof(*ceiling);
ceiling->sector = &sectors[(int)ceiling->sector];
ceiling->sector = &sectors[(intptr_t)ceiling->sector];
ceiling->sector->specialdata = ceiling;
if (ceiling->thinker.function)
@ -509,7 +509,7 @@ void P_UnArchiveSpecials (void)
door = (vldoor_t*)Z_Malloc (sizeof(*door), PU_LEVEL, NULL);
memcpy (door, save_p, sizeof(*door));
save_p += sizeof(*door);
door->sector = &sectors[(int)door->sector];
door->sector = &sectors[(intptr_t)door->sector];
door->sector->specialdata = door;
door->thinker.function = TT_VerticalDoor;
P_AddThinker (&door->thinker,door);
@ -520,7 +520,7 @@ void P_UnArchiveSpecials (void)
floor = (floormove_t*)Z_Malloc (sizeof(*floor), PU_LEVEL, NULL);
memcpy (floor, save_p, sizeof(*floor));
save_p += sizeof(*floor);
floor->sector = &sectors[(int)floor->sector];
floor->sector = &sectors[(intptr_t)floor->sector];
floor->sector->specialdata = floor;
floor->thinker.function = TT_MoveFloor;
P_AddThinker (&floor->thinker,floor);
@ -531,7 +531,7 @@ void P_UnArchiveSpecials (void)
plat = (plat_t*)Z_Malloc (sizeof(*plat), PU_LEVEL, NULL);
memcpy (plat, save_p, sizeof(*plat));
save_p += sizeof(*plat);
plat->sector = &sectors[(int)plat->sector];
plat->sector = &sectors[(intptr_t)plat->sector];
plat->sector->specialdata = plat;
if (plat->thinker.function)
@ -546,7 +546,7 @@ void P_UnArchiveSpecials (void)
flash = (lightflash_t*)Z_Malloc (sizeof(*flash), PU_LEVEL, NULL);
memcpy (flash, save_p, sizeof(*flash));
save_p += sizeof(*flash);
flash->sector = &sectors[(int)flash->sector];
flash->sector = &sectors[(intptr_t)flash->sector];
flash->thinker.function = TT_LightFlash;
P_AddThinker (&flash->thinker,flash);
break;
@ -556,7 +556,7 @@ void P_UnArchiveSpecials (void)
strobe = (strobe_t*)Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL);
memcpy (strobe, save_p, sizeof(*strobe));
save_p += sizeof(*strobe);
strobe->sector = &sectors[(int)strobe->sector];
strobe->sector = &sectors[(intptr_t)strobe->sector];
strobe->thinker.function = TT_StrobeFlash;
P_AddThinker (&strobe->thinker,strobe);
break;
@ -566,7 +566,7 @@ void P_UnArchiveSpecials (void)
glow = (glow_t*)Z_Malloc (sizeof(*glow), PU_LEVEL, NULL);
memcpy (glow, save_p, sizeof(*glow));
save_p += sizeof(*glow);
glow->sector = &sectors[(int)glow->sector];
glow->sector = &sectors[(intptr_t)glow->sector];
glow->thinker.function = TT_Glow;
P_AddThinker (&glow->thinker,glow);
break;

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@ -2,82 +2,98 @@
#include <stdlib.h>
#include "cgdoom.h"
#include "cgdoom-kbd.h"
#include "doomdef.h"
/* Copy of the keyboard state. */
static Uint8 *st_prev=NULL, *st_now=NULL;
static Uint8 *ScanKeyboard(void)
{
int length;
const Uint8 *state = SDL_GetKeyboardState(&length);
return memcpy(malloc(length), state, length);
}
static int DoomKeyToKeycode(int key)
/* Mapping of calculator matrix codes on the PC keyboard */
static int MatrixCodeToPCKey(int key)
{
switch(key)
{
/* Normal Doom keys */
case KEY_LEFTARROW: return SDL_SCANCODE_LEFT;
case KEY_RIGHTARROW: return SDL_SCANCODE_RIGHT;
case KEY_UPARROW: return SDL_SCANCODE_UP;
case KEY_DOWNARROW: return SDL_SCANCODE_DOWN;
case ' ': return SDL_SCANCODE_SPACE;
// case KEY_RCTRL: return KEYCODE_ALPHA;
case '1': return SDL_SCANCODE_1;
case '2': return SDL_SCANCODE_2;
case '3': return SDL_SCANCODE_3;
case '4': return SDL_SCANCODE_4;
case '5': return SDL_SCANCODE_5;
case '6': return SDL_SCANCODE_6;
case '7': return SDL_SCANCODE_7;
case KEY_TAB: return SDL_SCANCODE_TAB;
// case KEY_PAUSE: return KEYCODE_OPTN;
// case KEY_SLEFTARROW: return KEYCODE_0;
// case KEY_SRIGHTARROW: return KEYCODE_DOT;
case KEY_ESCAPE: return SDL_SCANCODE_ESCAPE;
case KEY_ENTER: return SDL_SCANCODE_RETURN;
case KEYCODE_F1: return SDL_SCANCODE_F1;
case KEYCODE_F2: return SDL_SCANCODE_F2;
case KEYCODE_F3: return SDL_SCANCODE_F3;
case KEYCODE_F4: return SDL_SCANCODE_F4;
case KEYCODE_F5: return SDL_SCANCODE_F5;
case KEYCODE_F6: return SDL_SCANCODE_F6;
/* Special CGDoom keys */
/* case SKEY_CHEAT: return KEYCODE_POWER;
case SKEY_DECVP: return KEYCODE_MINUS;
case SKEY_INCVP: return KEYCODE_PLUS;
case SKEY_NOCLIP: return KEYCODE_ARROW;
case SKEY_GAMMA: return KEYCODE_FRAC;
case SKEY_FREEMEM: return KEYCODE_FD;
case SKEY_FPSCOUNTER: return KEYCODE_LEFTP;
case SKEY_FRAMESKIP: return KEYCODE_VARS; */
case KEYCODE_UP: return SDL_SCANCODE_UP;
case KEYCODE_RIGHT: return SDL_SCANCODE_RIGHT;
case KEYCODE_DOWN: return SDL_SCANCODE_DOWN;
case KEYCODE_LEFT: return SDL_SCANCODE_LEFT;
case KEYCODE_SHIFT: return SDL_SCANCODE_Q;
case KEYCODE_OPTN: return SDL_SCANCODE_W;
case KEYCODE_VARS: return SDL_SCANCODE_E;
case KEYCODE_MENU: return SDL_SCANCODE_R;
case KEYCODE_ALPHA: return SDL_SCANCODE_A;
case KEYCODE_SQUARE: return SDL_SCANCODE_S;
case KEYCODE_POWER: return SDL_SCANCODE_D;
case KEYCODE_EXIT: return SDL_SCANCODE_F;
case KEYCODE_XOT: return SDL_SCANCODE_T;
case KEYCODE_LOG: return SDL_SCANCODE_Y;
case KEYCODE_LN: return SDL_SCANCODE_U;
case KEYCODE_SIN: return SDL_SCANCODE_I;
case KEYCODE_COS: return SDL_SCANCODE_O;
case KEYCODE_TAN: return SDL_SCANCODE_P;
case KEYCODE_FRAC: return SDL_SCANCODE_G;
case KEYCODE_FD: return SDL_SCANCODE_H;
case KEYCODE_LEFTP: return SDL_SCANCODE_J;
case KEYCODE_RIGHTP: return SDL_SCANCODE_K;
case KEYCODE_COMMA: return SDL_SCANCODE_L;
case KEYCODE_ARROW: return SDL_SCANCODE_SEMICOLON;
case KEYCODE_1: return SDL_SCANCODE_1;
case KEYCODE_2: return SDL_SCANCODE_2;
case KEYCODE_3: return SDL_SCANCODE_3;
case KEYCODE_4: return SDL_SCANCODE_4;
case KEYCODE_5: return SDL_SCANCODE_5;
case KEYCODE_6: return SDL_SCANCODE_6;
case KEYCODE_7: return SDL_SCANCODE_7;
case KEYCODE_8: return SDL_SCANCODE_8;
case KEYCODE_9: return SDL_SCANCODE_9;
case KEYCODE_0: return SDL_SCANCODE_0;
case KEYCODE_DEL: return SDL_SCANCODE_BACKSPACE;
case KEYCODE_ACON: return SDL_SCANCODE_ESCAPE;
case KEYCODE_MUL: return SDL_SCANCODE_LEFTBRACKET;
case KEYCODE_DIV: return SDL_SCANCODE_RIGHTBRACKET;
case KEYCODE_PLUS: return SDL_SCANCODE_MINUS;
case KEYCODE_MINUS: return SDL_SCANCODE_EQUALS;
case KEYCODE_DOT: return -1;
case KEYCODE_EXP: return -1;
case KEYCODE_NEG: return -1;
case KEYCODE_EXE: return SDL_SCANCODE_RETURN;
default: return -1;
}
}
static int KeyDown(Uint8 *state, int key)
{
int code = DoomKeyToKeycode(key);
return (code < 0 || state == NULL) ? 0 : state[code];
}
void UpdateKeyboardState(void)
void CGD_ScanKeyboard(CGD_KeyboardState state)
{
SDL_Event e;
while(SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT)
exit(0);
while(SDL_PollEvent(&e)) {}
int length;
const Uint8 *sdl_state = SDL_GetKeyboardState(&length);
for(int row = 0; row < 12; row++) {
for(int col = 0; col < 8; col++) {
int matrix_code = (row << 4) | col;
int index = row ^ 1;
int pattern = (0x80 >> col);
int scancode = MatrixCodeToPCKey(matrix_code);
state[index] &= ~pattern;
if(scancode >= 0 && scancode < length && sdl_state[scancode])
state[index] |= pattern;
}
}
free(st_prev);
st_prev = st_now;
st_now = ScanKeyboard();
}
int KeyWasJustPressed(int key)
{
return !KeyDown(st_prev, key) && KeyDown(st_now, key);
}
int KeyWasJustReleased(int key)
{
return KeyDown(st_prev, key) && !KeyDown(st_now, key);
}