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fbsd_kbd.c
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fbsd_kbd.c
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/*
* Copyright (c) 2002-2017 Maxim Sobolev <[email protected]>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR 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 AUTHOR 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.
*
*/
#include <sys/fbio.h>
#include <sys/kbio.h>
#include <sys/consio.h>
#include <sys/ioctl.h>
#include <unistd.h>
#include <vgl.h>
#include "def.h"
#include "fbsd_kbd.h"
#include "hardware.h"
#include "input.h"
#include "main.h"
#define RIGHTKEY (98+128)
#define UPKEY (95+128)
#define LEFTKEY (97+128)
#define DOWNKEY (100+128)
#define F1KEY (59+128)
#define TABKEY (15+128)
#define ADDKEY (78+128)
#define SUBKEY (74+128)
#define F7KEY (65+128)
#define F8KEY (66+128)
#define F9KEY (67+128)
#define F10KEY (68+128)
int keycodes[NKEYS][5]={{RIGHTKEY,-2,-2,-2,-2}, /* 1 Right */
{UPKEY,-2,-2,-2,-2}, /* 1 Up */
{LEFTKEY,-2,-2,-2,-2}, /* 1 Left */
{DOWNKEY,-2,-2,-2,-2}, /* 1 Down */
{F1KEY,-2,-2,-2,-2}, /* 1 Fire */
{'s',-2,-2,-2,-2}, /* 2 Right */
{'w',-2,-2,-2,-2}, /* 2 Up */
{'a',-2,-2,-2,-2}, /* 2 Left */
{'z',-2,-2,-2,-2}, /* 2 Down */
{TABKEY,-2,-2,-2,-2}, /* 2 Fire */
{'t',-2,-2,-2,-2}, /* Cheat */
{ADDKEY,-2,-2,-2,-2}, /* Accelerate */
{SUBKEY,-2,-2,-2,-2}, /* Brake */
{F7KEY,-2,-2,-2,-2}, /* Music */
{F9KEY,-2,-2,-2,-2}, /* Sound */
{F10KEY,-2,-2,-2,-2}, /* Exit */
{' ',-2,-2,-2,-2}, /* Pause */
{'n',-2,-2,-2,-2}, /* Change mode */
{F8KEY,-2,-2,-2,-2}}; /* Save DRF */
#define KBLEN 30
int16_t kbuffer[KBLEN];
int16_t klen=0;
bool states[256];
const int quertycodes[48+1]={41, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13,\
16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 43,\
30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 44, 45,\
46, 47, 48, 49, 50, 51, 52, 53, 57, 0};
const char chars[48] = {'`','1','2','3','4','5','6','7','8','9','0','-','=',\
'q','w','e','r','t','y','u','i','o','p','[',']','\\',\
'a','s','d','f','g','h','j','k','l',';','\'','z','x',\
'c','v','b','n','m',',','.','/',' '};
#define LALTKEY (56+128)
#define RALTKEY (93+128)
#define altpressed (states[LALTKEY] || states[RALTKEY])
extern bool started, pausef;
void initkeyb(void)
{
VGLKeyboardInit(VGL_CODEKEYS);
memset(states, false, (sizeof states));
}
void restorekeyb(void)
{
VGLKeyboardEnd();
}
static bool UpdateStates(int16_t *result)
{
int16_t i;
bool isasymbol, state;
if(*result < 128)
state = true;
else {
state = false;
*result -= 128;
}
isasymbol = false;
for(i=0;quertycodes[i]!=0;i++)
if(*result == quertycodes[i]) {
*result = chars[i];
isasymbol = true;
break;
}
if (isasymbol == false)
*result+=128;
states[*result] = state;
return state;
}
void ProcessKbd(void)
{
int16_t result;
static bool newconsf=false;
bool state;
while((result = VGLKeyboardGetCh()) != 0) {
state=UpdateStates(&result);
if(newconsf==true && pausef==true) {
/* return to game ? */
if(state==false)
continue;
else newconsf=false; /* yes */
}
while(newconsf==false && state==true &&
result>=F1KEY && result<=F10KEY && altpressed) {
/* Alt-Fn pressed to switch consoles */
int activecons=0;
int newcons=result-F1KEY+1;
ioctl(0, VT_GETACTIVE, &activecons);
if(newcons==activecons) /* to another console ? */
break;
newconsf=true;
/* do switch */
ioctl(0,VT_ACTIVATE,(caddr_t)(long)newcons);
if(started==true && pausef==false) {
pausef=true;
testpause(); /* force pause if game active */
}
else {
VGLCheckSwitch(); /* game not active - just switch */
/* now wait for another keyboard strike */
result=VGLKeyboardGetCh();
while(1) {
if(result!=0) {
state=UpdateStates(&result);
if(state==true) /* ignore releases */
break;
}
usleep(500); /* don't waste CPU when idle */
result=VGLKeyboardGetCh();
}
}
newconsf=false; /* switched back */
}
if(state == true)
continue;
if(klen == KBLEN) /* Buffer is full, drop some pieces */
memcpy(kbuffer, kbuffer + 1, --klen);
kbuffer[klen++] = result;
}
}
bool GetAsyncKeyState(int key)
{
ProcessKbd();
return(states[key]);
}
int16_t getkey(bool scancode)
{
int16_t result;
while(kbhit() != true)
gethrt(true);
result = kbuffer[0];
memcpy(kbuffer, kbuffer + 1, --klen);
return(result);
}
bool kbhit(void)
{
ProcessKbd();
if (klen > 0)
return(true);
else
return(false);
}