1 // This code is D 1.0 2 3 /** 4 Part of my old D 1.0 game helper code that used SDL. I keep it compiling on new D compilers too, but it is not meant to be used in new projects. 5 6 Version: 1.0 7 License: GNU General Public License 8 */ 9 module arsd.engine; //@-L-lSDL -L-lSDL_mixer -L-lSDL_ttf -L-lSDL_image -L-lGL -L-lSDL_net 10 11 pragma(lib, "SDL"); 12 pragma(lib, "SDL_mixer"); 13 pragma(lib, "SDL_ttf"); 14 pragma(lib, "SDL_image"); 15 pragma(lib, "SDL_net"); 16 pragma(lib, "GL"); 17 18 // FIXME: the difference between directions and buttons should be removed 19 20 21 import sdl.SDL; 22 import sdl.SDL_net; 23 24 import std.string; 25 version(D_Version2) { 26 import random = core.stdc.stdlib; 27 alias random.srand srand; 28 29 import std.conv; 30 char[] convToString(T)(T t) { return to!(char[])(t); } 31 string immutableString(in char[] a) { return a.idup; } 32 } else { 33 import random = std.random; 34 void srand(uint a) { 35 random.rand_seed(a, 0); 36 } 37 alias std..string.toString convToString; 38 39 char[] immutableString(in char[] a) { return a; } 40 } 41 import std.math; 42 public import arsd.screen; 43 public import arsd.audio; 44 45 public import sdl.SDL_keysym_; 46 47 version(D_Version2) 48 import core.stdc.stdarg; 49 else 50 import std.stdarg; 51 52 import std.stdio; 53 //version(linux) pragma(lib, "kbhit.o"); 54 55 int randomNumber(int min, int max){ 56 if(min == max) 57 return min; 58 max++; // make it inclusive 59 60 uint a = random.rand(); 61 a %= (max - min); 62 a += min; 63 return a; 64 } 65 66 67 // HACK! 68 bool waiting; 69 uint globalTimer; 70 class Callable{ 71 public: 72 abstract void run(int timer); 73 // after is the other thing that is calling this to be paused and then unpaused 74 final void start(Callable after = null){ 75 After = after; 76 if(After !is null) 77 After.paused = true; 78 paused = false; 79 for(int a = 0; a < objs.length; a++) 80 if(objs[a] is null){ 81 objs[a] = this; 82 goto done; 83 84 } 85 objs.length = objs.length + 1; 86 objs[objs.length - 1] = this; 87 88 done: 89 frame(); 90 } 91 92 final void queue(){ 93 int a; 94 paused = true; 95 for(a = 0; a < objs.length; a++) 96 if(objs[a] is null){ 97 objs[a] = this; 98 goto done; 99 100 } 101 objs.length = a + 1; 102 objs[a] = this; 103 104 done: 105 if(a == 1){ 106 objs[0].paused = true; 107 paused = false; 108 } else { 109 objs[a - 1].After = this; 110 } 111 After = objs[0]; 112 113 frame(); 114 } 115 116 117 118 119 final void terminate(){ 120 for(int a = 0; a < objs.length; a++) 121 if(objs[a] !is null && objs[a] == this) 122 objs[a] = null; 123 if(After !is null){ 124 After.paused = false; 125 After.frame(); 126 } 127 } 128 129 bool paused; 130 private: 131 void frame(){ 132 if(!paused){ 133 if(globalTimer > lastFrame){ 134 lastFrame = globalTimer; 135 run(Timer); 136 Timer++; 137 } 138 } 139 } 140 int Timer; 141 uint lastFrame; 142 Callable After; 143 } 144 145 Callable[] objs; 146 // end HACK 147 148 // enum {up = 0, down, left, right}; 149 enum {select = 8, start = 9, square = 3, cross = 2, circle = 1, triangle = 0, 150 R1 = 7, R2 = 5, L2 = 4, L1 = 6, L3 = 10, R3 = 11, special = 12, 151 up = 13, down = 14, left = 15, right = 16, // dpad and left stick 152 up2 = 17, down2 = 18, left2 = 19, right2 = 20}; // right stick 153 const int NUM_BUTTONS = 21; 154 class Engine{ 155 static const int NoVideo = 0; 156 static const int Video1024x768 = 1; 157 static const int Video640x480 = 2; 158 static const int Video800x600 = 3; 159 static const int Video320x200 = 4; 160 static const int Video512x512 = 5; 161 162 static const int VideoFullScreen = 32; 163 164 165 alias int Direction; 166 alias int Buttons; 167 168 static const int MAX_NET = 8; 169 static const int NET_PORT = 7777; 170 171 // For being a network server..... 172 bool isServer; 173 struct NetClient { 174 TCPsocket sock; 175 int numPlayers; 176 int startingPlayer; 177 int latency; // in milliseconds 178 179 int state; // Only valid if sock is non null. 180 // 0: waiting on initial timestamp 181 // 1: waiting on lag response 182 // 2: ready for starting 183 } 184 NetClient[MAX_NET] clients; 185 int numberOfClients; 186 187 int maxLatency; 188 189 190 // For being a network client 191 TCPsocket clientsock; 192 193 // All done. 194 195 void beginServing(){ 196 TCPsocket serversock; 197 198 socketset = SDLNet_AllocSocketSet(MAX_NET+1); 199 if(socketset is null) 200 throw new Exception("AllocSocketSet"); 201 scope(failure) 202 SDLNet_FreeSocketSet(socketset); 203 204 IPaddress serverIP; 205 206 SDLNet_ResolveHost(&serverIP, null, NET_PORT); 207 serversock = SDLNet_TCP_Open(&serverIP); 208 if(serversock is null) 209 throw new Exception("Server sock"); 210 scope(exit) 211 SDLNet_TCP_Close(serversock); 212 213 if(SDLNet_AddSocket(socketset, cast(SDLNet_GenericSocket) serversock) < 0) 214 throw new Exception("addsocket"); 215 scope(exit) 216 SDLNet_DelSocket(socketset, cast(SDLNet_GenericSocket) serversock); 217 218 writefln("Waiting for players to join the game.\nPress enter when everyone has joined to start the game."); 219 220 221 uint randomSeed = random.rand(); 222 srand(randomSeed); 223 writefln("TEST: %d", randomNumber(0, 100)); 224 225 226 bool loopingNeeeded = false; // potential FIXME for later 227 while(!kbhit() || loopingNeeeded){ 228 int n = SDLNet_CheckSockets(socketset, 10); 229 if(n < 0) 230 throw new Exception("Check sockets"); 231 if(n == 0) 232 continue; 233 if(SDLNet_SocketReady(serversock)){ 234 TCPsocket newsock; 235 236 newsock = SDLNet_TCP_Accept(serversock); 237 if(newsock is null){ 238 continue; 239 } 240 241 242 SDLNet_AddSocket(socketset, cast(SDLNet_GenericSocket) newsock); 243 244 // accept the connection 245 246 writefln("New player:"); 247 248 clients[numberOfClients].sock = newsock; 249 numberOfClients++; 250 } 251 252 // Check the rest of our sockets for data 253 254 for(int a = 0; a < numberOfClients; a++){ 255 if(SDLNet_SocketReady(clients[a].sock)){ 256 byte[16] data; // this needs to be EXACTLY the size we are actually going to get. 257 if(SDLNet_TCP_Recv(clients[a].sock, data.ptr, 16) <= 0){ 258 // the connection was closed 259 for(int b = a; b < numberOfClients; b++) 260 clients[b] = clients[b+1]; 261 clients[numberOfClients] = NetClient.init; 262 numberOfClients--; 263 a--; 264 continue; 265 } 266 267 // And handle the data here. 268 switch(clients[a].state){ 269 default: assert(0); 270 case 0: // this is the timestamp and stuff 271 int ts = SDLNet_Read32(data.ptr); 272 clients[a].numPlayers = SDLNet_Read32(data.ptr+4); 273 274 int startingPlayer = numberOfPlayers; 275 numberOfPlayers+= clients[a].numPlayers; 276 clients[a].startingPlayer = startingPlayer; 277 278 SDLNet_Write32(ts, data.ptr); 279 SDLNet_Write32(SDL_GetTicks(), data.ptr+4); 280 SDLNet_Write32(randomSeed, data.ptr+8); 281 SDLNet_Write32(startingPlayer, data.ptr+12); 282 283 if(SDLNet_TCP_Send(clients[a].sock, data.ptr, 16) <= 0) 284 throw new Exception("TCP send"); 285 286 clients[a].state++; 287 break; 288 case 1: // this is telling of the latency 289 290 clients[a].latency = SDLNet_Read32(data.ptr); 291 292 if(clients[a].latency > maxLatency) 293 maxLatency = clients[a].latency; 294 295 writefln("Latency: %d", clients[a].latency); 296 297 clients[a].state++; 298 break; 299 case 2: 300 throw new Exception("unknown data came in"); 301 } 302 } 303 } 304 } 305 306 307 308 isServer = true; 309 } 310 311 void connectTo(in char[] whom){ 312 socketset = SDLNet_AllocSocketSet(1); 313 if(socketset is null) 314 throw new Exception("AllocSocketSet"); 315 scope(failure) 316 SDLNet_FreeSocketSet(socketset); 317 318 IPaddress ip; 319 320 if(SDLNet_ResolveHost(&ip, std..string.toStringz(whom), NET_PORT) == -1) 321 throw new Exception("Resolve host"); 322 323 clientsock = SDLNet_TCP_Open(&ip); 324 325 if(clientsock is null) 326 throw new Exception("open socket"); 327 328 if(SDLNet_AddSocket(socketset, cast(SDLNet_GenericSocket) clientsock) < 0) 329 throw new Exception("addsocket"); 330 scope(failure) SDLNet_DelSocket(socketset, cast(SDLNet_GenericSocket) clientsock); 331 332 byte[16] data; 333 334 int timeStamp = SDL_GetTicks(); 335 SDLNet_Write32(timeStamp, data.ptr); 336 SDLNet_Write32(numberOfLocalPlayers, data.ptr+4); 337 if(SDLNet_TCP_Send(clientsock, data.ptr, 16) <= 0) 338 throw new Exception("TCP send"); 339 340 if(SDLNet_TCP_Recv(clientsock, data.ptr, 16) <= 0) 341 throw new Exception("TCP recv"); 342 343 int receivedTimeStamp = SDLNet_Read32(data.ptr); 344 int serverTimeStamp = SDLNet_Read32(data.ptr+4); 345 uint randomSeed = SDLNet_Read32(data.ptr+8); 346 firstLocalPlayer = SDLNet_Read32(data.ptr+12); 347 writefln("First local player = %d", firstLocalPlayer); 348 349 srand(randomSeed); 350 writefln("TEST: %d", randomNumber(0, 100)); 351 352 int ourLatency = SDL_GetTicks() - receivedTimeStamp; 353 354 SDLNet_Write32(ourLatency, data.ptr); 355 SDLNet_Write32(serverTimeStamp, data.ptr+4); 356 357 if(SDLNet_TCP_Send(clientsock, data.ptr, 16) <= 0) 358 throw new Exception("TCP send 2"); 359 360 waiting = true; 361 } 362 363 // This should be called AFTER most initialization, but BEFORE you initialize your players; you don't 364 // know the number of players for sure until this call returns. 365 void waitOnNetwork(){ 366 if(!net) 367 return; 368 369 if(isServer){ 370 371 // Calculate when to start, then send the signal to everyone. 372 int desiredLag = cast(int) round(cast(float) maxLatency / msPerTick) + 2;//1; 373 lag = desiredLag; 374 writefln("Lag = %d", lag); 375 376 for(int a = 0; a < numberOfClients; a++){ 377 int delay = maxLatency - clients[a].latency; 378 379 byte[16] data; 380 381 // FIXME: We need to send all player data here! 382 383 SDLNet_Write32(desiredLag, data.ptr); 384 SDLNet_Write32(delay, data.ptr + 4); 385 SDLNet_Write32(numberOfPlayers, data.ptr + 8); 386 387 388 if(SDLNet_TCP_Send(clients[a].sock, data.ptr, 16) < 16) 389 throw new Exception("Sending failed"); 390 } 391 392 SDL_Delay(maxLatency); // After waiting for the signal to reach everyone, we can now begin the game! 393 return; 394 } else { 395 // handle the data 396 byte[16] data; 397 398 // FIXME: we need to read special per game player data here! 399 400 if(SDLNet_TCP_Recv(clientsock, data.ptr, 16) <= 0) 401 throw new Exception("Server closed the connection"); 402 403 int lagAmount = SDLNet_Read32(data.ptr); 404 int delayAmount = SDLNet_Read32(data.ptr + 4); 405 numberOfPlayers = SDLNet_Read32(data.ptr+8); 406 407 408 lag = lagAmount; 409 writefln("Lag = %d", lag); 410 411 SDL_Delay(delayAmount); 412 // And finally, we're done, and the game can begin. 413 waiting = false; 414 return; 415 } 416 } 417 418 SDLNet_SocketSet socketset; 419 420 int msPerTick; 421 422 int numberOfPlayers; 423 int numberOfLocalPlayers; 424 int firstLocalPlayer; 425 426 public: 427 int getNumberOfPlayers(){ // good for main looping and controls and such 428 return numberOfPlayers; 429 } 430 431 // returns < 0 if the player is not local 432 int getLocalPlayerNumber(int absolutePlayerNumber){ // useful for split screening 433 if(absolutePlayerNumber >= firstLocalPlayer && absolutePlayerNumber < firstLocalPlayer + numberOfLocalPlayers) 434 return absolutePlayerNumber - firstLocalPlayer; 435 436 return -1; 437 } 438 439 int getNumberOfLocalPlayers(){ // only useful for deciding how to split the screen 440 return numberOfLocalPlayers; 441 } 442 443 int getFirstLocalPlayerNumber(){ 444 return firstLocalPlayer; 445 } 446 447 448 this(int graphics = NoVideo, bool sound = false, int timerClick = 0, int numOfLocalPlayers = 1, in char[] network = null){ 449 bool joystick = true; 450 451 int init = 0; 452 453 numberOfPlayers = numberOfLocalPlayers = numOfLocalPlayers; 454 455 456 457 if(graphics) 458 init |= SDL_INIT_VIDEO; 459 if(timerClick) 460 init |= SDL_INIT_TIMER; 461 if(sound) 462 init |= SDL_INIT_AUDIO; 463 if(joystick) 464 init |= SDL_INIT_JOYSTICK; 465 466 msPerTick = timerClick; 467 468 if(SDL_Init(init) == -1 ){ 469 throw new Exception("SDL_Init"); 470 } 471 scope(failure) SDL_Quit(); 472 473 474 // SDL_WM_SetIcon(SDL_LoadBMP("icon.bmp"), NULL); 475 476 477 if(network !is null){ 478 if(SDLNet_Init() < 0) 479 throw new Exception("SDLNet_Init"); 480 scope(failure) SDLNet_Quit(); 481 482 483 if(network == "SERVER") 484 beginServing(); 485 else 486 connectTo(network); 487 488 net = true; 489 } 490 491 switch(graphics & ~32){ 492 case NoVideo: 493 screen = null; 494 break; 495 case Video1024x768: 496 screen = new Screen(1024, 768, 24, true, (graphics & 32) ? true : false); 497 break; 498 case Video640x480: 499 screen = new Screen(640, 480); 500 break; 501 case Video800x600: 502 screen = new Screen(800, 600); 503 break; 504 case Video512x512: 505 screen = new Screen(512, 512); 506 break; 507 case Video320x200: 508 screen = new Screen(320, 200); 509 break; 510 default: 511 throw new Exception("Invalid screen type"); 512 } 513 scope(failure) delete screen; 514 515 if(timerClick) 516 SDL_AddTimer(timerClick, &tcallback, null); 517 518 if(sound) 519 audio = new Audio; 520 else 521 audio = new Audio(false); 522 523 scope(failure) delete audio; 524 525 if(joystick && SDL_NumJoysticks() > 0){ 526 SDL_JoystickEventState(SDL_ENABLE); 527 for(int a = 0; a < SDL_NumJoysticks(); a++) 528 joyStick[a] = SDL_JoystickOpen(a); 529 } 530 else 531 joyStick[0] = null; 532 533 scope(failure){ for(int a = 0; a < 16; a++) if(joyStick[a]) SDL_JoystickClose(joyStick[a]); } 534 535 536 //SDL_ShowCursor(SDL_DISABLE); // FIXME: make this a call 537 538 //*********************************************************************** 539 // FIXME: it should load controller maps from a config file 540 541 // My playstation controller 542 for(int a = 0; a < 13; a++) 543 mapJoystickKeyToButton(a, cast(Buttons) a, 0, firstLocalPlayer); 544 545 leftStickXAxis[0] = 0; 546 leftStickYAxis[0] = 1; 547 dpadXAxis[0] = 4; 548 dpadYAxis[0] = 5; 549 rightStickXAxis[0] = 2; 550 rightStickYAxis[0] = 3; 551 leftTriggerAxis[0] = -1; 552 rightTriggerAxis[0] = -1; 553 554 // 360 controllers 555 for(int b = 1; b < 16; b++){ 556 mapJoystickKeyToButton(1, circle, b, firstLocalPlayer + b); 557 mapJoystickKeyToButton(0, cross, b, firstLocalPlayer + b); 558 mapJoystickKeyToButton(4, square, b, firstLocalPlayer + b); 559 mapJoystickKeyToButton(3, triangle, b, firstLocalPlayer + b); 560 561 mapJoystickKeyToButton(16, select, b, firstLocalPlayer + b); 562 mapJoystickKeyToButton(8, start, b, firstLocalPlayer + b); 563 564 mapJoystickKeyToButton(10, L3, b, firstLocalPlayer + b); 565 mapJoystickKeyToButton(11, R3, b, firstLocalPlayer + b); 566 567 mapJoystickKeyToButton(6, L1, b, firstLocalPlayer + b); 568 mapJoystickKeyToButton(7, R1, b, firstLocalPlayer + b); 569 570 mapJoystickKeyToButton(9, special, b, firstLocalPlayer + b); 571 572 mapJoystickKeyToButton(15, left, b, firstLocalPlayer + b); 573 mapJoystickKeyToButton(12, up, b, firstLocalPlayer + b); 574 mapJoystickKeyToButton(13, right, b, firstLocalPlayer + b); 575 mapJoystickKeyToButton(14, down, b, firstLocalPlayer + b); 576 577 leftStickXAxis[b] = 0; 578 dpadXAxis[b] = -1; 579 leftStickYAxis[b] = 1; 580 dpadYAxis[b] = -1; 581 rightStickXAxis[b] = 4; 582 rightStickYAxis[b] = 3; 583 leftTriggerAxis[b] = 2; 584 rightTriggerAxis[b] = 5; 585 } 586 587 588 589 // Some sane keyboard defaults 590 591 keyboardMap['s'] = InputMap(circle, firstLocalPlayer); 592 keyboardMap['x'] = InputMap(cross, firstLocalPlayer); 593 keyboardMap['w'] = InputMap(triangle, firstLocalPlayer); 594 keyboardMap['a'] = InputMap(square, firstLocalPlayer); 595 keyboardMap[' '] = InputMap(circle, firstLocalPlayer); 596 keyboardMap['d'] = InputMap(L1, firstLocalPlayer); 597 keyboardMap['f'] = InputMap(R1, firstLocalPlayer); 598 keyboardMap['e'] = InputMap(L2, firstLocalPlayer); 599 keyboardMap['r'] = InputMap(R2, firstLocalPlayer); 600 keyboardMap['c'] = InputMap(L3, firstLocalPlayer); 601 keyboardMap['v'] = InputMap(R3, firstLocalPlayer); 602 keyboardMap['['] = InputMap(start, firstLocalPlayer); 603 keyboardMap[']'] = InputMap(select, firstLocalPlayer); 604 keyboardMap['='] = InputMap(special, firstLocalPlayer); 605 606 keyboardMap[SDLK_UP] = InputMap(up, firstLocalPlayer); 607 keyboardMap[SDLK_DOWN] = InputMap(down, firstLocalPlayer); 608 keyboardMap[SDLK_LEFT] = InputMap(left, firstLocalPlayer); 609 keyboardMap[SDLK_RIGHT] = InputMap(right, firstLocalPlayer); 610 611 keyboardMap['k'] = InputMap(up, firstLocalPlayer); 612 keyboardMap['j'] = InputMap(down, firstLocalPlayer); 613 keyboardMap['h'] = InputMap(left, firstLocalPlayer); 614 keyboardMap['l'] = InputMap(right, firstLocalPlayer); 615 616 617 618 } 619 620 void moveMouse(Point pos){ 621 SDL_WarpMouse(cast(ushort) pos.x, cast(ushort) pos.y); 622 623 } 624 625 bool capturedInput = false; 626 627 void captureInput(){ 628 if(capturedInput) 629 return; 630 SDL_WM_GrabInput(1); 631 capturedInput = true; 632 } 633 634 void unCaptureInput(){ 635 if(!capturedInput) 636 return; 637 SDL_WM_GrabInput(0); 638 capturedInput = false; 639 } 640 641 ~this(){ 642 unCaptureInput(); 643 if(net){ 644 SDLNet_FreeSocketSet(socketset); 645 SDLNet_Quit(); 646 } 647 for(int a = 0; a < 16; a++) 648 if(joyStick[a]) 649 SDL_JoystickClose(joyStick[a]); 650 delete audio; 651 delete screen; 652 653 foreach(a; objs) 654 if(a !is null) 655 delete a; 656 SDL_Quit(); 657 } 658 659 void run(){ 660 eventLoop(); 661 } 662 663 void setTitle(in char[] title){ 664 SDL_WM_SetCaption(std..string.toStringz(title), null); 665 } 666 667 bool buttonWasPressed(Buttons button, int which = 0){ 668 if(!buttonsChecked[button][which] && buttonsDown[button][which]){ 669 buttonsChecked[button][which] = true; 670 return true; 671 } 672 return false; 673 } 674 675 bool buttonIsDown(Buttons button, int which = 0){ 676 if(button < NUM_BUTTONS && button >= 0) 677 return buttonsDown[button][which]; 678 return false; 679 } 680 681 bool keyWasPressed(int button){ 682 if(button < 400 && button >= 0) 683 if(!keysChecked[button] && keysDown[button]){ 684 keysChecked[button] = true; 685 return true; 686 } 687 return false; 688 } 689 690 bool keyIsDown(int button){ 691 if(button < 400 && button >= 0) 692 return keysDown[button]; 693 assert(0); 694 } 695 696 int getStickX(int stick, int which = 0){ 697 if( stick >= 0 && stick < 2) 698 return stickX[stick][which]; 699 else 700 return 0; 701 } 702 703 int getStickY(int stick, int which = 0){ 704 if( stick >= 0 && stick < 2) 705 return stickY[stick][which]; 706 else 707 return 0; 708 } 709 710 int getMouseX(){ 711 return mouseX; 712 } 713 714 int getMouseY(){ 715 return mouseY; 716 } 717 718 int getMouseChangeX(){ 719 int a = mousedx; 720 mousedx = 0; 721 return a; 722 } 723 724 int getMouseChangeY(){ 725 int a = mousedy; 726 mousedy = 0; 727 return a; 728 } 729 730 bool mouseHasMoved(){ 731 return (getMouseChangeY != 0 || getMouseChangeX != 0); 732 } 733 734 bool mouseButtonWasPressed(int button){ 735 if(!mouseButtonsChecked[button] && mouseButtonsDown[button]){ 736 mouseButtonsChecked[button] = true; 737 return true; 738 } 739 return false; 740 } 741 742 bool mouseButtonIsDown(int button){ 743 if(button < 8 && button >= 0) 744 return mouseButtonsDown[button]; 745 return false; 746 } 747 748 Point mouseLocation(){ 749 return XY(mouseX, mouseY); 750 } 751 752 void quit(){ 753 wantToQuit = true; 754 } 755 756 bool isAltDown(){ 757 return (SDL_GetModState() & KMOD_ALT) ? true : false; 758 } 759 bool isControlDown(){ 760 return (SDL_GetModState() & KMOD_CTRL) ? true : false; 761 } 762 bool isShiftDown(){ 763 return (SDL_GetModState() & KMOD_SHIFT) ? true : false; 764 } 765 766 protected: 767 const int BUTTONDOWN = 0; 768 const int BUTTONUP = 1; 769 const int MOTION = 2; 770 771 void keyEvent(int type, int keyCode, int character, int modifiers){ 772 defaultKeyEvent(type, keyCode, character, modifiers); 773 } 774 775 void defaultKeyEvent(int type, int keyCode, int character, int modifiers){ 776 if(character == 'q' || keyCode == 'q') 777 quit(); 778 if(type == BUTTONUP && keyCode == SDLK_F3){ 779 if(capturedInput) 780 unCaptureInput(); 781 else 782 captureInput(); 783 } 784 } 785 786 void mouseEvent(int type, int x, int y, int xrel, int yrel, int button, int flags){ 787 defaultMouseEvent(type, x, y, xrel, yrel, button, flags); 788 } 789 790 final void defaultMouseEvent(int type, int x, int y, int xrel, int yrel, int button, int flags){ 791 792 } 793 794 void joystickEvent(int type, int whichStick, int button, int state){ 795 defaultJoystickEvent(type, whichStick, button, state); 796 } 797 798 final void defaultJoystickEvent(int type, int whichStick, int button, int state){ 799 800 } 801 802 bool quitEvent(){ 803 return true; 804 } 805 806 void timerEvent(){ 807 808 // Need to add network receives and the lag timer loops 809 if(net) 810 getNetworkControllerData(); 811 812 // do we actually need to lag here? hmmm..... 813 814 globalTimer++; 815 foreach(a; objs){//copy){ 816 if(a is null) 817 continue; 818 a.frame(); 819 } 820 821 if(lag) 822 updateControllers(); 823 824 } 825 826 public Screen screen; 827 public Audio audio; 828 829 private: 830 831 bool net; 832 833 834 SDL_Joystick*[16] joyStick; 835 struct InputMap{ 836 int button; // or direction 837 int which; // which player 838 } 839 InputMap[int] keyboardMap; 840 InputMap[int][16] joystickMap; // joystickMap[which][button] = translated val 841 842 int[16] leftStickXAxis; 843 int[16] dpadXAxis; 844 int[16] leftStickYAxis; 845 int[16] dpadYAxis; 846 int[16] rightStickXAxis; 847 int[16] rightStickYAxis; 848 int[16] leftTriggerAxis; 849 int[16] rightTriggerAxis; 850 851 852 853 854 bool[400] keysDown; 855 bool[400] keysChecked; 856 857 bool wantToQuit; 858 859 bool[NUM_BUTTONS][16] buttonsDown; 860 bool[NUM_BUTTONS][16] buttonsChecked; 861 862 const int LAG_QUEUE_SIZE = 10; 863 // This lag is used for network games. It sends you old data until the lag time is up, 864 // to try and keep all the players synchronized. 865 int[NUM_BUTTONS][16][LAG_QUEUE_SIZE] buttonLagRemaining; 866 867 // This way we can queue up activities happening while the lag is waiting 868 int[NUM_BUTTONS][16] buttonLagQueueStart; 869 int[NUM_BUTTONS][16] buttonLagQueueEnd; 870 int[NUM_BUTTONS][16] buttonLagQueueLength; 871 872 // These store what the state was before the lag began; it is what is returned while 873 // waiting on the lag to complete 874 bool[NUM_BUTTONS][16][LAG_QUEUE_SIZE] lagbuttonsDown; 875 876 877 878 int[3][16] stickX; 879 int[3][16] stickY; 880 881 bool[8] mouseButtonsDown; 882 bool[8] mouseButtonsChecked; 883 const int LEFT = SDL_BUTTON_LEFT;//1; 884 const int MIDDLE = SDL_BUTTON_MIDDLE;//2; 885 const int RIGHT = SDL_BUTTON_RIGHT;//3; 886 const int SCROLL_UP = 4; 887 const int SCROLL_DOWN = 5; 888 889 int mouseX; 890 int mouseY; 891 int mousedx; 892 int mousedy; 893 894 bool altDown; 895 bool controlDown; 896 bool shiftDown; 897 898 void mapJoystickKeyToButton(int a, Buttons b, int whichJoystick, int whichPlayer){ 899 if(b > NUM_BUTTONS) 900 return; 901 joystickMap[whichJoystick][a] = InputMap(cast(int) b, whichPlayer); 902 } 903 904 /* 905 How does this work? 906 907 when and local are the fancy ones. 908 909 Maybe when should always be globalTimer + 1. This way, you have a local wait of 1 frame 910 and the remote ones are set to go off one frame later, which gives them time to get down the wire. 911 912 I think that works. 913 914 */ 915 916 917 uint lag = 0; // should not be > 10 XXX 918 919 void getNetworkControllerData(){ 920 int type, when, which, button; 921 922 if(!net) return; 923 924 int n = SDLNet_CheckSockets(socketset, 0); // timeout of 1000 might be good too 925 if(n < 0) 926 throw new Exception("Check sockets"); 927 if(n == 0) 928 return; 929 930 if(isServer){ 931 for(int a = 0; a < numberOfClients; a++){ 932 if(SDLNet_SocketReady(clients[a].sock)){ 933 byte[16] data; 934 if(SDLNet_TCP_Recv(clients[a].sock, data.ptr, 16) <= 0){ 935 throw new Exception("someone closed"); 936 } 937 938 type = SDLNet_Read32(data.ptr); 939 when = SDLNet_Read32(data.ptr+4); 940 which = SDLNet_Read32(data.ptr+8); 941 button = SDLNet_Read32(data.ptr+12); 942 943 changeButtonState(cast(Buttons) button, type == 0 ? true : false, which, when); 944 945 // don't forget to forward the data to everyone else 946 for(int b = 0; b< numberOfClients; b++) 947 if(b != a) 948 if(SDLNet_TCP_Send(clients[b].sock, data.ptr, 16) < 16) 949 throw new Exception("network send failure"); 950 951 } 952 } 953 } else if(SDLNet_SocketReady(clientsock)) { 954 byte[16] data; 955 if(SDLNet_TCP_Recv(clientsock, data.ptr, 16) <= 0){ 956 throw new Exception("connection closed"); 957 } 958 type = SDLNet_Read32(data.ptr); 959 when = SDLNet_Read32(data.ptr+4); 960 which = SDLNet_Read32(data.ptr+8); 961 button = SDLNet_Read32(data.ptr+12); 962 963 changeButtonState(cast(Buttons) button, type == 0 ? true : false, which, when); 964 } 965 966 967 } 968 969 void changeButtonState(Buttons button, bool type, int which, uint when, bool sendToNet = false){ 970 if(when <= lag) 971 return; 972 if(when > globalTimer){ 973 lagbuttonsDown[button][which][buttonLagQueueEnd[button][which]] = type; 974 buttonLagRemaining[button][which][buttonLagQueueEnd[button][which]] = when - globalTimer; 975 976 buttonLagQueueLength[button][which]++; 977 buttonLagQueueEnd[button][which]++; 978 if(buttonLagQueueEnd[button][which] == LAG_QUEUE_SIZE) 979 buttonLagQueueEnd[button][which] = 0; 980 } else { 981 if(when < globalTimer) 982 throw new Exception(immutableString("Impossible control timing " ~ convToString(when) ~ " @ " ~ convToString(globalTimer))); 983 buttonsDown[button][which] = type; 984 buttonsChecked[button][which] = false; 985 } 986 987 if(net && sendToNet){ 988 byte[16] data; 989 SDLNet_Write32(type ? 0 : 1, data.ptr); 990 SDLNet_Write32(when, data.ptr+4); 991 SDLNet_Write32(which, data.ptr+8); 992 SDLNet_Write32(button, data.ptr+12); 993 if(isServer){ 994 for(int a = 0; a< numberOfClients; a++) 995 if(SDLNet_TCP_Send(clients[a].sock, data.ptr, 16) < 16) 996 throw new Exception("network send failure"); 997 998 } else { 999 if(SDLNet_TCP_Send(clientsock, data.ptr, 16) < 16) 1000 throw new Exception("network send failure"); 1001 } 1002 } 1003 } 1004 1005 void updateControllers(){ 1006 for(int a = 0; a < 16; a++){ // FIXME: should be changed to number of players 1007 for(int b = 0; b < NUM_BUTTONS; b++) 1008 for(int co = 0, q = buttonLagQueueStart[b][a]; co < buttonLagQueueLength[b][a]; q++, co++){ 1009 if(q == LAG_QUEUE_SIZE) 1010 q = 0; 1011 if(buttonLagRemaining[b][a][q]){ 1012 buttonLagRemaining[b][a][q]--; 1013 if(!buttonLagRemaining[b][a][q]){ 1014 changeButtonState(cast(Buttons) b, lagbuttonsDown[b][a][q], a, globalTimer); 1015 buttonLagQueueStart[b][a]++; 1016 buttonLagQueueLength[b][a]--; 1017 if(buttonLagQueueStart[b][a] == LAG_QUEUE_SIZE) 1018 buttonLagQueueStart[b][a] = 0; 1019 } 1020 } 1021 } 1022 } 1023 } 1024 1025 int eventLoop(){ 1026 SDL_Event event; 1027 while(SDL_WaitEvent(&event) >= 0 && !wantToQuit){ 1028 switch(event.type){ 1029 case SDL_KEYUP: 1030 case SDL_KEYDOWN: 1031 bool type = event.key.type == SDL_KEYDOWN ? true : false; 1032 if(event.key.keysym.sym in keyboardMap){ 1033 int button = keyboardMap[event.key.keysym.sym].button; 1034 int which = keyboardMap[event.key.keysym.sym].which; 1035 changeButtonState(cast(Buttons) button, type, which, globalTimer + lag, true); 1036 } 1037 1038 if(event.key.keysym.sym < 400){ 1039 keysDown[event.key.keysym.sym] = (event.key.type == SDL_KEYDOWN) ? true : false; 1040 keysChecked[event.key.keysym.sym] = false; 1041 } 1042 1043 1044 keyEvent( 1045 event.key.type == SDL_KEYDOWN ? BUTTONDOWN : BUTTONUP, 1046 event.key.keysym.sym, 1047 event.key.keysym.unicode, 1048 event.key.keysym.mod 1049 ); 1050 break; 1051 case SDL_JOYAXISMOTION: 1052 // the things here are to avoid little changes around the center if the stick isn't perfect 1053 if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) || event.jaxis.value == 0){ 1054 int stick; 1055 if(event.jaxis.axis >= 0 && event.jaxis.axis < 6) 1056 1057 stick = event.jaxis.axis; 1058 else 1059 break; 1060 1061 int which = event.jaxis.which; 1062 if(stick == leftStickXAxis[which] || stick == dpadXAxis[which]){ 1063 changeButtonState(left, event.jaxis.value < -28000, which, globalTimer + lag, true); 1064 changeButtonState(right, event.jaxis.value > 28000, which, globalTimer + lag, true); 1065 1066 stickX[0][which] = event.jaxis.value; 1067 } 1068 if(stick == leftStickYAxis[which] || stick == dpadYAxis[which]){ 1069 changeButtonState(up, event.jaxis.value < -28000, which, globalTimer + lag, true); 1070 changeButtonState(down, event.jaxis.value > 28000, which, globalTimer + lag, true); 1071 1072 stickY[0][which] = event.jaxis.value; 1073 } 1074 if(stick == rightStickXAxis[which]){ 1075 stickX[1][which] = event.jaxis.value; 1076 changeButtonState(left2, event.jaxis.value < -28000, which, globalTimer + lag, true); 1077 changeButtonState(right2, event.jaxis.value > 28000, which, globalTimer + lag, true); 1078 } 1079 if(stick == rightStickYAxis[which]){ 1080 stickY[1][which] = event.jaxis.value; 1081 changeButtonState(up2, event.jaxis.value < -28000, which, globalTimer + lag, true); 1082 changeButtonState(down2, event.jaxis.value > 28000, which, globalTimer + lag, true); 1083 } 1084 // x-box 360 controller stuff 1085 if(stick == leftTriggerAxis[which]){ 1086 stickX[2][which] = event.jaxis.value; 1087 1088 changeButtonState(L2, event.jaxis.value > 32000, which, globalTimer + lag, true); 1089 } 1090 if(stick == rightTriggerAxis[which]){ 1091 stickY[2][which] = event.jaxis.value; 1092 changeButtonState(R2, event.jaxis.value > 32000, which, globalTimer + lag, true); 1093 } 1094 1095 1096 joystickEvent( 1097 MOTION, 1098 event.jaxis.which, 1099 event.jaxis.axis, 1100 event.jaxis.value 1101 ); 1102 } 1103 break; 1104 case SDL_JOYHATMOTION: 1105 /+ 1106 joystickEvent( 1107 HATMOTION, 1108 event.jhat.which, 1109 event.jhat.hat, 1110 event.jhat.value 1111 ); 1112 +/ 1113 break; 1114 case SDL_JOYBUTTONDOWN: 1115 case SDL_JOYBUTTONUP: 1116 if(event.jbutton.button in joystickMap[event.jbutton.which]){ 1117 int which = joystickMap[event.jbutton.which][event.jbutton.button].which; 1118 int button = joystickMap[event.jbutton.which][event.jbutton.button].button; 1119 1120 changeButtonState(cast(Buttons) button, event.jbutton.type == SDL_JOYBUTTONDOWN ? true : false, which, globalTimer + lag, true); 1121 } 1122 1123 joystickEvent( 1124 event.jbutton.type == SDL_JOYBUTTONDOWN ? BUTTONDOWN : BUTTONUP, 1125 event.jbutton.which, 1126 event.jbutton.button, 1127 event.jbutton.state 1128 ); 1129 break; 1130 1131 case SDL_MOUSEBUTTONDOWN: 1132 case SDL_MOUSEBUTTONUP: 1133 mouseButtonsDown[event.button.button] = event.button.type == SDL_MOUSEBUTTONDOWN ? true : false; 1134 mouseButtonsChecked[event.button.button] = false; 1135 mouseEvent( 1136 event.button.type == SDL_MOUSEBUTTONDOWN ? BUTTONDOWN : BUTTONUP, 1137 event.button.x, 1138 event.button.y, 1139 0, // xrel 1140 0, // yrel 1141 event.button.button, 1142 0 //state 1143 ); 1144 break; 1145 case SDL_MOUSEMOTION: 1146 mouseX = event.motion.x; 1147 mouseY = event.motion.y; 1148 mousedx += event.motion.xrel; 1149 mousedy += event.motion.yrel; 1150 1151 mouseEvent( 1152 MOTION, 1153 event.motion.x, 1154 event.motion.y, 1155 event.motion.xrel, 1156 event.motion.yrel, 1157 0, 1158 event.motion.state 1159 ); 1160 break; 1161 1162 case SDL_USEREVENT: 1163 timerEvent(); 1164 break; 1165 case SDL_QUIT: 1166 if(quitEvent() == true) 1167 quit(); 1168 break; 1169 default: 1170 } 1171 } 1172 return 0; 1173 } 1174 1175 } 1176 extern(C){ 1177 Uint32 tcallback(Uint32 interval, void* param){ 1178 if(waiting) 1179 return interval; 1180 SDL_Event event; 1181 1182 event.type = SDL_USEREVENT; 1183 event.user.code = 0; 1184 event.user.data1 = null; 1185 event.user.data2 = null; 1186 SDL_PushEvent(&event); 1187 1188 return interval; 1189 } 1190 } 1191 1192 int SDLNet_SocketReady(void* sock) { 1193 SDLNet_GenericSocket s = cast(SDLNet_GenericSocket)sock; 1194 return sock != cast(TCPsocket)0 && s.ready; 1195 } 1196 1197 1198 1199 Engine engine; 1200 1201 bool buttonWasPressed(Engine.Buttons button, int which = 0){ 1202 return engine.buttonWasPressed(button, which); 1203 } 1204 1205 bool buttonIsDown(Engine.Buttons button, int which = 0){ 1206 return engine.buttonIsDown(button, which); 1207 } 1208 /* 1209 bool directionWasPressed(Engine.Direction direction, int which = 0){ 1210 return engine.directionWasPressed(direction, which); 1211 } 1212 1213 bool directionIsDown(Engine.Direction d, int which = 0){ 1214 return engine.directionIsDown(d, which); 1215 } 1216 */ 1217 1218 1219 1220 version(linux) { 1221 version(D_Version2) { 1222 import sys = core.sys.posix.sys.select; 1223 version=CustomKbhit; 1224 1225 int kbhit() 1226 { 1227 sys.timeval tv; 1228 sys.fd_set read_fd; 1229 1230 tv.tv_sec=0; 1231 tv.tv_usec=0; 1232 sys.FD_ZERO(&read_fd); 1233 sys.FD_SET(0,&read_fd); 1234 1235 if(sys.select(1, &read_fd, null, null, &tv) == -1) 1236 return 0; 1237 1238 if(sys.FD_ISSET(0,&read_fd)) 1239 return 1; 1240 1241 return 0; 1242 } 1243 } 1244 1245 // else, use kbhit.o from the C file 1246 } 1247 1248 version(CustomKbhit) {} else 1249 extern(C) bool kbhit(); 1250 1251 1252