jedi-academy/codemp/win32/win_input_console.cpp

649 lines
17 KiB
C++
Raw Normal View History

2013-04-04 22:35:38 +00:00
// #include "../server/exe_headers.h"
#include "../client/client.h"
#include "../qcommon/qcommon.h"
#ifdef _JK2MP
#include "../ui/keycodes.h"
#else
#include "../client/keycodes.h"
#endif
#include "win_local.h"
#include "win_input.h"
static void HandleDebugJoystickPress(fakeAscii_t button);
static bool _UIRunning = false;
static bool IN_ControllerMustBePlugged(int controller);
#ifdef _DEBUG
bool cheatPadEnabled = 1;
#else
bool cheatPadEnabled = 1;
#endif
// Controller connection globals
static signed char uiControllerNotification = -1;
bool noControllersConnected = false;
bool wasPlugged[4];
PadInfo _padInfo; // gamepad thumbstick buffer
//If the Xbox white or black button was held for less than this amount of
//time while a selection bar was up, the user wants to use the button rather
//than reassign it.
#define MAX_WB_HOLD_TIME 500
static fakeAscii_t UIJoy2Key(fakeAscii_t button)
{
switch(button) {
case A_JOY7:
return A_CURSOR_DOWN;
case A_JOY5:
return A_CURSOR_UP;
case A_JOY6:
return A_CURSOR_RIGHT;
case A_JOY8:
return A_CURSOR_LEFT;
case A_JOY15:
return A_MOUSE1;
#ifdef _GAMECUBE
case A_JOY16:
return A_ESCAPE;
case A_JOY14:
return A_DELETE;
#else
case A_JOY14:
return A_ESCAPE;
case A_JOY16:
return A_DELETE;
// Arbitrary choice for X button - need it for passcodes.
case A_JOY13:
return A_BACKSPACE;
#endif
//left and right trigger for scrolling
case A_JOY11:
return A_PAGE_UP;
case A_JOY12:
return A_PAGE_DOWN;
// start and back button on xbox
case A_JOY1:
//JLF MPMOVED
return A_ESCAPE;
case A_JOY2:
case A_JOY4:
//JLF MPMOVED
return A_MOUSE1;
//return button;
case A_JOY3:
return A_MOUSE1;
}
return A_SPACE; //Invalid button.
}
struct
{
int button;
bool pressed;
} uiKeyQueue[2][5] = {0};
int uiQueueLen[2] = {0};
int uiLastKeyUpDown[2] = {0};
int uiLastKeyLeftRight[2] = {0};
void IN_UIEmptyQueue()
{
/// If the ui is not running then this doesn't have any effect
if (!_UIRunning)
{
uiQueueLen[0] = uiQueueLen[1] = 0;
return;
}
// BTO - No CM, bypass that logic.
// for (int i = 0; i < ClientManager::NumClients(); i++)
for (int i = 0; i < 1; ++i)
{
// ClientManager::ActivateClient(i);
int found = 0;
int bCancel = 0;
for (int j = 0; j < uiQueueLen[i]; j++)
{
switch (uiKeyQueue[i][j].button)
{
case A_CURSOR_DOWN:
case A_CURSOR_UP:
if ( found & 2 ) // Was a left/right key pressed already?
bCancel = 1;
found |= 1;
break;
case A_CURSOR_RIGHT:
case A_CURSOR_LEFT:
if ( found & 1 ) // Was an up/down key already pressed?
bCancel = 1;
found |= 2;
break;
}
}
if (!bCancel) // was it cancelled?
{
for (int j = 0; j < uiQueueLen[i]; j++)
{
int time = Sys_Milliseconds();
switch (uiKeyQueue[i][j].button)
{
case A_CURSOR_DOWN:
case A_CURSOR_UP:
if (uiLastKeyLeftRight[i])
{
if (uiLastKeyLeftRight[i] > time) // don't allow up/down till left/right has enough leway time
{
continue;
}
}
uiLastKeyUpDown[i] = time + 150; /// 250 ms sound right?
break;
case A_CURSOR_LEFT:
case A_CURSOR_RIGHT:
if (uiLastKeyUpDown[i])
{
if (uiLastKeyUpDown[i] > time) // don't allow up/down till left/right has enough leway time
{
continue;
}
}
uiLastKeyLeftRight[i] = time + 150; /// 250 ms sound right?
break;
}
Sys_QueEvent(0, SE_KEY, uiKeyQueue[i][j].button, uiKeyQueue[i][j].pressed, 0, NULL);
}
}
}
// Reset the queue
uiQueueLen[0] = uiQueueLen[1] = 0;
}
// extern void G_DemoKeypress();
// extern void CG_SkipCredits(void);
void IN_CommonJoyPress(int controller, fakeAscii_t button, bool pressed)
{
// Check for special cases for map hack
#ifndef FINAL_BUILD
if (Cvar_VariableIntegerValue("cl_maphack"))
{
if (_UIRunning && button == A_JOY11 && pressed)
{
// Left trigger -> F1
Sys_QueEvent( 0, SE_KEY, A_F1, pressed, 0, NULL );
return;
}
else if (_UIRunning && button == A_JOY12 && pressed)
{
// Right trigger -> F2
Sys_QueEvent( 0, SE_KEY, A_F2, pressed, 0, NULL );
return;
}
else if (_UIRunning && button == A_JOY4 && pressed)
{
// Start button -> F3
IN_SetMainController(controller);
Sys_QueEvent( 0, SE_KEY, A_F3, pressed, 0, NULL );
return;
}
}
#endif
if(IN_GetMainController() == controller || _UIRunning)
{
// Always map start button to ESCAPE
if (!_UIRunning && button == A_JOY4 && cls.state != CA_CINEMATIC)
Sys_QueEvent( 0, SE_KEY, A_ESCAPE, pressed, 0, NULL );
#ifndef FINAL_BUILD
if (controller != 3 || !cheatPadEnabled)
#endif
Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL );
}
/*
if (pressed)
{
G_DemoKeypress();
}
//Hacky! Skip the credits if start is pressed.
if(button == K_JOY4 && pressed) {
CG_SkipCredits();
}
*/
#ifndef FINAL_BUILD
if (controller == 3 && pressed && cheatPadEnabled) {
HandleDebugJoystickPress(button);
return;
}
#endif
/*
extern int player1ControllerId;
extern int player2ControllerId;
extern bool checkForPlayerControllers;
extern bool controllerUnplugged;
// If the game isn't started yet
if ((ClientManager::Shared().cls.cgameStarted == qfalse) &&
(!controllerUnplugged))
{
// and player1 doesnt have a controllerid, then assign client 1 to this controller
if (player1ControllerId == -1)
{
ClientManager::ActivateClient(0);
if (ClientManager::ActiveController() != controller)
ClientManager::SetActiveController(controller);
}
// player1 has a controller that is different then input recieved, and player2 doesnt have a controller and there are 2 clients
else if (player1ControllerId != controller && player2ControllerId == -1 && ClientManager::NumClients() > 1)
{
ClientManager::ActivateClient(1);
if (ClientManager::ActiveController() != controller)
ClientManager::SetActiveController(controller);
}
}
if (ClientManager::ActivateByControllerId(controller))
{
#ifdef _XBOX
//Check the status of the white or black buttons.
if (button == K_JOY9) {
ClientManager::ActiveClient().whiteButtonDown = pressed;
} else if(button == K_JOY10) {
ClientManager::ActiveClient().blackButtonDown = pressed;
}
//Ignore white/black button presses if inv/force/weap select is up.
//This is ugly. It basically says return if the UI isn't running, if
//we got a white or black button, and if the inv/force/weapon select is
//running.
if(!_UIRunning &&
(button == K_JOY9 ||
button == K_JOY10) &&
(ClientManager::ActiveClient().cg.inventorySelectTime +
WEAPON_SELECT_TIME > ClientManager::ActiveClient().cg.time ||
ClientManager::ActiveClient().cg.forcepowerSelectTime +
WEAPON_SELECT_TIME > ClientManager::ActiveClient().cg.time ||
ClientManager::ActiveClient().cg.weaponSelectTime +
WEAPON_SELECT_TIME > ClientManager::ActiveClient().cg.time)) {
if(!pressed) {
//And it just gets hackier! Is that a word? It is now!
//If we've released the button and it wasn't down too long...
if((button == K_JOY9 &&
ClientManager::ActiveClient().whiteButtonHoldTime <
MAX_WB_HOLD_TIME) ||
(button == K_JOY10 &&
ClientManager::ActiveClient().whiteButtonHoldTime <
MAX_WB_HOLD_TIME)) {
//If we've already let the button press through previously,
//just send a release message. Otherwise send both a press
//and release.
if(ClientManager::ActiveClient().keys[button].down) {
Sys_QueEvent( 0, SE_KEY, button, false, 0, NULL );
} else {
Sys_QueEvent( 0, SE_KEY, button, true, 0, NULL );
Sys_QueEvent( 0, SE_KEY, button, false, 0, NULL );
}
}
}
return;
}
#endif
if (!_UIRunning)
{
Sys_QueEvent( 0, SE_KEY, button, pressed, 0, NULL );
}
else
{
// int clientNum = ClientManager::ActiveClientNum();
int clientNum = 0; // VVFIXME
int qL = uiQueueLen[clientNum];
if(qL < 5) {
uiKeyQueue[clientNum][qL].button = UIJoy2Key(button);
uiKeyQueue[clientNum][qL].pressed = pressed;
uiQueueLen[clientNum]++;
}
//Sys_QueEvent(0, SE_KEY, UIJoy2Key(button), pressed, 0, NULL);
}
*/
/*
}
*/
}
qboolean g_noCheckAxis = qfalse;
/**********
IN_CommonUpdate
Updates thumbstick events based on _padInfo and ui_thumbStickMode
**********/
void IN_CommonUpdate()
{
extern int Key_GetCatcher( void );
_UIRunning = Key_GetCatcher() == KEYCATCH_UI;
// if the UI is running, then let all gamepad sticks work, else only main controller
if(_UIRunning)
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 4.0f, _padInfo.joyInfo[1].y * -4.0f, 0, NULL );
else if(_padInfo.padId == IN_GetMainController())
{
// Find out how to configure the thumbsticks
int thumbStickMode = Cvar_Get("ui_thumbStickMode", "0" , 0)->integer;
switch(thumbStickMode)
{
case 0:
// Configure left thumbstick to move forward/back & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[0].x * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[0].y * 127.0f, 0, NULL );
// Configure right thumbstick for freelook
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 48.0f, _padInfo.joyInfo[1].y * 48.0f, 0, NULL );
break;
case 1:
// Configure left thumbstick for freelook
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[0].x * 48.0f, _padInfo.joyInfo[0].y * 48.0f, 0, NULL );
// Configure right thumbstick to move forward/back & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[1].x * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[1].y * 127.0f, 0, NULL );
break;
case 2:
// Configure left thumbstick to move forward/back & turn left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[0].y * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[0].x * 48.0f, 0.0f, 0, NULL );
// Configure right thumbstick to look up/down & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[1].x * 127.f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, 0.0f, _padInfo.joyInfo[1].y * 48.0f, 0, NULL );
break;
case 3:
// Configure left thumbstick to look up/down & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[0].x * 127.f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, 0.0f, _padInfo.joyInfo[0].y * 48.0f, 0, NULL );
// Configure right thumbstick to move forward/back & turn left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[1].y * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 48.0f, 0.0f, 0, NULL );
break;
default:
break;
}
}
}
/*********
IN_DisplayControllerUnplugged
*********/
static void IN_DisplayControllerUnplugged(int controller)
{
uiControllerNotification = controller;
//TODO Add a call to the UI that draws a controller disconnected message
// on the screen.
// VM_Call( uivm, UI_CONTROLLER_UNPLUGGED, true, controller);
}
/*********
IN_ClearControllerUnplugged
*********/
static void IN_ClearControllerUnplugged(void)
{
uiControllerNotification = -1;
//TODO Add a call to the UI that removes the controller disconnected
// message from the screen.
// VM_Call( uivm, UI_CONTROLLER_UNPLUGGED, false, 0);
}
/*********
IN_ControllerMustBePlugged
*********/
static bool IN_ControllerMustBePlugged(int controller)
{
if( cls.state == CA_LOADING ||
cls.state == CA_CONNECTING ||
cls.state == CA_CONNECTED ||
cls.state == CA_CHALLENGING ||
cls.state == CA_PRIMED ||
cls.state == CA_CINEMATIC)
{
return false;
}
if(!_UIRunning && controller == IN_GetMainController())
{
return true;
}
if(noControllersConnected)
{
return true;
}
return false;
}
/*********
IN_PadUnplugged
*********/
void IN_PadUnplugged(int controller)
{
if(wasPlugged[controller])
{
Com_Printf("\tController %d unplugged\n",controller);
}
if(IN_ControllerMustBePlugged(controller))
{
//If UI isn't busy, inform it about controller loss.
if(uiControllerNotification == -1)
{
IN_DisplayControllerUnplugged(controller);
}
}
wasPlugged[controller] = false;
}
/*********
IN_PadPlugged
*********/
void IN_PadPlugged(int controller)
{
if(!wasPlugged[controller])
{
Com_Printf("\tController %d plugged\n",controller);
}
if(IN_ControllerMustBePlugged(controller))
{
//If UI is dealing with this controller, tell it to stop.
if(uiControllerNotification == controller)
{
IN_ClearControllerUnplugged();
}
}
wasPlugged[controller] = true;
noControllersConnected = false;
}
/*********
IN_GetMainController
*********/
int IN_GetMainController(void)
{
return cls.mainGamepad;
}
/*********
IN_SetMainController
*********/
void IN_SetMainController(int id)
{
cls.mainGamepad = id;
}
/*********
IN_SetThumbStickConfig
Sets the thumbstick configuration value
*********/
void IN_SetThumbStickConfig(int configValue)
{
Cvar_Set("ui_thumbStickMode", va("%i", configValue));
}
/*********
IN_SetButtonConfig
Execs a button configuration script based on configValue
*********/
void IN_SetButtonConfig(int configValue)
{
// Set the cvar
Cvar_Set("ui_buttonMode", va("%i", configValue));
// Exec the script
char execString[40];
sprintf (execString, "exec cfg\\buttonConfig%i.cfg\n", configValue);
Cbuf_ExecuteText (EXEC_NOW, execString);
}
/*********
IN_SetDpadConfig
Execs a dpad configuration script based on configValue
*********/
void IN_SetDpadConfig(int configValue)
{
// Set the cvar
Cvar_Set("ui_dpadMode", va("%i", configValue));
// Exec the script
char execString[40];
sprintf (execString, "exec cfg\\dpadConfig%i.cfg\n", configValue);
Cbuf_ExecuteText (EXEC_NOW, execString);
}
/**********************************************************
*
* DEBUGGING CODE
*
**********************************************************/
bool debugSoundOff;
#ifndef FINAL_BUILD
static void HandleDebugJoystickPress(fakeAscii_t button)
{
// Super hackalicious crap used below. Please remove this at some point.
static int curSaberSet = 0;
static int curPlayerSet = 0;
static short dpadmode = 0;
static short buttonmode = 0;
static short thumbmode = 0;
switch(button) {
case A_JOY13: // Right pad up
Cbuf_ExecuteText(EXEC_APPEND, "give all\n");
break;
case A_JOY16: // Right pad left
Cbuf_ExecuteText(EXEC_APPEND, "viewpos\n");
break;
case A_JOY14: // Right pad right
Cbuf_ExecuteText(EXEC_APPEND, "noclip\n");
break;
case A_JOY15: // Right pad down
Cbuf_ExecuteText(EXEC_APPEND, "god\n");
break;
case A_JOY4: // Start
Cvar_SetValue("m_pitch", -Cvar_VariableValue("m_pitch"));
break;
case A_JOY1: // back
Cvar_SetValue("cl_autolevel", !Cvar_VariableIntegerValue("cl_autolevel"));
break;
case A_JOY2: // Left thumbstick
extern void Z_CompactStats(void);
Z_CompactStats();
break;
case A_JOY12: // Upper right trigger
Cbuf_ExecuteText(EXEC_APPEND, "load current\n");
break;
case A_JOY8: // Left pad left
thumbmode++;
if(thumbmode == 4)
{
thumbmode = 0;
}
IN_SetThumbStickConfig(thumbmode);
break;
case A_JOY6: // Left pad right
dpadmode++;
if(dpadmode == 4)
{
dpadmode = 0;
}
IN_SetDpadConfig(0);
break;
case A_JOY5: // Left pad up
buttonmode++;
if(buttonmode == 4)
{
buttonmode = 0;
}
IN_SetButtonConfig(buttonmode);
break;
case A_JOY7: // Left pad down
Cbuf_ExecuteText(EXEC_APPEND, "vid_restart\n");
break;
case A_JOY11: // Upper left trigger
// VVFIXME : This is totally bootleg. The above loads current, because the
// current SG system writes out to "current" and then uses FS to move the file
// to the name that we specify. Which we don't support. But we can't write to
// "current" as the SG system doesn't allow it. So we write to some arbitary
// name, and our game ends up in current.
Cbuf_ExecuteText(EXEC_APPEND, "save foo\n");
#if 0 // VVFIXME
extern cvar_t *cl_safezonemask;
if(cl_safezonemask) {
if(cl_safezonemask->integer) {
Cbuf_ExecuteText(EXEC_APPEND, "safezonemask 0\n");
} else {
Cbuf_ExecuteText(EXEC_APPEND, "safezonemask 1\n");
}
}
#endif
break;
case A_JOY9: // White button
// Hacky. Really hacky. No, hackier than that.
curSaberSet = (curSaberSet + 1) % 3; // Number of xsaber strings in config file
Cbuf_ExecuteText(EXEC_APPEND, va("vstr xsaber%d\n", curSaberSet));
break;
case A_JOY10: // Black button
curPlayerSet = (curPlayerSet + 1) % 6; // Number of xplayer strings in config file
Cbuf_ExecuteText(EXEC_APPEND, va("vstr xplayer%d\n", curPlayerSet));
break;
}
}
#endif