mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-10 07:11:44 +00:00
523 lines
13 KiB
C++
523 lines
13 KiB
C++
// #include "../server/exe_headers.h"
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#include "../client/client.h"
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#include "../qcommon/qcommon.h"
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#ifdef _JK2MP
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#include "../ui/keycodes.h"
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#else
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#include "../client/keycodes.h"
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#endif
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#include "win_local.h"
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#include "win_input.h"
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static void HandleDebugJoystickPress(fakeAscii_t button);
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static bool _UIRunning = false;
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static bool IN_ControllerMustBePlugged(int controller);
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// Comment out next line to turn off debug controller. This should be
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// forced off in FINAL_BUILD, but for now, I want to send builds to
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// Activision made with FINAL_BUILD but that support the cheatpad.
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#define DEBUG_CONTROLLER
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// Controller connection globals
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static signed char uiControllerNotification = -1;
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bool noControllersConnected = false;
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bool wasPlugged[4];
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PadInfo _padInfo; // gamepad thumbstick buffer
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//If the Xbox white or black button was held for less than this amount of
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//time while a selection bar was up, the user wants to use the button rather
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//than reassign it.
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#define MAX_WB_HOLD_TIME 500
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static fakeAscii_t UIJoy2Key(fakeAscii_t button)
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{
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switch(button) {
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case A_JOY7:
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return A_CURSOR_DOWN;
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case A_JOY5:
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return A_CURSOR_UP;
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case A_JOY6:
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return A_CURSOR_RIGHT;
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case A_JOY8:
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return A_CURSOR_LEFT;
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case A_JOY15:
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return A_MOUSE1;
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#ifdef _GAMECUBE
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case A_JOY16:
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return A_ESCAPE;
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case A_JOY14:
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return A_DELETE;
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#else
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case A_JOY14:
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return A_ESCAPE;
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case A_JOY16:
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return A_DELETE;
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#endif
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//left and right trigger for scrolling
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case A_JOY11:
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return A_PAGE_UP;
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case A_JOY12:
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return A_PAGE_DOWN;
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// start and back button on xbox
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case A_JOY1:
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//JLF
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return A_ESCAPE;
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case A_JOY2:
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case A_JOY4:
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//JLF
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return A_MOUSE1;
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//return button;
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case A_JOY3:
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return A_MOUSE1;
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}
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return A_SPACE; //Invalid button.
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}
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struct
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{
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int button;
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bool pressed;
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} uiKeyQueue[2][5] = {0};
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int uiQueueLen[2] = {0};
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int uiLastKeyUpDown[2] = {0};
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int uiLastKeyLeftRight[2] = {0};
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void IN_UIEmptyQueue()
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{
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/// If the ui is not running then this doesn't have any effect
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if (!_UIRunning)
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{
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uiQueueLen[0] = uiQueueLen[1] = 0;
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return;
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}
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// BTO - No CM, bypass that logic.
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// for (int i = 0; i < ClientManager::NumClients(); i++)
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for (int i = 0; i < 1; ++i)
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{
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// ClientManager::ActivateClient(i);
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int found = 0;
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int bCancel = 0;
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for (int j = 0; j < uiQueueLen[i]; j++)
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{
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switch (uiKeyQueue[i][j].button)
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{
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case A_CURSOR_DOWN:
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case A_CURSOR_UP:
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if ( found & 2 ) // Was a left/right key pressed already?
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bCancel = 1;
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found |= 1;
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break;
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case A_CURSOR_RIGHT:
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case A_CURSOR_LEFT:
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if ( found & 1 ) // Was an up/down key already pressed?
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bCancel = 1;
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found |= 2;
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break;
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}
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}
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if (!bCancel) // was it cancelled?
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{
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for (int j = 0; j < uiQueueLen[i]; j++)
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{
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int time = Sys_Milliseconds();
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switch (uiKeyQueue[i][j].button)
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{
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case A_CURSOR_DOWN:
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case A_CURSOR_UP:
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if (uiLastKeyLeftRight[i])
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{
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if (uiLastKeyLeftRight[i] > time) // don't allow up/down till left/right has enough leway time
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{
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continue;
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}
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}
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uiLastKeyUpDown[i] = time + 150; /// 250 ms sound right?
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break;
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case A_CURSOR_LEFT:
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case A_CURSOR_RIGHT:
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if (uiLastKeyUpDown[i])
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{
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if (uiLastKeyUpDown[i] > time) // don't allow up/down till left/right has enough leway time
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{
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continue;
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}
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}
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uiLastKeyLeftRight[i] = time + 150; /// 250 ms sound right?
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break;
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}
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Sys_QueEvent(0, SE_KEY, uiKeyQueue[i][j].button, uiKeyQueue[i][j].pressed, 0, NULL);
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}
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}
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}
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// Reset the queue
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uiQueueLen[0] = uiQueueLen[1] = 0;
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}
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// extern void G_DemoKeypress();
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// extern void CG_SkipCredits(void);
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void IN_CommonJoyPress(int controller, fakeAscii_t button, bool pressed)
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{
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// Check for special cases for map hack
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// This should be #ifdef'd out in FINAL_BUILD, but I really don't care.
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// If someone wants to copy the retail version to their modded xbox and
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// edit the config file to turn on maphack, let them.
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if (Cvar_VariableIntegerValue("cl_maphack"))
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{
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if (_UIRunning && button == A_JOY11 && pressed)
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{
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// Left trigger -> F1
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Sys_QueEvent( 0, SE_KEY, A_F1, pressed, 0, NULL );
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return;
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}
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else if (_UIRunning && button == A_JOY12 && pressed)
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{
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// Right trigger -> F2
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Sys_QueEvent( 0, SE_KEY, A_F2, pressed, 0, NULL );
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return;
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}
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else if (_UIRunning && button == A_JOY4 && pressed)
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{
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// Start button -> F3
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IN_SetMainController(controller);
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Sys_QueEvent( 0, SE_KEY, A_F3, pressed, 0, NULL );
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return;
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}
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}
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if(IN_GetMainController() == controller || _UIRunning)
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{
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// Always map start button to ESCAPE
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if (!_UIRunning && button == A_JOY4 && cls.state != CA_CINEMATIC)
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Sys_QueEvent( 0, SE_KEY, A_ESCAPE, pressed, 0, NULL );
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#ifdef DEBUG_CONTROLLER
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if (controller != 3)
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#endif
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Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL );
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}
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#ifdef DEBUG_CONTROLLER
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if (controller == 3 && pressed)
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{
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HandleDebugJoystickPress(button);
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return;
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}
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#endif
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}
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qboolean g_noCheckAxis = qfalse;
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/**********
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IN_CommonUpdate
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Updates thumbstick events based on _padInfo and ui_thumbStickMode
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**********/
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void IN_CommonUpdate()
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{
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extern int Key_GetCatcher( void );
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_UIRunning = Key_GetCatcher() == KEYCATCH_UI;
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// if the UI is running, then let all gamepad sticks work, else only main controller
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if(_UIRunning)
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Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 4.0f, _padInfo.joyInfo[1].y * -4.0f, 0, NULL );
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else if(_padInfo.padId == IN_GetMainController())
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{
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// Find out how to configure the thumbsticks
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//int thumbStickMode = Cvar_Get("ui_thumbStickMode", "0" , 0)->integer;
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int thumbStickMode = cl_thumbStickMode->integer;
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switch(thumbStickMode)
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{
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case 0:
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// Configure left thumbstick to move forward/back & strafe left/right
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[0].x * 127.0f, 0, NULL );
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[0].y * 127.0f, 0, NULL );
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// Configure right thumbstick for freelook
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Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 48.0f, _padInfo.joyInfo[1].y * 48.0f, 0, NULL );
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break;
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case 1:
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// Configure left thumbstick for freelook
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Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[0].x * 48.0f, _padInfo.joyInfo[0].y * 48.0f, 0, NULL );
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// Configure right thumbstick to move forward/back & strafe left/right
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[1].x * 127.0f, 0, NULL );
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[1].y * 127.0f, 0, NULL );
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break;
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case 2:
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// Configure left thumbstick to move forward/back & turn left/right
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[0].y * 127.0f, 0, NULL );
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Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[0].x * 48.0f, 0.0f, 0, NULL );
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// Configure right thumbstick to look up/down & strafe left/right
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[1].x * 127.f, 0, NULL );
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Sys_QueEvent( 0, SE_MOUSE, 0.0f, _padInfo.joyInfo[1].y * 48.0f, 0, NULL );
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break;
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case 3:
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// Configure left thumbstick to look up/down & strafe left/right
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[0].x * 127.f, 0, NULL );
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Sys_QueEvent( 0, SE_MOUSE, 0.0f, _padInfo.joyInfo[0].y * 48.0f, 0, NULL );
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// Configure right thumbstick to move forward/back & turn left/right
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Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[1].y * 127.0f, 0, NULL );
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Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 48.0f, 0.0f, 0, NULL );
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break;
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default:
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break;
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}
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}
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}
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/*********
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IN_DisplayControllerUnplugged
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*********/
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static void IN_DisplayControllerUnplugged(int controller)
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{
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uiControllerNotification = controller;
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//TODO Add a call to the UI that draws a controller disconnected message
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// on the screen.
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// VM_Call( uivm, UI_CONTROLLER_UNPLUGGED, true, controller);
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}
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/*********
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IN_ClearControllerUnplugged
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*********/
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static void IN_ClearControllerUnplugged(void)
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{
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uiControllerNotification = -1;
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//TODO Add a call to the UI that removes the controller disconnected
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// message from the screen.
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// VM_Call( uivm, UI_CONTROLLER_UNPLUGGED, false, 0);
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}
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/*********
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IN_ControllerMustBePlugged
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*********/
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static bool IN_ControllerMustBePlugged(int controller)
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{
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if( cls.state == CA_LOADING ||
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cls.state == CA_CONNECTING ||
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cls.state == CA_CONNECTED ||
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cls.state == CA_CHALLENGING ||
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cls.state == CA_PRIMED ||
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cls.state == CA_CINEMATIC)
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{
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return false;
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}
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if(!_UIRunning && controller == IN_GetMainController())
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{
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return true;
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}
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if(noControllersConnected)
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{
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return true;
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}
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return false;
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}
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/*********
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IN_PadUnplugged
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*********/
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void IN_PadUnplugged(int controller)
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{
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if(wasPlugged[controller])
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{
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Com_Printf("\tController %d unplugged\n",controller);
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}
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if(IN_ControllerMustBePlugged(controller))
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{
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//If UI isn't busy, inform it about controller loss.
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if(uiControllerNotification == -1)
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{
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IN_DisplayControllerUnplugged(controller);
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}
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}
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wasPlugged[controller] = false;
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}
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/*********
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IN_PadPlugged
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*********/
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void IN_PadPlugged(int controller)
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{
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if(!wasPlugged[controller])
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{
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Com_Printf("\tController %d plugged\n",controller);
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}
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if(IN_ControllerMustBePlugged(controller))
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{
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//If UI is dealing with this controller, tell it to stop.
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if(uiControllerNotification == controller)
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{
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IN_ClearControllerUnplugged();
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}
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}
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wasPlugged[controller] = true;
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noControllersConnected = false;
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}
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/*********
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IN_GetMainController
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*********/
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int IN_GetMainController(void)
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{
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return cls.mainGamepad;
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}
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/*********
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IN_SetMainController
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*********/
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void IN_SetMainController(int id)
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{
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cls.mainGamepad = id;
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}
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/*********
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IN_SetThumbStickConfig
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Sets the thumbstick configuration value
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*********/
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void IN_SetThumbStickConfig(int configValue)
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{
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Cvar_Set("ui_thumbStickMode", va("%i", configValue));
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}
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/*********
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IN_SetButtonConfig
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Execs a button configuration script based on configValue
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*********/
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void IN_SetButtonConfig(int configValue)
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{
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// Set the cvar
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Cvar_Set("ui_buttonMode", va("%i", configValue));
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// Exec the script
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char execString[40];
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sprintf (execString, "exec cfg\\buttonConfig%i.cfg\n", configValue);
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Cbuf_ExecuteText (EXEC_NOW, execString);
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}
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/*********
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IN_SetDpadConfig
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Execs a dpad configuration script based on configValue
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*********/
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void IN_SetDpadConfig(int configValue)
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{
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// Set the cvar
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Cvar_Set("ui_dpadMode", va("%i", configValue));
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// Exec the script
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char execString[40];
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sprintf (execString, "exec cfg\\dpadConfig%i.cfg\n", configValue);
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Cbuf_ExecuteText (EXEC_NOW, execString);
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}
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/**********************************************************
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*
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* DEBUGGING CODE
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*
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**********************************************************/
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#ifdef DEBUG_CONTROLLER
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static void HandleDebugJoystickPress(fakeAscii_t button)
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{
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// Super hackalicious crap used below. Please remove this at some point.
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static int curSaberSet = 0;
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static int curPlayerSet = 0;
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static short dpadmode = 0;
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static short buttonmode = 0;
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static short thumbmode = 0;
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switch(button) {
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case A_JOY13: // Right pad up
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Cbuf_ExecuteText(EXEC_APPEND, "give all\n");
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break;
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case A_JOY16: // Right pad left
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Cbuf_ExecuteText(EXEC_APPEND, "viewpos\n");
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break;
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case A_JOY14: // Right pad right
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Cbuf_ExecuteText(EXEC_APPEND, "noclip\n");
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break;
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case A_JOY15: // Right pad down
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Cbuf_ExecuteText(EXEC_APPEND, "god\n");
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break;
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case A_JOY4: // Start
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Cvar_SetValue("m_pitch", -Cvar_VariableValue("m_pitch"));
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break;
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case A_JOY1: // back
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Cvar_SetValue("cl_autolevel", !Cvar_VariableIntegerValue("cl_autolevel"));
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break;
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case A_JOY2: // Left thumbstick
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extern void Z_CompactStats(void);
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Z_CompactStats();
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break;
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case A_JOY12: // Upper right trigger
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Cbuf_ExecuteText(EXEC_APPEND, "load dbg-game\n");
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break;
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case A_JOY8: // Left pad left
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thumbmode++;
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if(thumbmode == 4)
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{
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thumbmode = 0;
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}
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IN_SetThumbStickConfig(thumbmode);
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break;
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case A_JOY6: // Left pad right
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dpadmode++;
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if(dpadmode == 4)
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{
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dpadmode = 0;
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}
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IN_SetDpadConfig(0);
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break;
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case A_JOY5: // Left pad up
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buttonmode++;
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if(buttonmode == 4)
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{
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buttonmode = 0;
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}
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IN_SetButtonConfig(buttonmode);
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break;
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case A_JOY7: // Left pad down
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// Cbuf_ExecuteText(EXEC_APPEND, "vid_restart\n");
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extern void Sys_Reboot(const char *reason);
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Sys_Reboot("multiplayer");
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break;
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case A_JOY11: // Upper left trigger
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Cbuf_ExecuteText(EXEC_APPEND, "save dbg-game\n");
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break;
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case A_JOY9: // White button
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// Hacky. Really hacky. No, hackier than that.
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curSaberSet = (curSaberSet + 1) % 3; // Number of xsaber strings in config file
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Cbuf_ExecuteText(EXEC_APPEND, va("vstr xsaber%d\n", curSaberSet));
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break;
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case A_JOY10: // Black button
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curPlayerSet = (curPlayerSet + 1) % 6; // Number of xplayer strings in config file
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Cbuf_ExecuteText(EXEC_APPEND, va("vstr xplayer%d\n", curPlayerSet));
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break;
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}
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}
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#endif
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