SRB2/src/g_input.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2022 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file g_input.c
/// \brief handle mouse/keyboard/gamepad inputs,
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/// maps inputs to game controls (forward, spin, jump...)
#include "doomdef.h"
#include "doomstat.h"
#include "g_game.h"
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#include "g_input.h"
#include "i_gamepad.h"
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#include "keys.h"
#include "hu_stuff.h" // need HUFONT start & end
#include "d_net.h"
#include "console.h"
#define MAXMOUSESENSITIVITY 100 // sensitivity steps
static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY, "MAX"}, {0, NULL}};
static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}};
// mouse values are used once
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consvar_t cv_mousesens = CVAR_INIT ("mousesens", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_mousesens2 = CVAR_INIT ("mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_mouseysens = CVAR_INIT ("mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_mouseysens2 = CVAR_INIT ("mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_controlperkey = CVAR_INIT ("controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL);
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mouse_t mouse;
mouse_t mouse2;
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gamepad_t gamepads[NUM_GAMEPADS];
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// current state of the keys: true if pushed
UINT8 gamekeydown[NUMINPUTS];
// two key codes (or virtual key) per game control
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INT32 gamecontrol[NUM_GAMECONTROLS][2];
INT32 gamecontrolbis[NUM_GAMECONTROLS][2]; // secondary splitscreen player
INT32 gamecontroldefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2]; // default control storage, use 0 (gcs_custom) for memory retention
INT32 gamecontrolbisdefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2];
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// lists of GC codes for selective operation
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const INT32 gcl_tutorial_check[num_gcl_tutorial_check] = {
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GC_FORWARD, GC_BACKWARD, GC_STRAFELEFT, GC_STRAFERIGHT,
GC_TURNLEFT, GC_TURNRIGHT
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};
const INT32 gcl_tutorial_used[num_gcl_tutorial_used] = {
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GC_FORWARD, GC_BACKWARD, GC_STRAFELEFT, GC_STRAFERIGHT,
GC_TURNLEFT, GC_TURNRIGHT,
GC_JUMP, GC_SPIN
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};
const INT32 gcl_tutorial_full[num_gcl_tutorial_full] = {
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GC_FORWARD, GC_BACKWARD, GC_STRAFELEFT, GC_STRAFERIGHT,
GC_LOOKUP, GC_LOOKDOWN, GC_TURNLEFT, GC_TURNRIGHT, GC_CENTERVIEW,
GC_JUMP, GC_SPIN,
GC_FIRE, GC_FIRENORMAL
};
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const INT32 gcl_movement[num_gcl_movement] = {
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GC_FORWARD, GC_BACKWARD, GC_STRAFELEFT, GC_STRAFERIGHT
};
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const INT32 gcl_camera[num_gcl_camera] = {
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GC_TURNLEFT, GC_TURNRIGHT
};
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const INT32 gcl_movement_camera[num_gcl_movement_camera] = {
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GC_FORWARD, GC_BACKWARD, GC_STRAFELEFT, GC_STRAFERIGHT,
GC_TURNLEFT, GC_TURNRIGHT
};
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const INT32 gcl_jump[num_gcl_jump] = { GC_JUMP };
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const INT32 gcl_spin[num_gcl_spin] = { GC_SPIN };
const INT32 gcl_jump_spin[num_gcl_jump_spin] = {
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GC_JUMP, GC_SPIN
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};
static boolean CheckInputDown(UINT8 which, gamecontrols_e gc, boolean checkaxes)
{
INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis;
for (unsigned i = 0; i < 2; i++)
{
INT32 key = controls[gc][i];
if (key >= KEY_GAMEPAD && key < KEY_AXES)
{
if (gamepads[which].buttons[key - KEY_GAMEPAD])
return true;
}
else if (checkaxes && (key >= KEY_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES))
{
const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(which);
const INT16 value = G_GetGamepadAxisValue(which, (key - KEY_AXES) % NUM_GAMEPAD_AXES);
if (abs(value) > jdeadzone)
return true;
}
else if (gamekeydown[key])
return true;
}
return false;
}
boolean G_PlayerInputDown(UINT8 which, gamecontrols_e gc)
{
return CheckInputDown(which, gc, true);
}
boolean G_CheckDigitalPlayerInput(UINT8 which, gamecontrols_e gc)
{
return CheckInputDown(which, gc, false);
}
SINT8 G_PlayerInputIsAnalog(UINT8 which, gamecontrols_e gc, UINT8 settings)
{
INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis;
INT32 key = controls[gc][settings];
if (key >= KEY_AXES && key < KEY_AXES + NUM_GAMEPAD_AXES)
return 1;
else if (key >= KEY_INV_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES)
return -1;
return 0;
}
INT16 G_GetAnalogPlayerInput(UINT8 which, gamecontrols_e gc, UINT8 settings)
{
INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis;
INT32 key = controls[gc][settings];
if (key >= KEY_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES)
return G_GetGamepadAxisValue(which, (key - KEY_AXES) % NUM_GAMEPAD_AXES);
return 0;
}
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typedef struct
{
UINT8 time;
UINT8 state;
UINT8 clicks;
} dclick_t;
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static dclick_t mousedclicks[MOUSEBUTTONS];
static dclick_t mouse2dclicks[MOUSEBUTTONS];
//
// General double-click detection routine for any kind of input.
//
static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt)
{
if (state != dt->state && dt->time > 1)
{
dt->state = state;
if (state)
dt->clicks++;
if (dt->clicks == 2)
{
dt->clicks = 0;
return true;
}
else
dt->time = 0;
}
else
{
dt->time++;
if (dt->time > 20)
{
dt->clicks = 0;
dt->state = 0;
}
}
return false;
}
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//
// Remaps the inputs to game controls.
//
// A game control can be triggered by one or more keys/buttons.
//
// Each key/mouse button/gamepad button triggers ONLY ONE game control.
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//
void G_MapEventsToControls(event_t *ev)
{
INT32 i;
UINT8 flag;
switch (ev->type)
{
case ev_keydown:
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if (ev->key < NUMINPUTS)
gamekeydown[ev->key] = 1;
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#ifdef PARANOIA
else
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CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n",ev->key);
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#endif
break;
case ev_keyup:
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if (ev->key < NUMINPUTS)
gamekeydown[ev->key] = 0;
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#ifdef PARANOIA
else
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CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n",ev->key);
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#endif
break;
case ev_gamepad_down:
case ev_gamepad_up:
#ifdef PARANOIA
if (ev->which < NUM_GAMEPADS)
#endif
gamepads[ev->which].buttons[ev->key] = ev->type == ev_gamepad_down ? 1 : 0;
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break;
case ev_gamepad_axis:
#ifdef PARANOIA
if (ev->which < NUM_GAMEPADS)
#endif
gamepads[ev->which].axes[ev->key] = ev->x;
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break;
case ev_mouse:
mouse.rdx = ev->x;
mouse.rdy = ev->y;
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break;
case ev_mouse2:
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mouse2.rdx = ev->x;
mouse2.rdy = ev->y;
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break;
default:
break;
}
// ALWAYS check for mouse double-clicks even if there were no such events
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for (i = 0; i < MOUSEBUTTONS; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_MOUSE1+i], &mousedclicks[i]);
gamekeydown[KEY_DBLMOUSE1+i] = flag;
}
for (i = 0; i < MOUSEBUTTONS; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_2MOUSE1+i], &mouse2dclicks[i]);
gamekeydown[KEY_DBL2MOUSE1+i] = flag;
}
}
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const char *const gamepad_button_names[NUM_GAMEPAD_BUTTONS + 1] = {
"a",
"b",
"x",
"y",
"back",
"guide",
"start",
"left-stick",
"right-stick",
"left-shoulder",
"right-shoulder",
"dpad-up",
"dpad-down",
"dpad-left",
"dpad-right",
"misc1",
"paddle1",
"paddle2",
"paddle3",
"paddle4",
"touchpad",
NULL};
const char *const gamepad_axis_names[NUM_GAMEPAD_AXES + 1] = {
"left-x",
"left-y",
"right-x",
"right-y",
"trigger-left",
"trigger-right",
NULL};
boolean G_GamepadTypeIsXbox(gamepadtype_e type)
{
switch (type)
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{
case GAMEPAD_TYPE_XBOX360:
case GAMEPAD_TYPE_XBOXONE:
case GAMEPAD_TYPE_XBOX_SERIES_XS:
case GAMEPAD_TYPE_XBOX_ELITE:
return true;
default:
return false;
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}
}
boolean G_GamepadTypeIsPlayStation(gamepadtype_e type)
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{
switch (type)
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{
case GAMEPAD_TYPE_PS3:
case GAMEPAD_TYPE_PS4:
case GAMEPAD_TYPE_PS5:
return true;
default:
return false;
}
}
boolean G_GamepadTypeIsNintendoSwitch(gamepadtype_e type)
{
switch (type)
{
case GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
case GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_GRIP:
return true;
default:
return G_GamepadTypeIsJoyCon(type);
}
}
boolean G_GamepadTypeIsJoyCon(gamepadtype_e type)
{
switch (type)
{
case GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_LEFT:
case GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_RIGHT:
return true;
default:
return false;
}
}
boolean G_RumbleSupported(UINT8 which)
{
if (!I_RumbleSupported() || which >= NUM_GAMEPADS)
return 0;
return I_GetGamepadRumbleSupported(which);
}
boolean G_RumbleGamepad(UINT8 which, fixed_t large_magnitude, fixed_t small_magnitude, tic_t duration)
{
haptic_t effect;
if (!G_RumbleSupported(which))
return false;
effect.large_magnitude = large_magnitude;
effect.small_magnitude = small_magnitude;
effect.duration = duration;
return I_RumbleGamepad(which, &effect);
}
void G_StopGamepadRumble(UINT8 which)
{
if (G_RumbleSupported(which))
I_StopGamepadRumble(which);
}
fixed_t G_GetLargeMotorFreq(UINT8 which)
{
if (!G_RumbleSupported(which) || which >= NUM_GAMEPADS)
return 0;
gamepad_t *gamepad = &gamepads[which];
return gamepad->rumble.data.large_magnitude;
}
fixed_t G_GetSmallMotorFreq(UINT8 which)
{
if (!G_RumbleSupported(which) || which >= NUM_GAMEPADS)
return 0;
gamepad_t *gamepad = &gamepads[which];
return gamepad->rumble.data.small_magnitude;
}
boolean G_GetGamepadRumblePaused(UINT8 which)
{
return I_GetGamepadRumblePaused(which);
}
boolean G_SetLargeMotorFreq(UINT8 which, fixed_t freq)
{
return I_SetGamepadLargeMotorFreq(which, freq);
}
boolean G_SetSmallMotorFreq(UINT8 which, fixed_t freq)
{
return I_SetGamepadSmallMotorFreq(which, freq);
}
void G_SetGamepadRumblePaused(UINT8 which, boolean pause)
{
if (G_RumbleSupported(which))
I_SetGamepadRumblePaused(which, pause);
}
// Obtains the value of an axis, and makes it digital if needed
INT16 G_GamepadAxisEventValue(UINT8 which, INT16 value)
{
gamepad_t *gamepad = &gamepads[which];
if (gamepad->digital)
{
const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(which);
if (value < -jdeadzone)
value = -JOYAXISRANGE - 1;
else if (value > jdeadzone)
value = JOYAXISRANGE;
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else
value = 0;
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}
return value;
}
INT16 G_GetGamepadAxisValue(UINT8 which, gamepad_axis_e axis)
{
gamepad_t *gamepad = &gamepads[which];
if (axis >= NUM_GAMEPAD_AXES)
return 0;
return G_GamepadAxisEventValue(which, gamepad->axes[axis]);
}
fixed_t G_GetAdjustedGamepadAxis(UINT8 which, gamepad_axis_e axis, boolean applyDeadzone)
{
gamepad_t *gamepad = &gamepads[which];
if (axis >= NUM_GAMEPAD_AXES)
return 0;
INT32 value = gamepad->axes[axis];
if (applyDeadzone && gamepad->digital)
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{
INT16 deadzone = G_GetGamepadDigitalDeadZone(which);
if (value < -deadzone)
value = -JOYAXISRANGE;
else if (value > deadzone)
value = JOYAXISRANGE;
else
value = 0;
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}
else if (applyDeadzone)
{
INT32 sign = value < 0 ? -1 : 1;
INT16 deadzone = G_GetGamepadDeadZone(which);
INT32 magnitude = value * value;
INT32 nAxis = magnitude / JOYAXISRANGE;
INT32 nMagnitude = G_BasicDeadZoneCalculation(magnitude, deadzone);
value = (nAxis * nMagnitude) / JOYAXISRANGE;
value = min(value * sign, JOYAXISRANGE);
value = max(value, -JOYAXISRANGE);
}
return (value / 32767.0) * FRACUNIT;
}
static UINT16 CalcGamepadDeadZone(fixed_t deadzone)
{
INT32 value = (JOYAXISRANGE * deadzone) / FRACUNIT;
if (value < 0)
value = 0;
else if (value > JOYAXISRANGE)
value = JOYAXISRANGE;
return value;
}
UINT16 G_GetGamepadDeadZone(UINT8 which)
{
return CalcGamepadDeadZone(cv_deadzone[which].value);
}
UINT16 G_GetGamepadDigitalDeadZone(UINT8 which)
{
return CalcGamepadDeadZone(cv_digitaldeadzone[which].value);
}
// Take a magnitude of two axes, and adjust it to take out the deadzone
// Will return a value between 0 and JOYAXISRANGE
INT32 G_BasicDeadZoneCalculation(INT32 magnitude, const UINT16 jdeadzone)
{
INT32 deadzoneAppliedValue = 0;
INT32 adjustedMagnitude = abs(magnitude);
if (jdeadzone >= JOYAXISRANGE && adjustedMagnitude >= JOYAXISRANGE) // If the deadzone and magnitude are both 100%...
return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0
else if (adjustedMagnitude > jdeadzone) // Otherwise, calculate how much the magnitude exceeds the deadzone
{
adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE);
adjustedMagnitude -= jdeadzone;
deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone);
}
return deadzoneAppliedValue;
}
INT32 G_RemapGamepadEvent(event_t *event, INT32 *type)
{
if (event->type == ev_gamepad_down)
{
*type = ev_keydown;
return KEY_GAMEPAD + event->key;
}
else if (event->type == ev_gamepad_up)
{
*type = ev_keyup;
return KEY_GAMEPAD + event->key;
}
else if (event->type == ev_gamepad_axis)
{
const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(event->which);
const INT16 value = G_GetGamepadAxisValue(event->which, event->key);
if (value < -jdeadzone || value > jdeadzone)
*type = ev_keyup;
else
*type = ev_keydown;
if (value < -jdeadzone)
return KEY_INV_AXES + event->key;
else
return KEY_AXES + event->key;
}
return event->key;
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}
typedef struct
{
const char *name;
const char *menu1;
const char *menu2;
} button_strings_t;
#define DEF_NAME_BUTTON(str) {.name = str, .menu1 = str " Button", .menu2 = "the " str " Button"}
#define DEF_NAME_SIMPLE(str) {.name = str, .menu1 = NULL, .menu2 = "the " str}
#define DEF_NAME_DPAD(a, b) {.name = "D-Pad " a, .menu1 = "D-Pad " b, .menu2 = a}
#define PARTIAL_DEF_START [GAMEPAD_BUTTON_A] = { NULL }
#define PARTIAL_DEF_END [NUM_GAMEPAD_BUTTONS - 1] = { NULL }
static const char *GetStringFromButtonList(const button_strings_t *names, gamepad_button_e button, gamepad_string_e type)
{
switch (type)
{
case GAMEPAD_STRING_DEFAULT:
return names[button].name;
case GAMEPAD_STRING_MENU1:
if (names[button].menu1)
return names[button].menu1;
else
return names[button].name;
case GAMEPAD_STRING_MENU2:
if (names[button].menu2)
return names[button].menu2;
else
return names[button].name;
}
return NULL;
}
const char *G_GetGamepadButtonString(gamepadtype_e type, gamepad_button_e button, gamepad_string_e strtype)
{
static const button_strings_t base_names[] = {
[GAMEPAD_BUTTON_A] = DEF_NAME_BUTTON("A"),
[GAMEPAD_BUTTON_B] = DEF_NAME_BUTTON("B"),
[GAMEPAD_BUTTON_X] = DEF_NAME_BUTTON("X"),
[GAMEPAD_BUTTON_Y] = DEF_NAME_BUTTON("Y"),
[GAMEPAD_BUTTON_BACK] = DEF_NAME_BUTTON("Back"),
[GAMEPAD_BUTTON_GUIDE] = DEF_NAME_BUTTON("Guide"),
[GAMEPAD_BUTTON_START] = DEF_NAME_BUTTON("Start"),
[GAMEPAD_BUTTON_LEFTSTICK] = DEF_NAME_SIMPLE("Left Stick"),
[GAMEPAD_BUTTON_RIGHTSTICK] = DEF_NAME_SIMPLE("Right Stick"),
[GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_SIMPLE("Left Shoulder"),
[GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_SIMPLE("Right Shoulder"),
[GAMEPAD_BUTTON_DPAD_UP] = DEF_NAME_DPAD("Up", "\x1A"),
[GAMEPAD_BUTTON_DPAD_DOWN] = DEF_NAME_DPAD("Down", "\x1B"),
[GAMEPAD_BUTTON_DPAD_LEFT] = DEF_NAME_DPAD("Left", "\x1C"),
[GAMEPAD_BUTTON_DPAD_RIGHT] = DEF_NAME_DPAD("Right", "\x1D"),
[GAMEPAD_BUTTON_PADDLE1] = DEF_NAME_SIMPLE("Paddle 1"),
[GAMEPAD_BUTTON_PADDLE2] = DEF_NAME_SIMPLE("Paddle 2"),
[GAMEPAD_BUTTON_PADDLE3] = DEF_NAME_SIMPLE("Paddle 3"),
[GAMEPAD_BUTTON_PADDLE4] = DEF_NAME_SIMPLE("Paddle 4"),
[GAMEPAD_BUTTON_TOUCHPAD] = DEF_NAME_SIMPLE("Touchpad"),
// This one's a bit weird
// Suffix the numbers in the event SDL adds more misc buttons
[GAMEPAD_BUTTON_MISC1] = {
.name = "Misc. Button",
.menu1 = "Gamepad Misc.",
.menu2 = "the Misc. Button"
},
};
button_strings_t const *names = NULL;
if (G_GamepadTypeIsXbox(type))
{
#define BASE_XBOX_NAMES \
[GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_SIMPLE("Left Bumper"), \
[GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_SIMPLE("Right Bumper")
static const button_strings_t xbox_names[] = { PARTIAL_DEF_START,
BASE_XBOX_NAMES,
PARTIAL_DEF_END };
static const button_strings_t series_xs_names[] = { PARTIAL_DEF_START,
BASE_XBOX_NAMES,
[GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Share"),
PARTIAL_DEF_END };
static const button_strings_t elite_names[] = { PARTIAL_DEF_START,
BASE_XBOX_NAMES,
[GAMEPAD_BUTTON_PADDLE1] = DEF_NAME_SIMPLE("P1 Paddle"),
[GAMEPAD_BUTTON_PADDLE2] = DEF_NAME_SIMPLE("P2 Paddle"),
[GAMEPAD_BUTTON_PADDLE3] = DEF_NAME_SIMPLE("P3 Paddle"),
[GAMEPAD_BUTTON_PADDLE4] = DEF_NAME_SIMPLE("P4 Paddle"),
PARTIAL_DEF_END };
if (type == GAMEPAD_TYPE_XBOX_SERIES_XS) // X|S controllers have a Share button
names = series_xs_names;
else if (type == GAMEPAD_TYPE_XBOX_ELITE) // Elite controller has paddles
names = elite_names;
else
names = xbox_names;
#undef BASE_XBOX_NAMES
}
else if (G_GamepadTypeIsPlayStation(type))
{
#define BASE_PS_NAMES \
[GAMEPAD_BUTTON_A] = DEF_NAME_BUTTON("Cross"), \
[GAMEPAD_BUTTON_B] = DEF_NAME_BUTTON("Circle"), \
[GAMEPAD_BUTTON_X] = DEF_NAME_BUTTON("Square"), \
[GAMEPAD_BUTTON_Y] = DEF_NAME_BUTTON("Triangle"), \
[GAMEPAD_BUTTON_BACK] = DEF_NAME_BUTTON("Select"), \
[GAMEPAD_BUTTON_GUIDE] = DEF_NAME_BUTTON("PS"), \
[GAMEPAD_BUTTON_LEFTSTICK] = DEF_NAME_BUTTON("L3"), \
[GAMEPAD_BUTTON_RIGHTSTICK] = DEF_NAME_BUTTON("R3"), \
[GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_BUTTON("L1"), \
[GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_BUTTON("R1")
static const button_strings_t ps_names[] = {
BASE_PS_NAMES,
PARTIAL_DEF_END };
static const button_strings_t ps5_names[] = {
BASE_PS_NAMES,
[GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Microphone"),
PARTIAL_DEF_END };
names = type == GAMEPAD_TYPE_PS5 ? ps5_names : ps_names;
#undef BASE_PS_NAMES
}
else if (G_GamepadTypeIsNintendoSwitch(type))
{
static const button_strings_t switch_names[] = { PARTIAL_DEF_START,
[GAMEPAD_BUTTON_BACK] = DEF_NAME_BUTTON("-"),
[GAMEPAD_BUTTON_GUIDE] = DEF_NAME_BUTTON("HOME"),
[GAMEPAD_BUTTON_START] = DEF_NAME_BUTTON("+"),
[GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_BUTTON("L"),
[GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_BUTTON("R"),
[GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Capture"),
PARTIAL_DEF_END };
names = switch_names;
}
else if (type == GAMEPAD_TYPE_AMAZON_LUNA)
{
static const button_strings_t luna_names[] = { PARTIAL_DEF_START,
[GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Microphone"),
PARTIAL_DEF_END };
names = luna_names;
}
const char *str = NULL;
if (names)
str = GetStringFromButtonList(names, button, strtype);
if (str == NULL)
str = GetStringFromButtonList(base_names, button, strtype);
if (str)
return str;
return "Unknown";
}
#undef DEF_NAME_BUTTON
#undef DEF_NAME_SIMPLE
#undef DEF_NAME_DPAD
#undef PARTIAL_DEF_START
#undef PARTIAL_DEF_END
typedef struct
{
const char *name;
const char *menu1;
const char *menu2;
const char *name_inv;
const char *menu1_inv;
const char *menu2_inv;
} axis_strings_t;
#define DEF_NAME_AXIS(str, a, inv_a, b, inv_b) {\
str " " a, str " " b, "the " str " " b, \
str " " inv_a, str " " inv_b, "the " str " " inv_b}
#define DEF_NAME_TRIGGER(str) {str, NULL, "the " str, NULL, NULL, NULL}
#define DEF_NAME_BUTTON(str) {str, str " Button", "the " str " Button", NULL, NULL, NULL}
#define PARTIAL_DEF_START [GAMEPAD_AXIS_LEFTX] = { NULL }
static const char *GetStringFromAxisList(const axis_strings_t *names, gamepad_axis_e axis, gamepad_string_e type, boolean inv)
{
switch (type)
{
case GAMEPAD_STRING_DEFAULT:
if (inv && names[axis].name_inv)
return names[axis].name_inv;
else
return names[axis].name;
break;
case GAMEPAD_STRING_MENU1:
if (inv && names[axis].menu1_inv)
return names[axis].menu1_inv;
if (names[axis].menu1)
return names[axis].menu1;
else
return names[axis].name;
break;
case GAMEPAD_STRING_MENU2:
if (inv && names[axis].menu2_inv)
return names[axis].menu2_inv;
if (names[axis].menu2)
return names[axis].menu2;
else
return names[axis].name;
break;
}
return NULL;
}
const char *G_GetGamepadAxisString(gamepadtype_e type, gamepad_axis_e axis, gamepad_string_e strtype, boolean inv)
{
static const axis_strings_t base_names[] = {
[GAMEPAD_AXIS_LEFTX] = DEF_NAME_AXIS("Left Stick", "X", "X-", "\x1D", "\x1C"),
[GAMEPAD_AXIS_LEFTY] = DEF_NAME_AXIS("Left Stick", "Y", "Y-", "\x1B", "\x1A"),
[GAMEPAD_AXIS_RIGHTX] = DEF_NAME_AXIS("Right Stick", "X", "X-", "\x1D", "\x1C"),
[GAMEPAD_AXIS_RIGHTY] = DEF_NAME_AXIS("Right Stick", "Y", "Y-", "\x1B", "\x1A"),
[GAMEPAD_AXIS_TRIGGERLEFT] = DEF_NAME_TRIGGER("Left Trigger"),
[GAMEPAD_AXIS_TRIGGERRIGHT] = DEF_NAME_TRIGGER("Right Trigger")
};
axis_strings_t const *names = NULL;
if (G_GamepadTypeIsPlayStation(type))
{
static const axis_strings_t ps_names[] = { PARTIAL_DEF_START,
[GAMEPAD_AXIS_TRIGGERLEFT] = DEF_NAME_BUTTON("L2"),
[GAMEPAD_AXIS_TRIGGERRIGHT] = DEF_NAME_BUTTON("R2"),
};
names = ps_names;
}
else if (G_GamepadTypeIsNintendoSwitch(type))
{
static const axis_strings_t switch_names[] = { PARTIAL_DEF_START,
[GAMEPAD_AXIS_TRIGGERLEFT] = DEF_NAME_BUTTON("ZL"),
[GAMEPAD_AXIS_TRIGGERRIGHT] = DEF_NAME_BUTTON("ZR"),
};
names = switch_names;
}
const char *str = NULL;
if (names)
str = GetStringFromAxisList(names, axis, strtype, inv);
if (str == NULL)
str = GetStringFromAxisList(base_names, axis, strtype, inv);
if (str)
return str;
return "Unknown";
}
#undef DEF_NAME_AXIS
#undef DEF_NAME_TRIGGER
#undef DEF_NAME_BUTTON
#undef PARTIAL_DEF_START
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typedef struct
{
INT32 keynum;
const char *name;
} keyname_t;
static keyname_t keynames[] =
{
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{KEY_SPACE, "space"},
{KEY_CAPSLOCK, "caps lock"},
{KEY_ENTER, "enter"},
{KEY_TAB, "tab"},
{KEY_ESCAPE, "escape"},
{KEY_BACKSPACE, "backspace"},
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{KEY_NUMLOCK, "numlock"},
{KEY_SCROLLLOCK, "scrolllock"},
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// satya nadella keys
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{KEY_LEFTWIN, "leftwin"},
{KEY_RIGHTWIN, "rightwin"},
{KEY_MENU, "menu"},
{KEY_LSHIFT, "lshift"},
{KEY_RSHIFT, "rshift"},
{KEY_LCTRL, "lctrl"},
{KEY_RCTRL, "rctrl"},
{KEY_LALT, "lalt"},
{KEY_RALT, "ralt"},
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// keypad keys
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{KEY_KPADSLASH, "keypad /"},
{KEY_KEYPAD7, "keypad 7"},
{KEY_KEYPAD8, "keypad 8"},
{KEY_KEYPAD9, "keypad 9"},
{KEY_MINUSPAD, "keypad -"},
{KEY_KEYPAD4, "keypad 4"},
{KEY_KEYPAD5, "keypad 5"},
{KEY_KEYPAD6, "keypad 6"},
{KEY_PLUSPAD, "keypad +"},
{KEY_KEYPAD1, "keypad 1"},
{KEY_KEYPAD2, "keypad 2"},
{KEY_KEYPAD3, "keypad 3"},
{KEY_KEYPAD0, "keypad 0"},
{KEY_KPADDEL, "keypad ."},
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// extended keys (not keypad)
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{KEY_HOME, "home"},
{KEY_UPARROW, "up arrow"},
{KEY_PGUP, "pgup"},
{KEY_LEFTARROW, "left arrow"},
{KEY_RIGHTARROW, "right arrow"},
{KEY_END, "end"},
{KEY_DOWNARROW, "down arrow"},
{KEY_PGDN, "pgdn"},
{KEY_INS, "ins"},
{KEY_DEL, "del"},
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// other keys
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{KEY_F1, "f1"},
{KEY_F2, "f2"},
{KEY_F3, "f3"},
{KEY_F4, "f4"},
{KEY_F5, "f5"},
{KEY_F6, "f6"},
{KEY_F7, "f7"},
{KEY_F8, "f8"},
{KEY_F9, "f9"},
{KEY_F10, "f10"},
{KEY_F11, "f11"},
{KEY_F12, "f12"},
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// KEY_CONSOLE has an exception in the keyname code
{'`', "TILDE"},
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{KEY_PAUSE, "pause/break"},
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// virtual keys for mouse buttons and gamepad buttons
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{KEY_MOUSE1+0,"mouse1"},
{KEY_MOUSE1+1,"mouse2"},
{KEY_MOUSE1+2,"mouse3"},
{KEY_MOUSE1+3,"mouse4"},
{KEY_MOUSE1+4,"mouse5"},
{KEY_MOUSE1+5,"mouse6"},
{KEY_MOUSE1+6,"mouse7"},
{KEY_MOUSE1+7,"mouse8"},
{KEY_2MOUSE1+0,"sec_mouse1"},
{KEY_2MOUSE1+1,"sec_mouse2"},
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{KEY_2MOUSE1+2,"sec_mouse3"},
{KEY_2MOUSE1+3,"sec_mouse4"},
{KEY_2MOUSE1+4,"sec_mouse5"},
{KEY_2MOUSE1+5,"sec_mouse6"},
{KEY_2MOUSE1+6,"sec_mouse7"},
{KEY_2MOUSE1+7,"sec_mouse8"},
{KEY_MOUSEWHEELUP, "wheel 1 up"},
{KEY_MOUSEWHEELDOWN, "wheel 1 down"},
{KEY_2MOUSEWHEELUP, "wheel 2 up"},
{KEY_2MOUSEWHEELDOWN, "wheel 2 down"},
#define DEF_GAMEPAD_NAME(btn, name) {KEY_GAMEPAD+GAMEPAD_BUTTON_##btn, name}
#define DEF_GAMEPAD_AXIS(ax, name) \
{KEY_AXES+GAMEPAD_AXIS_##ax, name}, \
{KEY_INV_AXES+GAMEPAD_AXIS_##ax, name "-"}
DEF_GAMEPAD_NAME(A, "a button"),
DEF_GAMEPAD_NAME(B, "b button"),
DEF_GAMEPAD_NAME(X, "x button"),
DEF_GAMEPAD_NAME(Y, "y button"),
DEF_GAMEPAD_NAME(BACK, "back button"),
DEF_GAMEPAD_NAME(GUIDE, "guide button"),
DEF_GAMEPAD_NAME(START, "start button"),
DEF_GAMEPAD_NAME(LEFTSTICK, "left stick"),
DEF_GAMEPAD_NAME(RIGHTSTICK, "right stick"),
DEF_GAMEPAD_NAME(LEFTSHOULDER, "left shoulder"),
DEF_GAMEPAD_NAME(RIGHTSHOULDER, "right shoulder"),
DEF_GAMEPAD_NAME(DPAD_UP, "d-pad up"),
DEF_GAMEPAD_NAME(DPAD_DOWN, "d-pad down"),
DEF_GAMEPAD_NAME(DPAD_LEFT, "d-pad left"),
DEF_GAMEPAD_NAME(DPAD_RIGHT, "d-pad right"),
DEF_GAMEPAD_NAME(MISC1, "gamepad misc 1"),
DEF_GAMEPAD_NAME(PADDLE1, "paddle 1"),
DEF_GAMEPAD_NAME(PADDLE2, "paddle 2"),
DEF_GAMEPAD_NAME(PADDLE3, "paddle 3"),
DEF_GAMEPAD_NAME(PADDLE4, "paddle 4"),
DEF_GAMEPAD_NAME(TOUCHPAD, "touchpad"),
DEF_GAMEPAD_AXIS(LEFTX, "left stick x"),
DEF_GAMEPAD_AXIS(LEFTY, "left stick y"),
DEF_GAMEPAD_AXIS(RIGHTX, "right stick x"),
DEF_GAMEPAD_AXIS(RIGHTY, "right stick y"),
DEF_GAMEPAD_AXIS(TRIGGERLEFT, "left trigger"),
DEF_GAMEPAD_AXIS(TRIGGERRIGHT, "right trigger"),
#undef DEF_GAMEPAD_NAME
#undef DEF_GAMEPAD_AXIS
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{KEY_DBLMOUSE1+0, "dblmouse1"},
{KEY_DBLMOUSE1+1, "dblmouse2"},
{KEY_DBLMOUSE1+2, "dblmouse3"},
{KEY_DBLMOUSE1+3, "dblmouse4"},
{KEY_DBLMOUSE1+4, "dblmouse5"},
{KEY_DBLMOUSE1+5, "dblmouse6"},
{KEY_DBLMOUSE1+6, "dblmouse7"},
{KEY_DBLMOUSE1+7, "dblmouse8"},
{KEY_DBL2MOUSE1+0, "dblsec_mouse1"},
{KEY_DBL2MOUSE1+1, "dblsec_mouse2"},
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{KEY_DBL2MOUSE1+2, "dblsec_mouse3"},
{KEY_DBL2MOUSE1+3, "dblsec_mouse4"},
{KEY_DBL2MOUSE1+4, "dblsec_mouse5"},
{KEY_DBL2MOUSE1+5, "dblsec_mouse6"},
{KEY_DBL2MOUSE1+6, "dblsec_mouse7"},
{KEY_DBL2MOUSE1+7, "dblsec_mouse8"}
};
#define NUMKEYNAMES (sizeof(keynames) / sizeof(keyname_t))
static keyname_t displaykeynames[] =
{
{KEY_SPACE, "Space Bar"},
{KEY_CAPSLOCK, "Caps Lock"},
{KEY_ENTER, "Enter"},
{KEY_TAB, "Tab"},
{KEY_ESCAPE, "Escape"},
{KEY_BACKSPACE, "Backspace"},
{KEY_NUMLOCK, "Num Lock"},
{KEY_SCROLLLOCK, "Scroll Lock"},
#ifdef _WIN32
{KEY_LEFTWIN, "Left Windows"},
{KEY_RIGHTWIN, "Right Windows"},
#else
{KEY_LEFTWIN, "Left Super"},
{KEY_RIGHTWIN, "Right Super"},
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#endif
{KEY_MENU, "Menu"},
{KEY_LSHIFT, "Left Shift"},
{KEY_RSHIFT, "Right Shift"},
{KEY_LCTRL, "Left Ctrl"},
{KEY_RCTRL, "Right Ctrl"},
{KEY_LALT, "Left Alt"},
{KEY_RALT, "Right Alt"},
{KEY_KEYPAD0, "Keypad 0"},
{KEY_KEYPAD1, "Keypad 1"},
{KEY_KEYPAD2, "Keypad 2"},
{KEY_KEYPAD3, "Keypad 3"},
{KEY_KEYPAD4, "Keypad 4"},
{KEY_KEYPAD5, "Keypad 5"},
{KEY_KEYPAD6, "Keypad 6"},
{KEY_KEYPAD7, "Keypad 7"},
{KEY_KEYPAD8, "Keypad 8"},
{KEY_KEYPAD9, "Keypad 9"},
{KEY_PLUSPAD, "Keypad +"},
{KEY_MINUSPAD, "Keypad -"},
{KEY_KPADSLASH, "Keypad /"},
{KEY_KPADDEL, "Keypad ."},
{KEY_UPARROW, "Up Arrow"},
{KEY_DOWNARROW, "Down Arrow"},
{KEY_LEFTARROW, "Left Arrow"},
{KEY_RIGHTARROW, "Right Arrow"},
{KEY_HOME, "Home"},
{KEY_END, "End"},
{KEY_PGUP, "Page Up"},
{KEY_PGDN, "Page Down"},
{KEY_INS, "Insert"},
{KEY_DEL, "Delete"},
{KEY_F1, "F1"},
{KEY_F2, "F2"},
{KEY_F3, "F3"},
{KEY_F4, "F4"},
{KEY_F5, "F5"},
{KEY_F6, "F6"},
{KEY_F7, "F7"},
{KEY_F8, "F8"},
{KEY_F9, "F9"},
{KEY_F10, "F10"},
{KEY_F11, "F11"},
{KEY_F12, "F12"},
{'`', "Tilde"},
{KEY_PAUSE, "Pause/Break"},
{KEY_MOUSE1+0, "Left Mouse Button"},
{KEY_MOUSE1+1, "Right Mouse Button"},
{KEY_MOUSE1+2, "Middle Mouse Button"},
{KEY_MOUSE1+3, "X1 Mouse Button"},
{KEY_MOUSE1+4, "X2 Mouse Button"},
{KEY_2MOUSE1+0, "Sec. Mouse Left Button"},
{KEY_2MOUSE1+1, "Sec. Mouse Right Button"},
{KEY_2MOUSE1+2, "Sec. Mouse Middle Button"},
{KEY_2MOUSE1+3, "Sec. Mouse X1 Button"},
{KEY_2MOUSE1+4, "Sec. Mouse X2 Button"},
{KEY_MOUSEWHEELUP, "Mouse Wheel Up"},
{KEY_MOUSEWHEELDOWN, "Mouse Wheel Down"},
{KEY_2MOUSEWHEELUP, "Sec. Mouse Wheel Up"},
{KEY_2MOUSEWHEELDOWN, "Sec. Mouse Wheel Down"},
#define DEF_GAMEPAD_NAME(btn, name) {KEY_GAMEPAD+GAMEPAD_BUTTON_##btn, name}
#define DEF_GAMEPAD_AXIS(ax, name) {KEY_AXES+GAMEPAD_AXIS_##ax, name}
DEF_GAMEPAD_NAME(A, "A Button"),
DEF_GAMEPAD_NAME(B, "B Button"),
DEF_GAMEPAD_NAME(X, "X Button"),
DEF_GAMEPAD_NAME(Y, "Y Button"),
DEF_GAMEPAD_NAME(BACK, "Back Button"),
DEF_GAMEPAD_NAME(GUIDE, "Guide Button"),
DEF_GAMEPAD_NAME(START, "Start Button"),
DEF_GAMEPAD_NAME(LEFTSTICK, "Left Stick Button"),
DEF_GAMEPAD_NAME(RIGHTSTICK, "Right Stick Button"),
DEF_GAMEPAD_NAME(LEFTSHOULDER, "Left Shoulder"),
DEF_GAMEPAD_NAME(RIGHTSHOULDER, "Right Shoulder"),
DEF_GAMEPAD_NAME(DPAD_UP, "D-Pad Up"),
DEF_GAMEPAD_NAME(DPAD_DOWN, "D-Pad Down"),
DEF_GAMEPAD_NAME(DPAD_LEFT, "D-Pad Left"),
DEF_GAMEPAD_NAME(DPAD_RIGHT, "D-Pad Right"),
DEF_GAMEPAD_NAME(MISC1, "Gamepad Misc. 1"),
DEF_GAMEPAD_NAME(PADDLE1, "Paddle 1"),
DEF_GAMEPAD_NAME(PADDLE2, "Paddle 2"),
DEF_GAMEPAD_NAME(PADDLE3, "Paddle 3"),
DEF_GAMEPAD_NAME(PADDLE4, "Paddle 4"),
DEF_GAMEPAD_NAME(TOUCHPAD, "Touchpad"),
{KEY_INV_AXES + GAMEPAD_AXIS_LEFTX, "Left Stick \x1C"},
{KEY_AXES + GAMEPAD_AXIS_LEFTX, "Left Stick \x1D"},
{KEY_INV_AXES + GAMEPAD_AXIS_LEFTY, "Left Stick \x1A"},
{KEY_AXES + GAMEPAD_AXIS_LEFTY, "Left Stick \x1B"},
{KEY_INV_AXES + GAMEPAD_AXIS_RIGHTX, "Right Stick \x1C"},
{KEY_AXES + GAMEPAD_AXIS_RIGHTX, "Right Stick \x1D"},
{KEY_INV_AXES + GAMEPAD_AXIS_RIGHTY, "Right Stick \x1A"},
{KEY_AXES + GAMEPAD_AXIS_RIGHTY, "Right Stick \x1B"},
DEF_GAMEPAD_AXIS(TRIGGERLEFT, "Left Trigger"),
DEF_GAMEPAD_AXIS(TRIGGERRIGHT, "Right Trigger"),
#undef DEF_GAMEPAD_NAME
#undef DEF_GAMEPAD_AXIS
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};
#define NUMDISPLAYKEYNAMES (sizeof(displaykeynames) / sizeof(keyname_t))
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static const char *gamecontrolname[NUM_GAMECONTROLS] =
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{
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"nothing", // a key/button mapped to GC_NULL has no effect
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"forward",
"backward",
"strafeleft",
"straferight",
"turnleft",
"turnright",
"weaponnext",
"weaponprev",
"weapon1",
"weapon2",
"weapon3",
"weapon4",
"weapon5",
"weapon6",
"weapon7",
"weapon8",
"weapon9",
"weapon10",
"fire",
"firenormal",
"tossflag",
"spin",
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"camtoggle",
"camreset",
"lookup",
"lookdown",
"centerview",
"mouseaiming",
"talkkey",
"teamtalkkey",
"scores",
"jump",
"console",
"pause",
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"systemmenu",
"screenshot",
"recordgif",
"viewpoint", // Rename this to "viewpointnext" for the next major version
"viewpointprev",
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"custom1",
"custom2",
"custom3",
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};
//
// Detach any keys associated to the given game control
// - pass the pointer to the gamecontrol table for the player being edited
void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control)
{
setupcontrols[control][0] = KEY_NULL;
setupcontrols[control][1] = KEY_NULL;
}
void G_ClearAllControlKeys(void)
{
INT32 i;
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for (i = 0; i < NUM_GAMECONTROLS; i++)
{
G_ClearControlKeys(gamecontrol, i);
G_ClearControlKeys(gamecontrolbis, i);
}
}
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//
// Returns the name of a key (or virtual key for mouse and gamepad)
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// the input value being an keynum
//
const char *G_KeyNumToName(INT32 keynum)
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{
static char keynamestr[8];
UINT32 j;
// return a string with the ascii char if displayable
if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE)
{
keynamestr[0] = (char)keynum;
keynamestr[1] = '\0';
return keynamestr;
}
// find a description for special keys
for (j = 0; j < NUMKEYNAMES; j++)
if (keynames[j].keynum == keynum)
return keynames[j].name;
// create a name for unknown keys
snprintf(keynamestr, sizeof keynamestr, "KEY%d", keynum);
return keynamestr;
}
const char *G_GetDisplayNameForKey(INT32 keynum)
{
static char keynamestr[32];
UINT32 j;
// find a description for special keys
for (j = 0; j < NUMDISPLAYKEYNAMES; j++)
if (displaykeynames[j].keynum == keynum)
return displaykeynames[j].name;
// return a string with the ascii char if displayable
if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE)
{
snprintf(keynamestr, sizeof keynamestr, "%c Key", toupper((char)keynum));
return keynamestr;
}
// unnamed mouse buttons
if (keynum >= KEY_MOUSE1 && keynum <= KEY_MOUSE1+7)
{
j = (keynum - KEY_MOUSE1) + 1;
snprintf(keynamestr, sizeof keynamestr, "Mouse Button #%d", j);
return keynamestr;
}
else if (keynum >= KEY_2MOUSE1 && keynum <= KEY_2MOUSE1+7)
{
j = (keynum - KEY_2MOUSE1) + 1;
snprintf(keynamestr, sizeof keynamestr, "Sec. Mouse Button #%d", j);
return keynamestr;
}
// create a name for unknown keys
snprintf(keynamestr, sizeof keynamestr, "Unknown Key %d", keynum);
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return keynamestr;
}
INT32 G_KeyNameToNum(const char *keystr)
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{
UINT32 j;
if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z')
return keystr[0];
if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9')
{
/* what if we out of range bruh? */
j = atoi(&keystr[3]);
if (j < NUMINPUTS)
return j;
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return 0;
}
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for (j = 0; j < NUMKEYNAMES; j++)
if (!stricmp(keynames[j].name, keystr))
return keynames[j].keynum;
return 0;
}
const char *G_GamepadTypeToString(gamepadtype_e type)
{
static const char *names[] = {
"xbox-360",
"xbox-one",
"xbox-series-xs",
"xbox-elite",
"ps3",
"ps4",
"ps5",
"switch-pro",
"switch-joy-con-grip",
"switch-joy-con-left",
"switch-joy-con-right",
"stadia",
"amazon-luna",
"steam-controller",
"virtual",
"unknown"
};
return names[type];
}
void G_InitGamepads(void)
{
for (UINT8 i = 0; i < NUM_GAMEPADS; i++)
gamepads[i].num = i;
}
void G_DefineDefaultControls(void)
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{
INT32 i;
// FPS game controls (WASD)
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gamecontroldefault[gcs_fps][GC_FORWARD ][0] = 'w';
gamecontroldefault[gcs_fps][GC_BACKWARD ][0] = 's';
gamecontroldefault[gcs_fps][GC_STRAFELEFT ][0] = 'a';
gamecontroldefault[gcs_fps][GC_STRAFERIGHT][0] = 'd';
gamecontroldefault[gcs_fps][GC_LOOKUP ][0] = KEY_UPARROW;
gamecontroldefault[gcs_fps][GC_LOOKDOWN ][0] = KEY_DOWNARROW;
gamecontroldefault[gcs_fps][GC_TURNLEFT ][0] = KEY_LEFTARROW;
gamecontroldefault[gcs_fps][GC_TURNRIGHT ][0] = KEY_RIGHTARROW;
gamecontroldefault[gcs_fps][GC_CENTERVIEW ][0] = KEY_LCTRL;
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gamecontroldefault[gcs_fps][GC_JUMP ][0] = KEY_SPACE;
gamecontroldefault[gcs_fps][GC_SPIN ][0] = KEY_LSHIFT;
gamecontroldefault[gcs_fps][GC_FIRE ][0] = KEY_RCTRL;
gamecontroldefault[gcs_fps][GC_FIRE ][1] = KEY_MOUSE1+0;
gamecontroldefault[gcs_fps][GC_FIRENORMAL ][0] = KEY_RALT;
gamecontroldefault[gcs_fps][GC_FIRENORMAL ][1] = KEY_MOUSE1+1;
gamecontroldefault[gcs_fps][GC_CUSTOM1 ][0] = 'z';
gamecontroldefault[gcs_fps][GC_CUSTOM2 ][0] = 'x';
gamecontroldefault[gcs_fps][GC_CUSTOM3 ][0] = 'c';
// Platform game controls (arrow keys), currently unused
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gamecontroldefault[gcs_platform][GC_FORWARD ][0] = KEY_UPARROW;
gamecontroldefault[gcs_platform][GC_BACKWARD ][0] = KEY_DOWNARROW;
gamecontroldefault[gcs_platform][GC_STRAFELEFT ][0] = 'a';
gamecontroldefault[gcs_platform][GC_STRAFERIGHT][0] = 'd';
gamecontroldefault[gcs_platform][GC_LOOKUP ][0] = KEY_PGUP;
gamecontroldefault[gcs_platform][GC_LOOKDOWN ][0] = KEY_PGDN;
gamecontroldefault[gcs_platform][GC_TURNLEFT ][0] = KEY_LEFTARROW;
gamecontroldefault[gcs_platform][GC_TURNRIGHT ][0] = KEY_RIGHTARROW;
gamecontroldefault[gcs_platform][GC_CENTERVIEW ][0] = KEY_END;
gamecontroldefault[gcs_platform][GC_JUMP ][0] = KEY_SPACE;
gamecontroldefault[gcs_platform][GC_SPIN ][0] = KEY_LSHIFT;
gamecontroldefault[gcs_platform][GC_FIRE ][0] = 's';
gamecontroldefault[gcs_platform][GC_FIRE ][1] = KEY_MOUSE1+0;
gamecontroldefault[gcs_platform][GC_FIRENORMAL ][0] = 'w';
for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
{
gamecontroldefault[i][GC_WEAPONNEXT ][0] = KEY_MOUSEWHEELUP+0;
gamecontroldefault[i][GC_WEAPONPREV ][0] = KEY_MOUSEWHEELDOWN+0;
gamecontroldefault[i][GC_WEPSLOT1 ][0] = '1';
gamecontroldefault[i][GC_WEPSLOT2 ][0] = '2';
gamecontroldefault[i][GC_WEPSLOT3 ][0] = '3';
gamecontroldefault[i][GC_WEPSLOT4 ][0] = '4';
gamecontroldefault[i][GC_WEPSLOT5 ][0] = '5';
gamecontroldefault[i][GC_WEPSLOT6 ][0] = '6';
gamecontroldefault[i][GC_WEPSLOT7 ][0] = '7';
gamecontroldefault[i][GC_WEPSLOT8 ][0] = '8';
gamecontroldefault[i][GC_WEPSLOT9 ][0] = '9';
gamecontroldefault[i][GC_WEPSLOT10 ][0] = '0';
gamecontroldefault[i][GC_TOSSFLAG ][0] = '\'';
gamecontroldefault[i][GC_CAMTOGGLE ][0] = 'v';
gamecontroldefault[i][GC_CAMRESET ][0] = 'r';
gamecontroldefault[i][GC_TALKKEY ][0] = 't';
gamecontroldefault[i][GC_TEAMKEY ][0] = 'y';
gamecontroldefault[i][GC_SCORES ][0] = KEY_TAB;
gamecontroldefault[i][GC_CONSOLE ][0] = KEY_CONSOLE;
gamecontroldefault[i][GC_PAUSE ][0] = 'p';
gamecontroldefault[i][GC_SCREENSHOT ][0] = KEY_F8;
gamecontroldefault[i][GC_RECORDGIF ][0] = KEY_F9;
gamecontroldefault[i][GC_VIEWPOINTNEXT][0] = KEY_F12;
// Gamepad controls -- same for both schemes
gamecontroldefault[i][GC_JUMP ][1] = GAMEPAD_KEY(A); // A
gamecontroldefault[i][GC_SPIN ][1] = GAMEPAD_KEY(X); // X
gamecontroldefault[i][GC_CUSTOM1 ][1] = GAMEPAD_KEY(B); // B
gamecontroldefault[i][GC_CUSTOM2 ][1] = GAMEPAD_KEY(Y); // Y
gamecontroldefault[i][GC_CUSTOM3 ][1] = GAMEPAD_KEY(LEFTSTICK); // Left Stick
gamecontroldefault[i][GC_CENTERVIEW ][1] = GAMEPAD_KEY(RIGHTSTICK); // Right Stick
gamecontroldefault[i][GC_WEAPONPREV ][1] = GAMEPAD_KEY(LEFTSHOULDER); // LB
gamecontroldefault[i][GC_WEAPONNEXT ][1] = GAMEPAD_KEY(RIGHTSHOULDER); // RB
gamecontroldefault[i][GC_SCREENSHOT ][1] = GAMEPAD_KEY(BACK); // Back
gamecontroldefault[i][GC_SYSTEMMENU ][0] = GAMEPAD_KEY(START); // Start
gamecontroldefault[i][GC_CAMTOGGLE ][1] = GAMEPAD_KEY(DPAD_UP); // D-Pad Up
gamecontroldefault[i][GC_VIEWPOINTNEXT][1] = GAMEPAD_KEY(DPAD_DOWN); // D-Pad Down
gamecontroldefault[i][GC_TOSSFLAG ][1] = GAMEPAD_KEY(DPAD_LEFT); // D-Pad Left
gamecontroldefault[i][GC_SCORES ][1] = GAMEPAD_KEY(DPAD_RIGHT); // D-Pad Right
// Second player only has gamepad defaults
gamecontrolbisdefault[i][GC_JUMP ][1] = GAMEPAD_KEY(A); // A
gamecontrolbisdefault[i][GC_SPIN ][1] = GAMEPAD_KEY(X); // X
gamecontrolbisdefault[i][GC_CUSTOM1 ][1] = GAMEPAD_KEY(B); // B
gamecontrolbisdefault[i][GC_CUSTOM2 ][1] = GAMEPAD_KEY(Y); // Y
gamecontrolbisdefault[i][GC_CUSTOM3 ][1] = GAMEPAD_KEY(LEFTSTICK); // Left Stick
gamecontrolbisdefault[i][GC_CENTERVIEW ][1] = GAMEPAD_KEY(RIGHTSTICK); // Right Stick
gamecontrolbisdefault[i][GC_WEAPONPREV ][1] = GAMEPAD_KEY(LEFTSHOULDER); // LB
gamecontrolbisdefault[i][GC_WEAPONNEXT ][1] = GAMEPAD_KEY(RIGHTSHOULDER); // RB
gamecontrolbisdefault[i][GC_SCREENSHOT ][1] = GAMEPAD_KEY(BACK); // Back
//gamecontrolbisdefault[i][GC_SYSTEMMENU ][0] = GAMEPAD_KEY(START); // Start
gamecontrolbisdefault[i][GC_CAMTOGGLE ][1] = GAMEPAD_KEY(DPAD_UP); // D-Pad Up
gamecontrolbisdefault[i][GC_VIEWPOINTNEXT][1] = GAMEPAD_KEY(DPAD_DOWN); // D-Pad Down
gamecontrolbisdefault[i][GC_TOSSFLAG ][1] = GAMEPAD_KEY(DPAD_LEFT); // D-Pad Left
//gamecontrolbisdefault[i][GC_SCORES ][1] = GAMEPAD_KEY(DPAD_RIGHT); // D-Pad Right
}
}
INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen)
{
INT32 i, j, gc;
boolean skipscheme;
for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
{
skipscheme = false;
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for (j = 0; j < (gclist && gclen ? gclen : NUM_GAMECONTROLS); j++)
{
gc = (gclist && gclen) ? gclist[j] : j;
if (((fromcontrols[gc][0] && gamecontroldefault[i][gc][0]) ? fromcontrols[gc][0] != gamecontroldefault[i][gc][0] : true) &&
((fromcontrols[gc][0] && gamecontroldefault[i][gc][1]) ? fromcontrols[gc][0] != gamecontroldefault[i][gc][1] : true) &&
((fromcontrols[gc][1] && gamecontroldefault[i][gc][0]) ? fromcontrols[gc][1] != gamecontroldefault[i][gc][0] : true) &&
((fromcontrols[gc][1] && gamecontroldefault[i][gc][1]) ? fromcontrols[gc][1] != gamecontroldefault[i][gc][1] : true))
{
skipscheme = true;
break;
}
}
if (!skipscheme)
return i;
}
return gcs_custom;
}
void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen)
{
INT32 i, gc;
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for (i = 0; i < (gclist && gclen ? gclen : NUM_GAMECONTROLS); i++)
{
gc = (gclist && gclen) ? gclist[i] : i;
setupcontrols[gc][0] = fromcontrols[gc][0];
setupcontrols[gc][1] = fromcontrols[gc][1];
}
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}
void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2])
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{
INT32 i;
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for (i = 1; i < NUM_GAMECONTROLS; i++)
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{
fprintf(f, "setcontrol \"%s\" \"%s\"", gamecontrolname[i],
G_KeyNumToName(fromcontrols[i][0]));
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if (fromcontrols[i][1])
fprintf(f, " \"%s\"\n", G_KeyNumToName(fromcontrols[i][1]));
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else
fprintf(f, "\n");
}
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for (i = 1; i < NUM_GAMECONTROLS; i++)
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{
fprintf(f, "setcontrol2 \"%s\" \"%s\"", gamecontrolname[i],
G_KeyNumToName(fromcontrolsbis[i][0]));
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if (fromcontrolsbis[i][1])
fprintf(f, " \"%s\"\n", G_KeyNumToName(fromcontrolsbis[i][1]));
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else
fprintf(f, "\n");
}
}
INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify)
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{
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INT32 result = GC_NULL;
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if (cv_controlperkey.value == 1)
{
INT32 i;
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for (i = 0; i < NUM_GAMECONTROLS; i++)
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{
if (gamecontrol[i][0] == keynum)
{
result = i;
if (modify) gamecontrol[i][0] = KEY_NULL;
}
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if (gamecontrol[i][1] == keynum)
{
result = i;
if (modify) gamecontrol[i][1] = KEY_NULL;
}
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if (gamecontrolbis[i][0] == keynum)
{
result = i;
if (modify) gamecontrolbis[i][0] = KEY_NULL;
}
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if (gamecontrolbis[i][1] == keynum)
{
result = i;
if (modify) gamecontrolbis[i][1] = KEY_NULL;
}
if (result && !modify)
return result;
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}
}
return result;
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}
static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT32 *keynum1, INT32 *keynum2, boolean *nestedoverride)
{
// Special case: ignore KEY_PAUSE because it's hardcoded
if (keyidx == 0 && *keynum1 == KEY_PAUSE)
{
if (*keynum2 != KEY_PAUSE)
{
*keynum1 = *keynum2; // shift down keynum2 and continue
*keynum2 = 0;
}
else
return -1; // skip setting control
}
else if (keyidx == 1 && *keynum2 == KEY_PAUSE)
return -1; // skip setting control
if (GETMAJOREXECVERSION(cv_execversion.value) < 27 && ( // v2.1.22
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numctrl == GC_WEAPONNEXT || numctrl == GC_WEAPONPREV || numctrl == GC_TOSSFLAG ||
numctrl == GC_SPIN || numctrl == GC_CAMRESET || numctrl == GC_JUMP ||
numctrl == GC_PAUSE || numctrl == GC_SYSTEMMENU || numctrl == GC_CAMTOGGLE ||
numctrl == GC_SCREENSHOT || numctrl == GC_TALKKEY || numctrl == GC_SCORES ||
numctrl == GC_CENTERVIEW
))
{
INT32 keynum = 0, existingctrl = 0;
INT32 defaultkey;
boolean defaultoverride = false;
// get the default gamecontrol
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if (player == 0 && numctrl == GC_SYSTEMMENU)
defaultkey = gamecontrol[numctrl][0];
else
defaultkey = (player == 1 ? gamecontrolbis[numctrl][0] : gamecontrol[numctrl][1]);
// Assign joypad button defaults if there is an open slot.
// At this point, gamecontrol/bis should have the default controls
// (unless LOADCONFIG is being run)
//
// If the player runs SETCONTROL in-game, this block should not be reached
// because EXECVERSION is locked onto the latest version.
if (keyidx == 0 && !*keynum1)
{
if (*keynum2) // push keynum2 down; this is an edge case
{
*keynum1 = *keynum2;
*keynum2 = 0;
keynum = *keynum1;
}
else
{
keynum = defaultkey;
defaultoverride = true;
}
}
else if (keyidx == 1 && (!*keynum2 || (!*keynum1 && *keynum2))) // last one is the same edge case as above
{
keynum = defaultkey;
defaultoverride = true;
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}
else // default to the specified keynum
keynum = (keyidx == 1 ? *keynum2 : *keynum1);
// Did our last call override keynum2?
if (*nestedoverride)
{
defaultoverride = true;
*nestedoverride = false;
}
// Fill keynum2 with the default control
if (keyidx == 0 && !*keynum2)
{
*keynum2 = defaultkey;
// Tell the next call that this is an override
*nestedoverride = true;
// if keynum2 already matches keynum1, we probably recursed
// so unset it
if (*keynum1 == *keynum2)
{
*keynum2 = 0;
*nestedoverride = false;
}
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}
// check if the key is being used somewhere else before passing it
// pass it through if it's the same numctrl. This is an edge case -- when using
// LOADCONFIG, gamecontrol is not reset with default.
//
// Also, only check if we're actually overriding, to preserve behavior where
// config'd keys overwrite default keys.
if (defaultoverride)
existingctrl = G_CheckDoubleUsage(keynum, false);
if (keynum && (!existingctrl || existingctrl == numctrl))
return keynum;
else if (keyidx == 0 && *keynum2)
{
// try it again and push down keynum2
*keynum1 = *keynum2;
*keynum2 = 0;
return G_FilterKeyByVersion(numctrl, keyidx, player, keynum1, keynum2, nestedoverride);
// recursion *should* be safe because we only assign keynum2 to a joy default
// and then clear it if we find that keynum1 already has the joy default.
}
else
return 0;
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}
// All's good, so pass the keynum as-is
if (keyidx == 1)
return *keynum2;
else //if (keyidx == 0)
return *keynum1;
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}
static void setcontrol(INT32 (*gc)[2])
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{
INT32 numctrl;
const char *namectrl;
INT32 keynum, keynum1, keynum2;
INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0);
boolean nestedoverride = false;
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// Update me for 2.3
namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin";
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for (numctrl = 0; numctrl < NUM_GAMECONTROLS && stricmp(namectrl, gamecontrolname[numctrl]);
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numctrl++)
;
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if (numctrl == NUM_GAMECONTROLS)
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{
CONS_Printf(M_GetText("Control '%s' unknown\n"), namectrl);
return;
}
keynum1 = G_KeyNameToNum(COM_Argv(2));
keynum2 = G_KeyNameToNum(COM_Argv(3));
keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride);
if (keynum >= 0)
{
(void)G_CheckDoubleUsage(keynum, true);
// if keynum was rejected, try it again with keynum2
if (!keynum && keynum2)
{
keynum1 = keynum2; // push down keynum2
keynum2 = 0;
keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride);
if (keynum >= 0)
(void)G_CheckDoubleUsage(keynum, true);
}
}
if (keynum >= 0)
gc[numctrl][0] = keynum;
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if (keynum2)
{
keynum = G_FilterKeyByVersion(numctrl, 1, player, &keynum1, &keynum2, &nestedoverride);
if (keynum >= 0)
{
if (keynum != gc[numctrl][0])
gc[numctrl][1] = keynum;
else
gc[numctrl][1] = 0;
}
}
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else
gc[numctrl][1] = 0;
}
void Command_Setcontrol_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na != 3 && na != 4)
{
CONS_Printf(M_GetText("setcontrol <controlname> <keyname> [<2nd keyname>]: set controls for player 1\n"));
return;
}
setcontrol(gamecontrol);
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}
void Command_Setcontrol2_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na != 3 && na != 4)
{
CONS_Printf(M_GetText("setcontrol2 <controlname> <keyname> [<2nd keyname>]: set controls for player 2\n"));
return;
}
setcontrol(gamecontrolbis);
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}
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void G_SetMouseDeltas(INT32 dx, INT32 dy, UINT8 ssplayer)
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{
mouse_t *m = ssplayer == 1 ? &mouse : &mouse2;
consvar_t *cvsens, *cvysens;
cvsens = ssplayer == 1 ? &cv_mousesens : &cv_mousesens2;
cvysens = ssplayer == 1 ? &cv_mouseysens : &cv_mouseysens2;
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m->rdx = dx;
m->rdy = dy;
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m->dx = (INT32)(m->rdx*((cvsens->value*cvsens->value)/110.0f + 0.1f));
m->dy = (INT32)(m->rdy*((cvsens->value*cvsens->value)/110.0f + 0.1f));
m->mlookdy = (INT32)(m->rdy*((cvysens->value*cvsens->value)/110.0f + 0.1f));
}