SRB2/src/g_input.c
2018-12-23 14:29:54 -05:00

1552 lines
46 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// 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/joystick inputs,
/// maps inputs to game controls (forward, spin, jump...)
#include "doomdef.h"
#include "doomstat.h"
#include "g_input.h"
#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
consvar_t cv_mousesens = {"mousesens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mousesens2 = {"mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouseysens = {"mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouseysens2 = {"mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_controlperkey = {"controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
INT32 mousex, mousey;
INT32 mlooky; // like mousey but with a custom sensitivity for mlook
INT32 mouse2x, mouse2y, mlook2y;
// joystick values are repeated
INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET];
// current state of the keys: true if pushed
UINT8 gamekeydown[NUMINPUTS];
// two key codes (or virtual key) per game control
INT32 gamecontrol[num_gamecontrols][2];
INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
typedef struct
{
UINT8 time;
UINT8 state;
UINT8 clicks;
} dclick_t;
static dclick_t mousedclicks[MOUSEBUTTONS];
static dclick_t joydclicks[JOYBUTTONS + JOYHATS*4];
static dclick_t mouse2dclicks[MOUSEBUTTONS];
static dclick_t joy2dclicks[JOYBUTTONS + JOYHATS*4];
// protos
static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt);
//
// Remaps the inputs to game controls.
//
// A game control can be triggered by one or more keys/buttons.
//
// Each key/mousebutton/joybutton triggers ONLY ONE game control.
//
void G_MapEventsToControls(event_t *ev)
{
INT32 i;
UINT8 flag;
switch (ev->type)
{
case ev_keydown:
if (ev->data1 < NUMINPUTS)
gamekeydown[ev->data1] = 1;
#ifdef PARANOIA
else
{
CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n",ev->data1);
}
#endif
break;
case ev_keyup:
if (ev->data1 < NUMINPUTS)
gamekeydown[ev->data1] = 0;
#ifdef PARANOIA
else
{
CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n",ev->data1);
}
#endif
break;
case ev_mouse: // buttons are virtual keys
mousex = (INT32)(ev->data2*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f));
mousey = (INT32)(ev->data3*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f));
mlooky = (INT32)(ev->data3*((cv_mouseysens.value*cv_mousesens.value)/110.0f + 0.1f));
break;
case ev_joystick: // buttons are virtual keys
i = ev->data1;
if (i >= JOYAXISSET)
break;
if (ev->data2 != INT32_MAX) joyxmove[i] = ev->data2;
if (ev->data3 != INT32_MAX) joyymove[i] = ev->data3;
break;
case ev_joystick2: // buttons are virtual keys
i = ev->data1;
if (i >= JOYAXISSET)
break;
if (ev->data2 != INT32_MAX) joy2xmove[i] = ev->data2;
if (ev->data3 != INT32_MAX) joy2ymove[i] = ev->data3;
break;
case ev_mouse2: // buttons are virtual keys
mouse2x = (INT32)(ev->data2*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f));
mouse2y = (INT32)(ev->data3*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f));
mlook2y = (INT32)(ev->data3*((cv_mouseysens2.value*cv_mousesens2.value)/110.0f + 0.1f));
break;
default:
break;
}
// ALWAYS check for mouse & joystick double-clicks even if no mouse event
for (i = 0; i < MOUSEBUTTONS; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_MOUSE1+i], &mousedclicks[i]);
gamekeydown[KEY_DBLMOUSE1+i] = flag;
}
for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_JOY1+i], &joydclicks[i]);
gamekeydown[KEY_DBLJOY1+i] = flag;
}
for (i = 0; i < MOUSEBUTTONS; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_2MOUSE1+i], &mouse2dclicks[i]);
gamekeydown[KEY_DBL2MOUSE1+i] = flag;
}
for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_2JOY1+i], &joy2dclicks[i]);
gamekeydown[KEY_DBL2JOY1+i] = flag;
}
}
//
// 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;
}
typedef struct
{
INT32 keynum;
const char *name;
} keyname_t;
static keyname_t keynames[] =
{
{KEY_SPACE, "SPACE"},
{KEY_CAPSLOCK, "CAPS LOCK"},
{KEY_ENTER, "ENTER"},
{KEY_TAB, "TAB"},
{KEY_ESCAPE, "ESCAPE"},
{KEY_BACKSPACE, "BACKSPACE"},
{KEY_NUMLOCK, "NUMLOCK"},
{KEY_SCROLLLOCK, "SCROLLLOCK"},
// bill gates keys
#ifndef _arch_dreamcast
{KEY_LEFTWIN, "LEFTWIN"},
{KEY_RIGHTWIN, "RIGHTWIN"},
{KEY_MENU, "MENU"},
#endif
{KEY_LSHIFT, "LSHIFT"},
{KEY_RSHIFT, "RSHIFT"},
{KEY_LSHIFT, "SHIFT"},
{KEY_LCTRL, "LCTRL"},
{KEY_RCTRL, "RCTRL"},
{KEY_LCTRL, "CTRL"},
{KEY_LALT, "LALT"},
{KEY_RALT, "RALT"},
{KEY_LALT, "ALT"},
// keypad keys
{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 ."},
// extended keys (not keypad)
{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"},
// other keys
{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"},
// KEY_CONSOLE has an exception in the keyname code
{'`', "TILDE"},
{KEY_PAUSE, "PAUSE/BREAK"},
// virtual keys for mouse buttons and joystick buttons
{KEY_MOUSE1+0,"MOUSE1"},
{KEY_MOUSE1+1,"MOUSE2"},
{KEY_MOUSE1+2,"MOUSE3"},
#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{KEY_MOUSE1+3,"MOUSE4"},
{KEY_MOUSE1+4,"MOUSE5"},
{KEY_MOUSE1+5,"MOUSE6"},
{KEY_MOUSE1+6,"MOUSE7"},
{KEY_MOUSE1+7,"MOUSE8"},
#endif
{KEY_2MOUSE1+0,"SEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2
{KEY_2MOUSE1+1,"SEC_MOUSE1"},
{KEY_2MOUSE1+2,"SEC_MOUSE3"},
#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{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"},
#endif
{KEY_MOUSEWHEELUP, "Wheel 1 UP"},
{KEY_MOUSEWHEELDOWN, "Wheel 1 Down"},
{KEY_2MOUSEWHEELUP, "Wheel 2 UP"},
{KEY_2MOUSEWHEELDOWN, "Wheel 2 Down"},
#ifdef DC
{KEY_JOY1+0, "JOYC"},
{KEY_JOY1+1, "JOYB"},
{KEY_JOY1+2, "JOYA"},
{KEY_JOY1+3, "JOYS"},
{KEY_JOY1+4, "JOYZ"},
{KEY_JOY1+5, "JOYY"},
{KEY_JOY1+6, "JOYX"},
{KEY_JOY1+7, "JOYD"},
#elif defined (_XBOX)
{KEY_JOY1+0, "JOYA"},
{KEY_JOY1+1, "JOYB"},
{KEY_JOY1+2, "JOYX"},
{KEY_JOY1+3, "JOYY"},
{KEY_JOY1+4, "JOYG"},
{KEY_JOY1+5, "JOYW"},
{KEY_JOY1+6, "JOYL"},
{KEY_JOY1+7, "JOYR"},
{KEY_JOY1+8, "JOYS"},
{KEY_JOY1+9, "JOYN"},
{KEY_JOY1+10,"JOYW"},
{KEY_JOY1+11,"JOYE"},
#define NOMOREJOYBTN_1S
#elif defined (_PSP)
{KEY_JOY1+0, "TRIANGLE"},
{KEY_JOY1+1, "CIRCLE" },
{KEY_JOY1+2, "CROSS" },
{KEY_JOY1+3, "SQUARE" },
{KEY_JOY1+4, "LTRIGGER"},
{KEY_JOY1+5, "RTRIGGER"},
{KEY_JOY1+6, "SELECT" },
{KEY_JOY1+7, "START" },
{KEY_JOY1+8, "HOME" },
{KEY_JOY1+9, "HOLD" },
#define NOMOREJOYBTN_1S
#elif defined (GP2X)
{KEY_JOY1+0, "JOYA"},
{KEY_JOY1+1, "JOYY"},
{KEY_JOY1+2, "JOYB"},
{KEY_JOY1+3, "JOYX"},
{KEY_JOY1+4, "JOYL"},
{KEY_JOY1+5, "JOYR"},
{KEY_JOY1+6, "JOYVOLUP"},
{KEY_JOY1+7, "JOYVOLDOWN"},
{KEY_JOY1+8, "JOYSELECT"},
#elif defined (_NDS)
{KEY_JOY1+0, "JOYA"},
{KEY_JOY1+1, "JOYB"},
{KEY_JOY1+2, "JOYX"},
{KEY_JOY1+3, "JOYY"},
{KEY_JOY1+4, "JOYL"},
{KEY_JOY1+5, "JOYR"},
{KEY_JOY1+6, "JOYSTART"},
{KEY_JOY1+7, "JOYSELECT"},
#define NOMOREJOYBTN_1S
#elif defined (WMINPUT)
{KEY_JOY1+0, "JOYB"},
{KEY_JOY1+1, "JOYA"},
{KEY_JOY1+2, "JOYUP"},
{KEY_JOY1+3, "JOYDOWN"},
{KEY_JOY1+4, "JOYLEFT"},
{KEY_JOY1+5, "JOYRIGHT"},
{KEY_JOY1+6, "JOYAA"},
{KEY_JOY1+7, "JOYBB"},
{KEY_JOY1+8, "JOYCC"},
{KEY_JOY1+9, "JOYXX"},
{KEY_JOY1+10, "JOYYY"},
{KEY_JOY1+11, "JOYZZ"},
{KEY_JOY1+12, "JOYL"},
{KEY_JOY1+13, "JOYR"},
{KEY_JOY1+14, "JOYZL"},
{KEY_JOY1+15, "JOYZR"},
{KEY_JOY1+16, "JOYSELECT"},
{KEY_JOY1+17, "JOYSTART"},
{KEY_JOY1+18, "JOYHOME"},
{KEY_JOY1+19, "JOYMINUS"},
{KEY_JOY1+20, "JOYPLUS"},
{KEY_JOY1+21, "JOY_1"},
{KEY_JOY1+22, "JOY_2"},
{KEY_JOY1+23, "JOY24"},
{KEY_JOY1+24, "JOY25"},
{KEY_JOY1+25, "JOY26"},
{KEY_JOY1+26, "JOY27"},
{KEY_JOY1+27, "JOY28"},
{KEY_JOY1+28, "JOY29"},
{KEY_JOY1+29, "JOY30"},
{KEY_JOY1+30, "JOY31"},
{KEY_JOY1+31, "JOY32"},
#define NOMOREJOYBTN_1S
#elif defined (_WII)
{KEY_JOY1+0, "JOYA"},
{KEY_JOY1+1, "JOYB"},
{KEY_JOY1+2, "JOY1"},
{KEY_JOY1+3, "JOY2"},
{KEY_JOY1+4, "JOYMINUS"},
{KEY_JOY1+5, "JOYPLUS"},
{KEY_JOY1+6, "JOYHOME"},
{KEY_JOY1+7, "JOYZ"},
{KEY_JOY1+8, "JOYC"},
{KEY_JOY1+9, "JOYA_CC"},
{KEY_JOY1+10, "JOYB_CC"},
{KEY_JOY1+11, "JOYX"},
{KEY_JOY1+12, "JOYY"},
{KEY_JOY1+13, "JOYL"},
{KEY_JOY1+14, "JOYR"},
{KEY_JOY1+15, "JOYZL"},
{KEY_JOY1+16, "JOYZR"},
{KEY_JOY1+17, "JOYMINUS_CC"},
{KEY_JOY1+18, "JOYHPLUS_CC"},
{KEY_JOY1+19, "JOYMHOME_CC"},
#define NOMOREJOYBTN_1S
#else
{KEY_JOY1+0, "JOY1"},
{KEY_JOY1+1, "JOY2"},
{KEY_JOY1+2, "JOY3"},
{KEY_JOY1+3, "JOY4"},
{KEY_JOY1+4, "JOY5"},
{KEY_JOY1+5, "JOY6"},
{KEY_JOY1+6, "JOY7"},
{KEY_JOY1+7, "JOY8"},
{KEY_JOY1+8, "JOY9"},
#endif
#if !defined (_arch_dreamcast) && !defined (NOMOREJOYBTN_1S)
// we use up to 32 buttons in DirectInput
{KEY_JOY1+9, "JOY10"},
{KEY_JOY1+10, "JOY11"},
{KEY_JOY1+11, "JOY12"},
{KEY_JOY1+12, "JOY13"},
{KEY_JOY1+13, "JOY14"},
{KEY_JOY1+14, "JOY15"},
{KEY_JOY1+15, "JOY16"},
{KEY_JOY1+16, "JOY17"},
{KEY_JOY1+17, "JOY18"},
{KEY_JOY1+18, "JOY19"},
{KEY_JOY1+19, "JOY20"},
{KEY_JOY1+20, "JOY21"},
{KEY_JOY1+21, "JOY22"},
{KEY_JOY1+22, "JOY23"},
{KEY_JOY1+23, "JOY24"},
{KEY_JOY1+24, "JOY25"},
{KEY_JOY1+25, "JOY26"},
{KEY_JOY1+26, "JOY27"},
{KEY_JOY1+27, "JOY28"},
{KEY_JOY1+28, "JOY29"},
{KEY_JOY1+29, "JOY30"},
{KEY_JOY1+30, "JOY31"},
{KEY_JOY1+31, "JOY32"},
#endif
// the DOS version uses Allegro's joystick support
{KEY_HAT1+0, "HATUP"},
{KEY_HAT1+1, "HATDOWN"},
{KEY_HAT1+2, "HATLEFT"},
{KEY_HAT1+3, "HATRIGHT"},
#if !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{KEY_HAT1+4, "HATUP2"},
{KEY_HAT1+5, "HATDOWN2"},
{KEY_HAT1+6, "HATLEFT2"},
{KEY_HAT1+7, "HATRIGHT2"},
#ifndef _arch_dreamcast
{KEY_HAT1+8, "HATUP3"},
{KEY_HAT1+9, "HATDOWN3"},
{KEY_HAT1+10, "HATLEFT3"},
{KEY_HAT1+11, "HATRIGHT3"},
{KEY_HAT1+12, "HATUP4"},
{KEY_HAT1+13, "HATDOWN4"},
{KEY_HAT1+14, "HATLEFT4"},
{KEY_HAT1+15, "HATRIGHT4"},
#endif
#endif
{KEY_DBLMOUSE1+0, "DBLMOUSE1"},
{KEY_DBLMOUSE1+1, "DBLMOUSE2"},
{KEY_DBLMOUSE1+2, "DBLMOUSE3"},
#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{KEY_DBLMOUSE1+3, "DBLMOUSE4"},
{KEY_DBLMOUSE1+4, "DBLMOUSE5"},
{KEY_DBLMOUSE1+5, "DBLMOUSE6"},
{KEY_DBLMOUSE1+6, "DBLMOUSE7"},
{KEY_DBLMOUSE1+7, "DBLMOUSE8"},
#endif
{KEY_DBL2MOUSE1+0, "DBLSEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2
{KEY_DBL2MOUSE1+1, "DBLSEC_MOUSE1"},
{KEY_DBL2MOUSE1+2, "DBLSEC_MOUSE3"},
#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{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"},
#endif
#ifdef DC
{KEY_DBLJOY1+0, "DBLJOYC"},
{KEY_DBLJOY1+1, "DBLJOYB"},
{KEY_DBLJOY1+2, "DBLJOYA"},
{KEY_DBLJOY1+3, "DBLJOYS"},
{KEY_DBLJOY1+4, "DBLJOYZ"},
{KEY_DBLJOY1+5, "DBLJOYY"},
{KEY_DBLJOY1+6, "DBLJOYX"},
{KEY_DBLJOY1+7, "DBLJOYD"},
#elif defined (_XBOX)
{KEY_DBLJOY1+0, "DBLJOYA"},
{KEY_DBLJOY1+1, "DBLJOYB"},
{KEY_DBLJOY1+2, "DBLJOYX"},
{KEY_DBLJOY1+3, "DBLJOYY"},
{KEY_DBLJOY1+4, "DBLJOYG"},
{KEY_DBLJOY1+5, "DBLJOYW"},
{KEY_DBLJOY1+6, "DBLJOYL"},
{KEY_DBLJOY1+7, "DBLJOYR"},
{KEY_DBLJOY1+8, "DBLJOYS"},
{KEY_DBLJOY1+9, "DBLJOYN"},
{KEY_DBLJOY1+10,"DBLJOYW"},
{KEY_DBLJOY1+11,"DBLJOYE"},
#define NOMOREJOYBTN_1DBL
#elif defined (_PSP)
{KEY_DBLJOY1+0, "DBLTRIANGLE"},
{KEY_DBLJOY1+1, "DBLCIRCLE" },
{KEY_DBLJOY1+2, "DBLCROSS" },
{KEY_DBLJOY1+3, "DBLSQUARE" },
{KEY_DBLJOY1+4, "DBLLTRIGGER"},
{KEY_DBLJOY1+5, "DBLRTRIGGER"},
{KEY_DBLJOY1+6, "DBLSELECT" },
{KEY_DBLJOY1+7, "DBLSTART" },
{KEY_DBLJOY1+8, "DBLHOME" },
{KEY_DBLJOY1+9, "DBLHOLD" },
#elif defined (GP2X)
{KEY_DBLJOY1+0, "DBLJOYA"},
{KEY_DBLJOY1+1, "DBLJOYY"},
{KEY_DBLJOY1+2, "DBLJOYB"},
{KEY_DBLJOY1+3, "DBLJOYX"},
{KEY_DBLJOY1+4, "DBLJOYL"},
{KEY_DBLJOY1+5, "DBLJOYR"},
{KEY_DBLJOY1+6, "DBLJOYVOLUP"},
{KEY_DBLJOY1+7, "DBLJOYVOLDOWN"},
{KEY_DBLJOY1+8, "DBLJOYSELECT"},
#define NOMOREJOYBTN_1DBL
#elif defined (_NDS)
{KEY_DBLJOY1+0, "DBLJOYA"},
{KEY_DBLJOY1+1, "DBLJOYB"},
{KEY_DBLJOY1+2, "DBLJOYX"},
{KEY_DBLJOY1+3, "DBLJOYY"},
{KEY_DBLJOY1+4, "DBLJOYL"},
{KEY_DBLJOY1+5, "DBLJOYR"},
{KEY_DBLJOY1+6, "DBLJOYSTART"},
{KEY_DBLJOY1+7, "DBLJOYSELECT"},
#define NOMOREJOYBTN_1DBL
#elif defined (WMINPUT)
{KEY_DBLJOY1+0, "DBLJOYB"},
{KEY_DBLJOY1+1, "DBLJOYA"},
{KEY_DBLJOY1+2, "DBLJOYUP"},
{KEY_DBLJOY1+3, "DBLJOYDOWN"},
{KEY_DBLJOY1+4, "DBLJOYLEFT"},
{KEY_DBLJOY1+5, "DBLJOYRIGHT"},
{KEY_DBLJOY1+6, "DBLJOYAA"},
{KEY_DBLJOY1+7, "DBLJOYBB"},
{KEY_DBLJOY1+8, "DBLJOYCC"},
{KEY_DBLJOY1+9, "DBLJOYXX"},
{KEY_DBLJOY1+10, "DBLJOYYY"},
{KEY_DBLJOY1+11, "DBLJOYZZ"},
{KEY_DBLJOY1+12, "DBLJOYL"},
{KEY_DBLJOY1+13, "DBLJOYR"},
{KEY_DBLJOY1+14, "DBLJOYZL"},
{KEY_DBLJOY1+15, "DBLJOYZR"},
{KEY_DBLJOY1+16, "DBLJOYSELECT"},
{KEY_DBLJOY1+17, "DBLJOYSTART"},
{KEY_DBLJOY1+18, "DBLJOYHOME"},
{KEY_DBLJOY1+19, "DBLJOYMINUS"},
{KEY_DBLJOY1+20, "DBLJOYPLUS"},
{KEY_DBLJOY1+21, "DBLJOY_1"},
{KEY_DBLJOY1+22, "DBLJOY_2"},
{KEY_DBLJOY1+23, "DBLJOY24"},
{KEY_DBLJOY1+24, "DBLJOY25"},
{KEY_DBLJOY1+25, "DBLJOY26"},
{KEY_DBLJOY1+26, "DBLJOY27"},
{KEY_DBLJOY1+27, "DBLJOY28"},
{KEY_DBLJOY1+28, "DBLJOY29"},
{KEY_DBLJOY1+29, "DBLJOY30"},
{KEY_DBLJOY1+30, "DBLJOY31"},
{KEY_DBLJOY1+31, "DBLJOY32"},
#define NOMOREJOYBTN_1DBL
#elif defined (_WII)
{KEY_DBLJOY1+0, "DBLJOYA"},
{KEY_DBLJOY1+1, "DBLJOYB"},
{KEY_DBLJOY1+2, "DBLJOY1"},
{KEY_DBLJOY1+3, "DBLJOY2"},
{KEY_DBLJOY1+4, "DBLJOYMINUS"},
{KEY_DBLJOY1+5, "DBLJOYPLUS"},
{KEY_DBLJOY1+6, "DBLJOYHOME"},
{KEY_DBLJOY1+7, "DBLJOYZ"},
{KEY_DBLJOY1+8, "DBLJOYC"},
{KEY_DBLJOY1+9, "DBLJOYA_CC"},
{KEY_DBLJOY1+10, "DBLJOYB_CC"},
{KEY_DBLJOY1+11, "DBLJOYX"},
{KEY_DBLJOY1+12, "DBLJOYY"},
{KEY_DBLJOY1+13, "DBLJOYL"},
{KEY_DBLJOY1+14, "DBLJOYR"},
{KEY_DBLJOY1+15, "DBLJOYZL"},
{KEY_DBLJOY1+16, "DBLJOYZR"},
{KEY_DBLJOY1+17, "DBLJOYMINUS_CC"},
{KEY_DBLJOY1+18, "DBLJOYHPLUS_CC"},
{KEY_DBLJOY1+19, "DBLJOYMHOME_CC"},
#define NOMOREJOYBTN_1DBL
#else
{KEY_DBLJOY1+0, "DBLJOY1"},
{KEY_DBLJOY1+1, "DBLJOY2"},
{KEY_DBLJOY1+2, "DBLJOY3"},
{KEY_DBLJOY1+3, "DBLJOY4"},
{KEY_DBLJOY1+4, "DBLJOY5"},
{KEY_DBLJOY1+5, "DBLJOY6"},
{KEY_DBLJOY1+6, "DBLJOY7"},
{KEY_DBLJOY1+7, "DBLJOY8"},
#endif
#if !defined (_arch_dreamcast) && !defined (NOMOREJOYBTN_1DBL)
{KEY_DBLJOY1+8, "DBLJOY9"},
{KEY_DBLJOY1+9, "DBLJOY10"},
{KEY_DBLJOY1+10, "DBLJOY11"},
{KEY_DBLJOY1+11, "DBLJOY12"},
{KEY_DBLJOY1+12, "DBLJOY13"},
{KEY_DBLJOY1+13, "DBLJOY14"},
{KEY_DBLJOY1+14, "DBLJOY15"},
{KEY_DBLJOY1+15, "DBLJOY16"},
{KEY_DBLJOY1+16, "DBLJOY17"},
{KEY_DBLJOY1+17, "DBLJOY18"},
{KEY_DBLJOY1+18, "DBLJOY19"},
{KEY_DBLJOY1+19, "DBLJOY20"},
{KEY_DBLJOY1+20, "DBLJOY21"},
{KEY_DBLJOY1+21, "DBLJOY22"},
{KEY_DBLJOY1+22, "DBLJOY23"},
{KEY_DBLJOY1+23, "DBLJOY24"},
{KEY_DBLJOY1+24, "DBLJOY25"},
{KEY_DBLJOY1+25, "DBLJOY26"},
{KEY_DBLJOY1+26, "DBLJOY27"},
{KEY_DBLJOY1+27, "DBLJOY28"},
{KEY_DBLJOY1+28, "DBLJOY29"},
{KEY_DBLJOY1+29, "DBLJOY30"},
{KEY_DBLJOY1+30, "DBLJOY31"},
{KEY_DBLJOY1+31, "DBLJOY32"},
#endif
{KEY_DBLHAT1+0, "DBLHATUP"},
{KEY_DBLHAT1+1, "DBLHATDOWN"},
{KEY_DBLHAT1+2, "DBLHATLEFT"},
{KEY_DBLHAT1+3, "DBLHATRIGHT"},
#if !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{KEY_DBLHAT1+4, "DBLHATUP2"},
{KEY_DBLHAT1+5, "DBLHATDOWN2"},
{KEY_DBLHAT1+6, "DBLHATLEFT2"},
{KEY_DBLHAT1+7, "DBLHATRIGHT2"},
#ifndef _arch_dreamcast
{KEY_DBLHAT1+8, "DBLHATUP3"},
{KEY_DBLHAT1+9, "DBLHATDOWN3"},
{KEY_DBLHAT1+10, "DBLHATLEFT3"},
{KEY_DBLHAT1+11, "DBLHATRIGHT3"},
{KEY_DBLHAT1+12, "DBLHATUP4"},
{KEY_DBLHAT1+13, "DBLHATDOWN4"},
{KEY_DBLHAT1+14, "DBLHATLEFT4"},
{KEY_DBLHAT1+15, "DBLHATRIGHT4"},
#endif
#endif
#ifdef DC
{KEY_2JOY1+0, "SEC_JOYC"},
{KEY_2JOY1+1, "SEC_JOYB"},
{KEY_2JOY1+2, "SEC_JOYA"},
{KEY_2JOY1+3, "SEC_JOYS"},
{KEY_2JOY1+4, "SEC_JOYZ"},
{KEY_2JOY1+5, "SEC_JOYY"},
{KEY_2JOY1+6, "SEC_JOYX"},
{KEY_2JOY1+7, "SEC_JOYD"},
#elif defined (_XBOX)
{KEY_2JOY1+0, "SEC_JOYA"},
{KEY_2JOY1+1, "SEC_JOYB"},
{KEY_2JOY1+2, "SEC_JOYX"},
{KEY_2JOY1+3, "SEC_JOYY"},
{KEY_2JOY1+4, "SEC_JOYG"},
{KEY_2JOY1+5, "SEC_JOYW"},
{KEY_2JOY1+6, "SEC_JOYL"},
{KEY_2JOY1+7, "SEC_JOYR"},
{KEY_2JOY1+8, "SEC_JOYS"},
{KEY_2JOY1+9, "SEC_JOYN"},
{KEY_2JOY1+10,"SEC_JOYW"},
{KEY_2JOY1+11,"SEC_JOYE"},
#define NOMOREJOYBTN_2S
#elif defined (_PSP)
{KEY_2JOY1+0, "SEC_TRIANGLE"},
{KEY_2JOY1+1, "SEC_CIRCLE" },
{KEY_2JOY1+2, "SEC_CROSS" },
{KEY_2JOY1+3, "SEC_SQUARE" },
{KEY_2JOY1+4, "SEC_LTRIGGER"},
{KEY_2JOY1+5, "SEC_RTRIGGER"},
{KEY_2JOY1+6, "SEC_SELECT" },
{KEY_2JOY1+7, "SEC_START" },
{KEY_2JOY1+8, "SEC_HOME" },
{KEY_2JOY1+9, "SEC_HOLD" },
#define NOMOREJOYBTN_2S
#elif defined (WMINPUT)
{KEY_2JOY1+0, "SEC_JOYB"},
{KEY_2JOY1+1, "SEC_JOYA"},
{KEY_2JOY1+2, "SEC_JOYUP"},
{KEY_2JOY1+3, "SEC_JOYDOWN"},
{KEY_2JOY1+4, "SEC_JOYLEFT"},
{KEY_2JOY1+5, "SEC_JOYRIGHT"},
{KEY_2JOY1+6, "SEC_JOYAA"},
{KEY_2JOY1+7, "SEC_JOYBB"},
{KEY_2JOY1+8, "SEC_JOYCC"},
{KEY_2JOY1+9, "SEC_JOYXX"},
{KEY_2JOY1+10, "SEC_JOYYY"},
{KEY_2JOY1+11, "SEC_JOYZZ"},
{KEY_2JOY1+12, "SEC_JOYL"},
{KEY_2JOY1+13, "SEC_JOYR"},
{KEY_2JOY1+14, "SEC_JOYZL"},
{KEY_2JOY1+15, "SEC_JOYZR"},
{KEY_2JOY1+16, "SEC_JOYSELECT"},
{KEY_2JOY1+17, "SEC_JOYSTART"},
{KEY_2JOY1+18, "SEC_JOYHOME"},
{KEY_2JOY1+19, "SEC_JOYMINUS"},
{KEY_2JOY1+20, "SEC_JOYPLUS"},
{KEY_2JOY1+21, "SEC_JOY_1"},
{KEY_2JOY1+22, "SEC_JOY_2"},
{KEY_2JOY1+23, "SEC_JOY24"},
{KEY_2JOY1+24, "SEC_JOY25"},
{KEY_2JOY1+25, "SEC_JOY26"},
{KEY_2JOY1+26, "SEC_JOY27"},
{KEY_2JOY1+27, "SEC_JOY28"},
{KEY_2JOY1+28, "SEC_JOY29"},
{KEY_2JOY1+29, "SEC_JOY30"},
{KEY_2JOY1+30, "SEC_JOY31"},
{KEY_2JOY1+31, "SEC_JOY32"},
#define NOMOREJOYBTN_2S
#elif defined (_WII)
{KEY_2JOY1+0, "SEC_JOYA"},
{KEY_2JOY1+1, "SEC_JOYB"},
{KEY_2JOY1+2, "SEC_JOY1"},
{KEY_2JOY1+3, "SEC_JOY2"},
{KEY_2JOY1+4, "SEC_JOYMINUS"},
{KEY_2JOY1+5, "SEC_JOYPLUS"},
{KEY_2JOY1+6, "SEC_JOYHOME"},
{KEY_2JOY1+7, "SEC_JOYZ"},
{KEY_2JOY1+8, "SEC_JOYC"},
{KEY_2JOY1+9, "SEC_JOYA_CC"},
{KEY_2JOY1+10, "SEC_JOYB_CC"},
{KEY_2JOY1+11, "SEC_JOYX"},
{KEY_2JOY1+12, "SEC_JOYY"},
{KEY_2JOY1+13, "SEC_JOYL"},
{KEY_2JOY1+14, "SEC_JOYR"},
{KEY_2JOY1+15, "SEC_JOYZL"},
{KEY_2JOY1+16, "SEC_JOYZR"},
{KEY_2JOY1+17, "SEC_JOYMINUS_CC"},
{KEY_2JOY1+18, "SEC_JOYHPLUS_CC"},
{KEY_2JOY1+19, "SEC_JOYMHOME_CC"},
#define NOMOREJOYBTN_2S
#else
{KEY_2JOY1+0, "SEC_JOY1"},
{KEY_2JOY1+1, "SEC_JOY2"},
{KEY_2JOY1+2, "SEC_JOY3"},
{KEY_2JOY1+3, "SEC_JOY4"},
{KEY_2JOY1+4, "SEC_JOY5"},
{KEY_2JOY1+5, "SEC_JOY6"},
{KEY_2JOY1+6, "SEC_JOY7"},
{KEY_2JOY1+7, "SEC_JOY8"},
#endif
#if !defined (_arch_dreamcast) && !defined (NOMOREJOYBTN_2S)
// we use up to 32 buttons in DirectInput
{KEY_2JOY1+8, "SEC_JOY9"},
{KEY_2JOY1+9, "SEC_JOY10"},
{KEY_2JOY1+10, "SEC_JOY11"},
{KEY_2JOY1+11, "SEC_JOY12"},
{KEY_2JOY1+12, "SEC_JOY13"},
{KEY_2JOY1+13, "SEC_JOY14"},
{KEY_2JOY1+14, "SEC_JOY15"},
{KEY_2JOY1+15, "SEC_JOY16"},
{KEY_2JOY1+16, "SEC_JOY17"},
{KEY_2JOY1+17, "SEC_JOY18"},
{KEY_2JOY1+18, "SEC_JOY19"},
{KEY_2JOY1+19, "SEC_JOY20"},
{KEY_2JOY1+20, "SEC_JOY21"},
{KEY_2JOY1+21, "SEC_JOY22"},
{KEY_2JOY1+22, "SEC_JOY23"},
{KEY_2JOY1+23, "SEC_JOY24"},
{KEY_2JOY1+24, "SEC_JOY25"},
{KEY_2JOY1+25, "SEC_JOY26"},
{KEY_2JOY1+26, "SEC_JOY27"},
{KEY_2JOY1+27, "SEC_JOY28"},
{KEY_2JOY1+28, "SEC_JOY29"},
{KEY_2JOY1+29, "SEC_JOY30"},
{KEY_2JOY1+30, "SEC_JOY31"},
{KEY_2JOY1+31, "SEC_JOY32"},
#endif
// the DOS version uses Allegro's joystick support
{KEY_2HAT1+0, "SEC_HATUP"},
{KEY_2HAT1+1, "SEC_HATDOWN"},
{KEY_2HAT1+2, "SEC_HATLEFT"},
{KEY_2HAT1+3, "SEC_HATRIGHT"},
#if !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{KEY_2HAT1+4, "SEC_HATUP2"},
{KEY_2HAT1+5, "SEC_HATDOWN2"},
{KEY_2HAT1+6, "SEC_HATLEFT2"},
{KEY_2HAT1+7, "SEC_HATRIGHT2"},
#ifndef _arch_dreamcast
{KEY_2HAT1+8, "SEC_HATUP3"},
{KEY_2HAT1+9, "SEC_HATDOWN3"},
{KEY_2HAT1+10, "SEC_HATLEFT3"},
{KEY_2HAT1+11, "SEC_HATRIGHT3"},
{KEY_2HAT1+12, "SEC_HATUP4"},
{KEY_2HAT1+13, "SEC_HATDOWN4"},
{KEY_2HAT1+14, "SEC_HATLEFT4"},
{KEY_2HAT1+15, "SEC_HATRIGHT4"},
#endif
#endif
#ifdef DC
{KEY_DBL2JOY1+0, "DBLSEC_JOYC"},
{KEY_DBL2JOY1+1, "DBLSEC_JOYB"},
{KEY_DBL2JOY1+2, "DBLSEC_JOYA"},
{KEY_DBL2JOY1+3, "DBLSEC_JOYS"},
{KEY_DBL2JOY1+4, "DBLSEC_JOYZ"},
{KEY_DBL2JOY1+5, "DBLSEC_JOYY"},
{KEY_DBL2JOY1+6, "DBLSEC_JOYX"},
{KEY_DBL2JOY1+7, "DBLSEC_JOYD"},
#elif defined (_XBOX)
{KEY_DBL2JOY1+0, "DBLSEC_JOYA"},
{KEY_DBL2JOY1+1, "DBLSEC_JOYB"},
{KEY_DBL2JOY1+2, "DBLSEC_JOYX"},
{KEY_DBL2JOY1+3, "DBLSEC_JOYY"},
{KEY_DBL2JOY1+4, "DBLSEC_JOYG"},
{KEY_DBL2JOY1+5, "DBLSEC_JOYW"},
{KEY_DBL2JOY1+6, "DBLSEC_JOYL"},
{KEY_DBL2JOY1+7, "DBLSEC_JOYR"},
{KEY_DBL2JOY1+8, "DBLSEC_JOYS"},
{KEY_DBL2JOY1+9, "DBLSEC_JOYN"},
{KEY_DBL2JOY1+10,"DBLSEC_JOYW"},
{KEY_DBL2JOY1+11,"DBLSEC_JOYE"},
#define NOMOREJOYBTN_2DBL
#elif defined (_PSP)
{KEY_DBL2JOY1+0, "DBLSEC_TRIANGLE"},
{KEY_DBL2JOY1+1, "DBLSEC_CIRCLE" },
{KEY_DBL2JOY1+2, "DBLSEC_CROSS" },
{KEY_DBL2JOY1+3, "DBLSEC_SQUARE" },
{KEY_DBL2JOY1+4, "DBLSEC_LTRIGGER"},
{KEY_DBL2JOY1+5, "DBLSEC_RTRIGGER"},
{KEY_DBL2JOY1+6, "DBLSEC_SELECT" },
{KEY_DBL2JOY1+7, "DBLSEC_START" },
{KEY_DBL2JOY1+8, "DBLSEC_HOME" },
{KEY_DBL2JOY1+9, "DBLSEC_HOLD" },
#define NOMOREJOYBTN_2DBL
#elif defined (WMINPUT)
{KEY_DBL2JOY1+0, "DBLSEC_JOYB"},
{KEY_DBL2JOY1+1, "DBLSEC_JOYA"},
{KEY_DBL2JOY1+2, "DBLSEC_JOYUP"},
{KEY_DBL2JOY1+3, "DBLSEC_JOYDOWN"},
{KEY_DBL2JOY1+4, "DBLSEC_JOYLEFT"},
{KEY_DBL2JOY1+5, "DBLSEC_JOYRIGHT"},
{KEY_DBL2JOY1+6, "DBLSEC_JOYAA"},
{KEY_DBL2JOY1+7, "DBLSEC_JOYBB"},
{KEY_DBL2JOY1+8, "DBLSEC_JOYCC"},
{KEY_DBL2JOY1+9, "DBLSEC_JOYXX"},
{KEY_DBL2JOY1+10, "DBLSEC_JOYYY"},
{KEY_DBL2JOY1+11, "DBLSEC_JOYZZ"},
{KEY_DBL2JOY1+12, "DBLSEC_JOYL"},
{KEY_DBL2JOY1+13, "DBLSEC_JOYR"},
{KEY_DBL2JOY1+14, "DBLSEC_JOYZL"},
{KEY_DBL2JOY1+15, "DBLSEC_JOYZR"},
{KEY_DBL2JOY1+16, "DBLSEC_JOYSELECT"},
{KEY_DBL2JOY1+17, "DBLSEC_JOYSTART"},
{KEY_DBL2JOY1+18, "DBLSEC_JOYHOME"},
{KEY_DBL2JOY1+19, "DBLSEC_JOYMINUS"},
{KEY_DBL2JOY1+20, "DBLSEC_JOYPLUS"},
{KEY_DBL2JOY1+21, "DBLSEC_JOY_1"},
{KEY_DBL2JOY1+22, "DBLSEC_JOY_2"},
{KEY_DBL2JOY1+23, "DBLSEC_JOY24"},
{KEY_DBL2JOY1+24, "DBLSEC_JOY25"},
{KEY_DBL2JOY1+25, "DBLSEC_JOY26"},
{KEY_DBL2JOY1+26, "DBLSEC_JOY27"},
{KEY_DBL2JOY1+27, "DBLSEC_JOY28"},
{KEY_DBL2JOY1+28, "DBLSEC_JOY29"},
{KEY_DBL2JOY1+29, "DBLSEC_JOY30"},
{KEY_DBL2JOY1+30, "DBLSEC_JOY31"},
{KEY_DBL2JOY1+31, "DBLSEC_JOY32"},
#define NOMOREJOYBTN_2SDBL
#elif defined (_WII)
{KEY_DBL2JOY1+0, "DBLSEC_JOYA"},
{KEY_DBL2JOY1+1, "DBLSEC_JOYB"},
{KEY_DBL2JOY1+2, "DBLSEC_JOY1"},
{KEY_DBL2JOY1+3, "DBLSEC_JOY2"},
{KEY_DBL2JOY1+4, "DBLSEC_JOYMINUS"},
{KEY_DBL2JOY1+5, "DBLSEC_JOYPLUS"},
{KEY_DBL2JOY1+6, "DBLSEC_JOYHOME"},
{KEY_DBL2JOY1+7, "DBLSEC_JOYZ"},
{KEY_DBL2JOY1+8, "DBLSEC_JOYC"},
{KEY_DBL2JOY1+9, "DBLSEC_JOYA_CC"},
{KEY_DBL2JOY1+10, "DBLSEC_JOYB_CC"},
{KEY_DBL2JOY1+11, "DBLSEC_JOYX"},
{KEY_DBL2JOY1+12, "DBLSEC_JOYY"},
{KEY_DBL2JOY1+13, "DBLSEC_JOYL"},
{KEY_DBL2JOY1+14, "DBLSEC_JOYR"},
{KEY_DBL2JOY1+15, "DBLSEC_JOYZL"},
{KEY_DBL2JOY1+16, "DBLSEC_JOYZR"},
{KEY_DBL2JOY1+17, "DBLSEC_JOYMINUS_CC"},
{KEY_DBL2JOY1+18, "DBLSEC_JOYHPLUS_CC"},
{KEY_DBL2JOY1+19, "DBLSEC_JOYMHOME_CC"},
#define NOMOREJOYBTN_2DBL
#else
{KEY_DBL2JOY1+0, "DBLSEC_JOY1"},
{KEY_DBL2JOY1+1, "DBLSEC_JOY2"},
{KEY_DBL2JOY1+2, "DBLSEC_JOY3"},
{KEY_DBL2JOY1+3, "DBLSEC_JOY4"},
{KEY_DBL2JOY1+4, "DBLSEC_JOY5"},
{KEY_DBL2JOY1+5, "DBLSEC_JOY6"},
{KEY_DBL2JOY1+6, "DBLSEC_JOY7"},
{KEY_DBL2JOY1+7, "DBLSEC_JOY8"},
#endif
#if !defined (_arch_dreamcast) && !defined (NOMOREJOYBTN_2DBL)
{KEY_DBL2JOY1+8, "DBLSEC_JOY9"},
{KEY_DBL2JOY1+9, "DBLSEC_JOY10"},
{KEY_DBL2JOY1+10, "DBLSEC_JOY11"},
{KEY_DBL2JOY1+11, "DBLSEC_JOY12"},
{KEY_DBL2JOY1+12, "DBLSEC_JOY13"},
{KEY_DBL2JOY1+13, "DBLSEC_JOY14"},
{KEY_DBL2JOY1+14, "DBLSEC_JOY15"},
{KEY_DBL2JOY1+15, "DBLSEC_JOY16"},
{KEY_DBL2JOY1+16, "DBLSEC_JOY17"},
{KEY_DBL2JOY1+17, "DBLSEC_JOY18"},
{KEY_DBL2JOY1+18, "DBLSEC_JOY19"},
{KEY_DBL2JOY1+19, "DBLSEC_JOY20"},
{KEY_DBL2JOY1+20, "DBLSEC_JOY21"},
{KEY_DBL2JOY1+21, "DBLSEC_JOY22"},
{KEY_DBL2JOY1+22, "DBLSEC_JOY23"},
{KEY_DBL2JOY1+23, "DBLSEC_JOY24"},
{KEY_DBL2JOY1+24, "DBLSEC_JOY25"},
{KEY_DBL2JOY1+25, "DBLSEC_JOY26"},
{KEY_DBL2JOY1+26, "DBLSEC_JOY27"},
{KEY_DBL2JOY1+27, "DBLSEC_JOY28"},
{KEY_DBL2JOY1+28, "DBLSEC_JOY29"},
{KEY_DBL2JOY1+29, "DBLSEC_JOY30"},
{KEY_DBL2JOY1+30, "DBLSEC_JOY31"},
{KEY_DBL2JOY1+31, "DBLSEC_JOY32"},
#endif
{KEY_DBL2HAT1+0, "DBLSEC_HATUP"},
{KEY_DBL2HAT1+1, "DBLSEC_HATDOWN"},
{KEY_DBL2HAT1+2, "DBLSEC_HATLEFT"},
{KEY_DBL2HAT1+3, "DBLSEC_HATRIGHT"},
#if !defined (_XBOX) && !defined (_PSP) && !defined (_WII)
{KEY_DBL2HAT1+4, "DBLSEC_HATUP2"},
{KEY_DBL2HAT1+5, "DBLSEC_HATDOWN2"},
{KEY_DBL2HAT1+6, "DBLSEC_HATLEFT2"},
{KEY_DBL2HAT1+7, "DBLSEC_HATRIGHT2"},
#ifndef _arch_dreamcast
{KEY_DBL2HAT1+8, "DBLSEC_HATUP3"},
{KEY_DBL2HAT1+9, "DBLSEC_HATDOWN3"},
{KEY_DBL2HAT1+10, "DBLSEC_HATLEFT3"},
{KEY_DBL2HAT1+11, "DBLSEC_HATRIGHT3"},
{KEY_DBL2HAT1+12, "DBLSEC_HATUP4"},
{KEY_DBL2HAT1+13, "DBLSEC_HATDOWN4"},
{KEY_DBL2HAT1+14, "DBLSEC_HATLEFT4"},
{KEY_DBL2HAT1+15, "DBLSEC_HATRIGHT4"},
#endif
#endif
};
static const char *gamecontrolname[num_gamecontrols] =
{
"nothing", // a key/button mapped to gc_null has no effect
"forward",
"backward",
"strafeleft",
"straferight",
"turnleft",
"turnright",
"weaponnext",
"weaponprev",
"weapon1",
"weapon2",
"weapon3",
"weapon4",
"weapon5",
"weapon6",
"weapon7",
"weapon8",
"weapon9",
"weapon10",
"fire",
"firenormal",
"tossflag",
"use",
"camtoggle",
"camleft",
"camright",
"camreset",
"lookup",
"lookdown",
"centerview",
"mouseaiming",
"talkkey",
"teamtalkkey",
"scores",
"jump",
"console",
"pause",
"systemmenu",
"screenshot",
"recordgif",
"viewpoint",
"custom1",
"custom2",
"custom3",
};
#define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t))
//
// 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;
}
//
// Returns the name of a key (or virtual key for mouse and joy)
// the input value being an keynum
//
const char *G_KeynumToString(INT32 keynum)
{
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
sprintf(keynamestr, "KEY%d", keynum);
return keynamestr;
}
INT32 G_KeyStringtoNum(const char *keystr)
{
UINT32 j;
if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z')
return keystr[0];
if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9')
return atoi(&keystr[3]);
for (j = 0; j < NUMKEYNAMES; j++)
if (!stricmp(keynames[j].name, keystr))
return keynames[j].keynum;
return 0;
}
#ifdef DC
void G_Controldefault(void)
{
gamecontrol[gc_forward ][0] = KEY_HAT1+0; //Up
gamecontrol[gc_forward ][1] = KEY_UPARROW;
gamecontrol[gc_backward ][0] = KEY_HAT1+1; //Down
gamecontrol[gc_backward ][1] = KEY_DOWNARROW;
//gamecontrol[gc_straferight][0] = '[';
//gamecontrol[gc_strafeleft ][0] = ']';
gamecontrol[gc_turnleft ][0] = KEY_HAT1+2; //Left
gamecontrol[gc_turnleft ][1] = KEY_LEFTARROW;
gamecontrol[gc_turnright ][0] = KEY_HAT1+3; //Right
gamecontrol[gc_turnright ][1] = KEY_RIGHTARROW;
gamecontrol[gc_weaponnext ][0] = ']';
gamecontrol[gc_weaponprev ][0] = '[';
gamecontrol[gc_fire ][0] = KEY_JOY1+6; //X
gamecontrol[gc_fire ][1] = KEY_RCTRL;
gamecontrol[gc_firenormal ][0] = KEY_JOY1+5; //Y
gamecontrol[gc_firenormal ][1] = ';';
gamecontrol[gc_tossflag ][0] = '\'';
gamecontrol[gc_use ][0] = KEY_JOY1+1; //B
gamecontrol[gc_use ][1] = '.';
gamecontrol[gc_camtoggle ][1] = ',';
gamecontrol[gc_camleft ][0] = 'o';
gamecontrol[gc_camright ][0] = 'p';
gamecontrol[gc_camreset ][0] = 'c';
gamecontrol[gc_lookup ][0] = KEY_PGUP;
gamecontrol[gc_lookdown ][0] = KEY_PGDN;
gamecontrol[gc_centerview ][0] = KEY_END;
gamecontrol[gc_mouseaiming][0] = 's';
gamecontrol[gc_talkkey ][0] = 't';
gamecontrol[gc_teamkey ][0] = 'y';
gamecontrol[gc_scores ][0] = KEY_TAB;
gamecontrol[gc_jump ][0] = KEY_JOY1+2; //A
gamecontrol[gc_jump ][1] = '/';
gamecontrol[gc_console ][0] = KEY_CONSOLE;
gamecontrol[gc_console ][1] = KEY_F5;
//gamecontrolbis
gamecontrolbis[gc_forward ][0] = KEY_2HAT1+0;
gamecontrolbis[gc_forward ][1] = 'w';
gamecontrolbis[gc_backward ][0] = KEY_2HAT1+1;
gamecontrolbis[gc_backward ][1] = 's';
gamecontrolbis[gc_turnleft ][0] = KEY_2HAT1+2;
gamecontrolbis[gc_turnleft ][1] = 'a';
gamecontrolbis[gc_turnright ][0] = KEY_2HAT1+3;
gamecontrolbis[gc_turnright ][1] = 'd';
gamecontrolbis[gc_weaponnext][0] = 't';
gamecontrolbis[gc_weaponprev][0] = 'r';
gamecontrolbis[gc_fire ][0] = KEY_2JOY1+6; //X
gamecontrolbis[gc_firenormal][0] = KEY_2JOY1+5; //Y
gamecontrolbis[gc_use ][0] = KEY_2JOY1+1; //B
gamecontrolbis[gc_jump ][0] = KEY_2JOY1+2; //A
//gamecontrolbis[gc_straferight][0] = 'x';
//gamecontrolbis[gc_strafeleft ][0] = 'z';
}
#elif defined (_PSP)
void G_Controldefault(void)
{
gamecontrol[gc_forward ][0] = KEY_HAT1+0; // Up
gamecontrol[gc_backward ][0] = KEY_HAT1+1; // Down
gamecontrol[gc_turnleft ][0] = KEY_HAT1+2; // Left
gamecontrol[gc_turnright ][0] = KEY_HAT1+3; // Right
gamecontrol[gc_strafeleft ][0] = KEY_JOY1+4; // L
gamecontrol[gc_straferight][0] = KEY_JOY1+5; // R
gamecontrol[gc_tossflag ][0] = KEY_JOY1+0; // Triangle
gamecontrol[gc_use ][0] = KEY_JOY1+1; // Circle
gamecontrol[gc_camtoggle ][0] = KEY_JOY1+6; // Select
gamecontrol[gc_camreset ][0] = KEY_JOY1+3; // Square
gamecontrol[gc_centerview ][0] = KEY_JOY1+9; // Hold
gamecontrol[gc_pause ][0] = KEY_JOY1+8; // Start
gamecontrol[gc_jump ][0] = KEY_JOY1+2; // Cross
}
#elif defined (GP2X)
void G_Controldefault(void)
{
gamecontrol[gc_fire ][0] = KEY_JOY1+0; //A
gamecontrol[gc_forward ][0] = KEY_JOY1+1; //Y
gamecontrol[gc_jump ][0] = KEY_JOY1+2; //B
gamecontrol[gc_use ][0] = KEY_JOY1+3; //X
gamecontrol[gc_strafeleft ][0] = KEY_JOY1+4; //L
gamecontrol[gc_straferight][0] = KEY_JOY1+5; //R
gamecontrol[gc_lookup ][0] = KEY_JOY1+6; //U
gamecontrol[gc_lookdown ][0] = KEY_JOY1+7; //D
gamecontrol[gc_pause ][0] = KEY_JOY1+8; //S
}
#elif defined (_NDS)
void G_Controldefault(void)
{
gamecontrol[gc_fire ][0] = KEY_JOY1+2; //X
gamecontrol[gc_forward ][0] = KEY_UPARROW;
gamecontrol[gc_backward ][0] = KEY_DOWNARROW;
gamecontrol[gc_jump ][0] = KEY_JOY1+0; //A
gamecontrol[gc_use ][0] = KEY_JOY1+3; //Y
gamecontrol[gc_strafeleft ][0] = KEY_JOY1+4; //L
gamecontrol[gc_straferight][0] = KEY_JOY1+5; //R
gamecontrol[gc_turnleft ][0] = KEY_LEFTARROW;
gamecontrol[gc_turnright ][0] = KEY_RIGHTARROW;
gamecontrol[gc_pause ][0] = KEY_JOY1+6; //Start
gamecontrol[gc_weaponnext ][0] = KEY_JOY1+7; //Select
}
#else
void G_Controldefault(void)
{
gamecontrol[gc_forward ][0] = 'w';
gamecontrol[gc_backward ][0] = 's';
gamecontrol[gc_strafeleft ][0] = 'a';
gamecontrol[gc_straferight][0] = 'd';
gamecontrol[gc_turnleft ][0] = KEY_LEFTARROW;
gamecontrol[gc_turnright ][0] = KEY_RIGHTARROW;
gamecontrol[gc_weaponnext ][0] = 'e';
gamecontrol[gc_weaponprev ][0] = 'q';
gamecontrol[gc_wepslot1 ][0] = '1';
gamecontrol[gc_wepslot2 ][0] = '2';
gamecontrol[gc_wepslot3 ][0] = '3';
gamecontrol[gc_wepslot4 ][0] = '4';
gamecontrol[gc_wepslot5 ][0] = '5';
gamecontrol[gc_wepslot6 ][0] = '6';
gamecontrol[gc_wepslot7 ][0] = '7';
gamecontrol[gc_wepslot8 ][0] = '8';
gamecontrol[gc_wepslot9 ][0] = '9';
gamecontrol[gc_wepslot10 ][0] = '0';
gamecontrol[gc_fire ][0] = KEY_RCTRL;
gamecontrol[gc_fire ][1] = KEY_MOUSE1+0;
gamecontrol[gc_firenormal ][0] = 'c';
gamecontrol[gc_tossflag ][0] = '\'';
gamecontrol[gc_use ][0] = KEY_LSHIFT;
gamecontrol[gc_camtoggle ][0] = 'v';
gamecontrol[gc_camleft ][0] = '[';
gamecontrol[gc_camright ][0] = ']';
gamecontrol[gc_camreset ][0] = 'r';
gamecontrol[gc_lookup ][0] = KEY_UPARROW;
gamecontrol[gc_lookdown ][0] = KEY_DOWNARROW;
gamecontrol[gc_centerview ][0] = KEY_END;
gamecontrol[gc_centerview ][1] = KEY_JOY1+9; // Right Stick
gamecontrol[gc_talkkey ][0] = 't';
gamecontrol[gc_teamkey ][0] = 'y';
gamecontrol[gc_scores ][0] = KEY_TAB;
gamecontrol[gc_jump ][0] = KEY_SPACE;
gamecontrol[gc_console ][0] = KEY_CONSOLE;
gamecontrol[gc_pause ][0] = 'p';
gamecontrol[gc_screenshot ][0] = KEY_F8;
gamecontrol[gc_recordgif ][0] = KEY_F9;
gamecontrol[gc_viewpoint ][0] = KEY_F12;
gamecontrol[gc_systemmenu ][0] = KEY_JOY1+7; // Start
gamecontrolbis[gc_weaponnext][0] = KEY_2JOY1+1; // B
gamecontrolbis[gc_weaponprev][0] = KEY_2JOY1+2; // X
gamecontrolbis[gc_tossflag ][0] = KEY_2JOY1+0; // A
gamecontrolbis[gc_use ][0] = KEY_2JOY1+4; // LB
gamecontrolbis[gc_camreset ][0] = KEY_2JOY1+3; // Y
gamecontrolbis[gc_centerview][0] = KEY_2JOY1+9; // Right Stick
gamecontrolbis[gc_jump ][0] = KEY_2JOY1+5; // RB
//gamecontrolbis[gc_pause ][0] = KEY_2JOY1+6; // Back
//gamecontrolbis[gc_systemmenu][0] = KEY_2JOY1+7; // Start
gamecontrolbis[gc_camtoggle ][0] = KEY_2HAT1+0; // D-Pad Up
gamecontrolbis[gc_screenshot][0] = KEY_2HAT1+1; // D-Pad Down
//gamecontrolbis[gc_talkkey ][0] = KEY_2HAT1+2; // D-Pad Left
//gamecontrolbis[gc_scores ][0] = KEY_2HAT1+3; // D-Pad Right
#ifdef WMINPUT
gamecontrol[gc_forward ][0] = KEY_JOY1+02; //UP
gamecontrol[gc_backward ][0] = KEY_JOY1+03; //DOWN
gamecontrol[gc_turnleft ][0] = KEY_JOY1+04; //LEFT
gamecontrol[gc_turnright ][0] = KEY_JOY1+05; //RIGHT
gamecontrol[gc_weaponnext ][0] = KEY_JOY1+10; //y
gamecontrol[gc_weaponprev ][0] = KEY_JOY1+9; //x
gamecontrol[gc_fire ][0] = KEY_JOY1+12; //L
gamecontrol[gc_firenormal ][0] = KEY_JOY1+13; //R
gamecontrol[gc_use ][0] = KEY_JOY1+00; //B
gamecontrol[gc_use ][1] = KEY_JOY1+07; //b
gamecontrol[gc_jump ][0] = KEY_JOY1+01; //A
gamecontrol[gc_jump ][1] = KEY_JOY1+06; //a
gamecontrol[gc_pause ][0] = KEY_JOY1+18; //Home
gamecontrolbis[gc_forward ][0] = KEY_2JOY1+02; //UP
gamecontrolbis[gc_backward ][0] = KEY_2JOY1+03; //DOWN
gamecontrolbis[gc_turnleft ][0] = KEY_2JOY1+04; //LEFT
gamecontrolbis[gc_turnright ][0] = KEY_2JOY1+05; //RIGHT
gamecontrolbis[gc_weaponnext ][0] = KEY_2JOY1+10; //y
gamecontrolbis[gc_weaponprev ][0] = KEY_2JOY1+9; //x
gamecontrolbis[gc_fire ][0] = KEY_2JOY1+12; //L
gamecontrolbis[gc_firenormal ][0] = KEY_2JOY1+13; //R
gamecontrolbis[gc_use ][0] = KEY_2JOY1+00; //B
gamecontrolbis[gc_use ][1] = KEY_2JOY1+07; //b
gamecontrolbis[gc_jump ][0] = KEY_2JOY1+01; //A
gamecontrolbis[gc_jump ][1] = KEY_2JOY1+06; //a
gamecontrolbis[gc_pause ][0] = KEY_2JOY1+18; //Home
#endif
#ifdef _WII
gamecontrol[gc_forward ][1] = KEY_HAT1+00; //UP
gamecontrol[gc_backward ][1] = KEY_HAT1+01; //DOWN
gamecontrol[gc_straferight][1] = KEY_JOY1+16; //ZR
gamecontrol[gc_strafeleft ][1] = KEY_JOY1+15; //ZL
gamecontrol[gc_turnleft ][1] = KEY_HAT1+02; //LEFT
gamecontrol[gc_turnright ][1] = KEY_HAT1+03; //RIGHT
gamecontrol[gc_weaponnext ][1] = KEY_JOY1+11; //x
gamecontrol[gc_fire ][0] = KEY_JOY1+12; //y
gamecontrol[gc_fire ][1] = KEY_JOY1+01; //B
gamecontrol[gc_firenormal ][0] = KEY_JOY1+13; //L
gamecontrol[gc_firenormal ][1] = KEY_JOY1+00; //A
gamecontrol[gc_tossflag ][1] = KEY_JOY1+17; //Plus CC
gamecontrol[gc_use ][0] = KEY_JOY1+9; //a
gamecontrol[gc_use ][1] = KEY_JOY1+02; //1
gamecontrol[gc_centerview ][1] = KEY_JOY1+14; //R
gamecontrol[gc_scores ][0] = KEY_JOY1+04; //Minus
gamecontrol[gc_scores ][1] = KEY_JOY1+18; //Minus
gamecontrol[gc_jump ][0] = KEY_JOY1+10; //b
gamecontrol[gc_jump ][1] = KEY_JOY1+3; //2
gamecontrol[gc_pause ][0] = KEY_JOY1+06; //Home
gamecontrol[gc_pause ][1] = KEY_JOY1+19; //Home
gamecontrolbis[gc_forward ][1] = KEY_2HAT1+00; //UP
gamecontrolbis[gc_backward ][1] = KEY_2HAT1+01; //DOWN
gamecontrolbis[gc_straferight][1] = KEY_2JOY1+16; //ZR
gamecontrolbis[gc_strafeleft ][1] = KEY_2JOY1+15; //ZL
gamecontrolbis[gc_turnleft ][1] = KEY_2HAT1+02; //LEFT
gamecontrolbis[gc_turnright ][1] = KEY_2HAT1+03; //RIGHT
gamecontrolbis[gc_weaponnext ][1] = KEY_2JOY1+11; //x
gamecontrolbis[gc_fire ][0] = KEY_2JOY1+12; //y
gamecontrolbis[gc_fire ][1] = KEY_2JOY1+01; //B
gamecontrolbis[gc_firenormal ][0] = KEY_2JOY1+13; //L
gamecontrolbis[gc_firenormal ][1] = KEY_2JOY1+00; //A
gamecontrolbis[gc_tossflag ][1] = KEY_2JOY1+17; //Plus CC
gamecontrolbis[gc_use ][0] = KEY_2JOY1+9; //a
gamecontrolbis[gc_use ][1] = KEY_2JOY1+02; //1
gamecontrolbis[gc_centerview ][1] = KEY_2JOY1+14; //R
gamecontrolbis[gc_scores ][0] = KEY_2JOY1+04; //Minus
gamecontrolbis[gc_scores ][1] = KEY_2JOY1+18; //Minus
gamecontrolbis[gc_jump ][0] = KEY_2JOY1+10; //b
gamecontrolbis[gc_jump ][1] = KEY_2JOY1+3; //2
gamecontrolbis[gc_pause ][0] = KEY_2JOY1+06; //Home
gamecontrolbis[gc_pause ][1] = KEY_2JOY1+19; //Home
#endif
}
#endif
void G_SaveKeySetting(FILE *f)
{
INT32 i;
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(gamecontrol[i][0]));
if (gamecontrol[i][1])
fprintf(f, " \"%s\"\n", G_KeynumToString(gamecontrol[i][1]));
else
fprintf(f, "\n");
}
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol2 \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(gamecontrolbis[i][0]));
if (gamecontrolbis[i][1])
fprintf(f, " \"%s\"\n", G_KeynumToString(gamecontrolbis[i][1]));
else
fprintf(f, "\n");
}
}
INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify)
{
INT32 result = gc_null;
if (cv_controlperkey.value == 1)
{
INT32 i;
for (i = 0; i < num_gamecontrols; i++)
{
if (gamecontrol[i][0] == keynum)
{
result = i;
if (modify) gamecontrol[i][0] = KEY_NULL;
}
if (gamecontrol[i][1] == keynum)
{
result = i;
if (modify) gamecontrol[i][1] = KEY_NULL;
}
if (gamecontrolbis[i][0] == keynum)
{
result = i;
if (modify) gamecontrolbis[i][0] = KEY_NULL;
}
if (gamecontrolbis[i][1] == keynum)
{
result = i;
if (modify) gamecontrolbis[i][1] = KEY_NULL;
}
if (result && !modify)
return result;
}
}
return result;
}
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 !defined (DC) && !defined (_PSP) && !defined (GP2X) && !defined (_NDS) && !defined(WMINPUT) && !defined(_WII)
if (GETMAJOREXECVERSION(cv_execversion.value) < 27 && ( // v2.1.22
numctrl == gc_weaponnext || numctrl == gc_weaponprev || numctrl == gc_tossflag ||
numctrl == gc_use || 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
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;
}
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;
}
}
// 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;
}
#endif
// All's good, so pass the keynum as-is
if (keyidx == 1)
return *keynum2;
else //if (keyidx == 0)
return *keynum1;
}
static void setcontrol(INT32 (*gc)[2])
{
INT32 numctrl;
const char *namectrl;
INT32 keynum, keynum1, keynum2;
INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0);
boolean nestedoverride = false;
namectrl = COM_Argv(1);
for (numctrl = 0; numctrl < num_gamecontrols && stricmp(namectrl, gamecontrolname[numctrl]);
numctrl++)
;
if (numctrl == num_gamecontrols)
{
CONS_Printf(M_GetText("Control '%s' unknown\n"), namectrl);
return;
}
keynum1 = G_KeyStringtoNum(COM_Argv(2));
keynum2 = G_KeyStringtoNum(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;
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;
}
}
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);
}
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);
}