/* ** c_dispatch.cpp ** Functions for executing console commands and aliases ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "c_buttons.h" #include "c_dispatch.h" #include "printf.h" #include "cmdlib.h" #include "c_console.h" ButtonMap buttonMap; //============================================================================= // // // //============================================================================= void ButtonMap::SetButtons(const char** names, int count) { Buttons.Resize(count); NumToName.Resize(count); NameToNum.Clear(); for(int i = 0; i < count; i++) { Buttons[i] = {}; NameToNum.Insert(names[i], i); NumToName[i] = names[i]; } } //============================================================================= // // // //============================================================================= int ButtonMap::ListActionCommands (const char *pattern) { char matcher[32]; int count = 0; for (auto& btn : NumToName) { if (pattern == NULL || CheckWildcards (pattern, (mysnprintf (matcher, countof(matcher), "+%s", btn.GetChars()), matcher))) { Printf ("+%s\n", btn.GetChars()); count++; } if (pattern == NULL || CheckWildcards (pattern, (mysnprintf (matcher, countof(matcher), "-%s", btn.GetChars()), matcher))) { Printf ("-%s\n", btn.GetChars()); count++; } } return count; } //============================================================================= // // // //============================================================================= int ButtonMap::FindButtonIndex (const char *key, int funclen) const { if (!key) return -1; FName name = funclen == -1? FName(key, true) : FName(key, funclen, true); if (name == NAME_None) return -1; auto res = NameToNum.CheckKey(name); if (!res) return -1; return *res; } //============================================================================= // // // //============================================================================= void ButtonMap::ResetButtonTriggers () { for (auto &button : Buttons) { button.ResetTriggers (); } } //============================================================================= // // // //============================================================================= void ButtonMap::ResetButtonStates () { for (auto &btn : Buttons) { if (!btn.bReleaseLock) { btn.ReleaseKey (0); } btn.ResetTriggers (); } } //============================================================================= // // // //============================================================================= bool FButtonStatus::PressKey (int keynum) { int i, open; keynum &= KEY_DBLCLICKED-1; if (keynum == 0) { // Issued from console instead of a key, so force on Keys[0] = 0xffff; for (i = MAX_KEYS-1; i > 0; --i) { Keys[i] = 0; } } else { for (i = MAX_KEYS-1, open = -1; i >= 0; --i) { if (Keys[i] == 0) { open = i; } else if (Keys[i] == keynum) { // Key is already down; do nothing return false; } } if (open < 0) { // No free key slots, so do nothing Printf ("More than %u keys pressed for a single action!\n", MAX_KEYS); return false; } Keys[open] = keynum; } uint8_t wasdown = bDown; bDown = bWentDown = true; // Returns true if this key caused the button to go down. return !wasdown; } //============================================================================= // // // //============================================================================= bool FButtonStatus::ReleaseKey (int keynum) { int i, numdown, match; uint8_t wasdown = bDown; keynum &= KEY_DBLCLICKED-1; if (keynum == 0) { // Issued from console instead of a key, so force off for (i = MAX_KEYS-1; i >= 0; --i) { Keys[i] = 0; } bWentUp = true; bDown = false; } else { for (i = MAX_KEYS-1, numdown = 0, match = -1; i >= 0; --i) { if (Keys[i] != 0) { ++numdown; if (Keys[i] == keynum) { match = i; } } } if (match < 0) { // Key was not down; do nothing return false; } Keys[match] = 0; bWentUp = true; if (--numdown == 0) { bDown = false; } } // Returns true if releasing this key caused the button to go up. return wasdown && !bDown; } //============================================================================= // // // //============================================================================= void ButtonMap::AddButtonTabCommands() { // Add all the action commands for tab completion for (auto& btn : NumToName) { char tname[16]; strcpy (&tname[1], btn.GetChars()); tname[0] = '+'; C_AddTabCommand (tname); tname[0] = '-'; C_AddTabCommand (tname); } }