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