mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 04:01:31 +00:00
- use an array to store the buttons.
This puts a lot less knowledge about the game's features into the low level code.
This commit is contained in:
parent
0e7480b4ed
commit
8dacdf2951
13 changed files with 410 additions and 256 deletions
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@ -66,6 +66,7 @@
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#include "actorinlines.h"
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#include "earcut.hpp"
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#include "c_buttons.h"
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#include "d_buttons.h"
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//=============================================================================
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@ -1430,7 +1431,7 @@ bool DAutomap::Responder (event_t *ev, bool last)
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{
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// check for am_pan* and ignore in follow mode
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const char *defbind = AutomapBindings.GetBind(ev->data1);
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if (!strnicmp(defbind, "+am_pan", 7)) return false;
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if (defbind && !strnicmp(defbind, "+am_pan", 7)) return false;
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}
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bool res = C_DoKey(ev, &AutomapBindings, nullptr);
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@ -1439,7 +1440,7 @@ bool DAutomap::Responder (event_t *ev, bool last)
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// If this is a release event we also need to check if it released a button in the main Bindings
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// so that that button does not get stuck.
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const char *defbind = Bindings.GetBind(ev->data1);
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return (defbind[0] != '+'); // Let G_Responder handle button releases
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return (!defbind || defbind[0] != '+'); // Let G_Responder handle button releases
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}
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return res;
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}
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@ -1465,11 +1466,11 @@ void DAutomap::changeWindowScale ()
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{
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mtof_zoommul = M_ZOOMOUT / -am_zoomdir;
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}
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else if (Button_AM_ZoomIn.bDown)
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else if (buttonMap.ButtonDown(Button_AM_ZoomIn))
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{
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mtof_zoommul = M_ZOOMIN;
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}
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else if (Button_AM_ZoomOut.bDown)
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else if (buttonMap.ButtonDown(Button_AM_ZoomOut))
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{
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mtof_zoommul = M_ZOOMOUT;
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}
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@ -1546,14 +1547,14 @@ void DAutomap::Ticker ()
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else
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{
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m_paninc.x = m_paninc.y = 0;
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if (Button_AM_PanLeft.bDown) m_paninc.x -= FTOM(F_PANINC);
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if (Button_AM_PanRight.bDown) m_paninc.x += FTOM(F_PANINC);
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if (Button_AM_PanUp.bDown) m_paninc.y += FTOM(F_PANINC);
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if (Button_AM_PanDown.bDown) m_paninc.y -= FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanLeft)) m_paninc.x -= FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanRight)) m_paninc.x += FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanUp)) m_paninc.y += FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanDown)) m_paninc.y -= FTOM(F_PANINC);
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}
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// Change the zoom if necessary
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if (Button_AM_ZoomIn.bDown || Button_AM_ZoomOut.bDown || am_zoomdir != 0)
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if (buttonMap.ButtonDown(Button_AM_ZoomIn) || buttonMap.ButtonDown(Button_AM_ZoomOut) || am_zoomdir != 0)
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changeWindowScale();
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// Change x,y location
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@ -3338,12 +3339,12 @@ void AM_ToggleMap()
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if (!automapactive)
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{
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// Reset AM buttons
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Button_AM_PanLeft.Reset();
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Button_AM_PanRight.Reset();
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Button_AM_PanUp.Reset();
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Button_AM_PanDown.Reset();
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Button_AM_ZoomIn.Reset();
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Button_AM_ZoomOut.Reset();
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buttonMap.ClearButton(Button_AM_PanLeft);
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buttonMap.ClearButton(Button_AM_PanRight);
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buttonMap.ClearButton(Button_AM_PanUp);
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buttonMap.ClearButton(Button_AM_PanDown);
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buttonMap.ClearButton(Button_AM_ZoomIn);
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buttonMap.ClearButton(Button_AM_ZoomOut);
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primaryLevel->automap->startDisplay();
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automapactive = true;
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@ -191,7 +191,6 @@ const char *I_FindName(findstate_t *fileinfo)
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#endif
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//==========================================================================
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//
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// D_AddFile
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@ -361,7 +360,6 @@ void D_AddDirectory(TArray<FString>& wadfiles, const char* dir, const char *file
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}
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}
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//==========================================================================
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//
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// BaseFileSearch
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@ -32,21 +32,24 @@
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**
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*/
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#include "doomtype.h"
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#include "doomdef.h"
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#include "c_dispatch.h"
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#include <stdint.h>
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#include "cmdlib.h"
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#include "keydef.h"
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#include "c_commandline.h"
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#include "c_bind.h"
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#include "g_level.h"
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#include "hu_stuff.h"
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#include "c_dispatch.h"
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#include "configfile.h"
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#include "d_event.h"
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#include "filesystem.h"
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#include "templates.h"
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#include "dobject.h"
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#include "vm.h"
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#include "i_time.h"
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#include "menu/menu.h"
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#include "v_text.h"
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#include "printf.h"
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#include "sc_man.h"
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#include "c_cvars.h"
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#include "d_event.h"
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#include "hu_stuff.h" // for chatmodeon
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const char *KeyNames[NUM_KEYS] =
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{
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@ -705,9 +708,17 @@ void ReadBindings(int lump, bool override)
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//
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//=============================================================================
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void C_BindDefaults ()
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void C_SetDefaultKeys(const char* baseconfig)
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{
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int lump, lastlump = 0;
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auto lump = fileSystem.CheckNumForFullName("engine/commonbinds.txt");
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if (lump >= 0) ReadBindings(lump, true);
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int lastlump = 0;
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while ((lump = fileSystem.FindLumpFullName(baseconfig, &lastlump)) != -1)
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{
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if (fileSystem.GetFileContainer(lump) > 0) break;
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ReadBindings(lump, true);
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}
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while ((lump = fileSystem.FindLump("DEFBINDS", &lastlump)) != -1)
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{
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@ -715,15 +726,41 @@ void C_BindDefaults ()
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}
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}
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CCMD(binddefaults)
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void C_BindDefaults()
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{
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C_BindDefaults ();
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C_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
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}
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void C_SetDefaultBindings ()
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CCMD(controlpreset)
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{
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C_UnbindAll ();
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C_BindDefaults ();
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if (argv.argc() < 2)
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{
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Printf("Usage: Controlpreset {0,1,2}\n");
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return;
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}
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int v = atoi(argv[1]);
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if (v < 0 || v > 2) return;
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cl_defaultconfiguration = v;
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C_BindDefaults();
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}
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CCMD(binddefaults)
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{
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C_BindDefaults();
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}
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void C_SetDefaultBindings()
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{
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C_UnbindAll();
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C_BindDefaults();
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}
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//=============================================================================
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@ -781,13 +818,13 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
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dclick = false;
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}
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if (ev->type == EV_KeyUp && binding[0] != '+')
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{
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return false;
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}
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if (!binding.IsEmpty() && (chatmodeon == 0 || ev->data1 < 256))
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{
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if (ev->type == EV_KeyUp && binding[0] != '+')
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{
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return false;
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}
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char *copy = binding.LockBuffer();
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if (ev->type == EV_KeyUp)
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@ -4,6 +4,7 @@
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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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@ -39,76 +40,118 @@
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#include "cmdlib.h"
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#include "c_console.h"
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FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
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Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
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Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
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Button_Forward, Button_Right, Button_Left, Button_MoveDown,
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
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Button_Zoom, Button_Reload,
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Button_User1, Button_User2, Button_User3, Button_User4,
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Button_AM_PanLeft, Button_AM_PanRight, Button_AM_PanDown, Button_AM_PanUp,
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Button_AM_ZoomIn, Button_AM_ZoomOut;
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ButtonMap buttonMap;
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// To add new actions, go to the console and type "key <action name>".
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// This will give you the key value to use in the first column. Then
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// insert your new action into this list so that the keys remain sorted
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// in ascending order. No two keys can be identical. If yours matches
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// an existing key, change the name of your action.
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FActionMap ActionMaps[] =
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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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{ &Button_AM_PanLeft, 0x0d52d67b, "am_panleft"},
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{ &Button_User2, 0x125f5226, "user2" },
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{ &Button_Jump, 0x1eefa611, "jump" },
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{ &Button_Right, 0x201f1c55, "right" },
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{ &Button_Zoom, 0x20ccc4d5, "zoom" },
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{ &Button_Back, 0x23a99cd7, "back" },
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{ &Button_AM_ZoomIn, 0x41df90c2, "am_zoomin"},
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{ &Button_Reload, 0x426b69e7, "reload" },
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{ &Button_LookDown, 0x4463f43a, "lookdown" },
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{ &Button_AM_ZoomOut, 0x51f7a334, "am_zoomout"},
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{ &Button_User4, 0x534c30ee, "user4" },
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{ &Button_Attack, 0x5622bf42, "attack" },
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{ &Button_User1, 0x577712d0, "user1" },
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{ &Button_Klook, 0x57c25cb2, "klook" },
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{ &Button_Forward, 0x59f3e907, "forward" },
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{ &Button_MoveDown, 0x6167ce99, "movedown" },
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{ &Button_AltAttack, 0x676885b8, "altattack" },
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{ &Button_MoveLeft, 0x6fa41b84, "moveleft" },
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{ &Button_MoveRight, 0x818f08e6, "moveright" },
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{ &Button_AM_PanRight, 0x8197097b, "am_panright"},
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{ &Button_AM_PanUp, 0x8d89955e, "am_panup"} ,
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{ &Button_Mlook, 0xa2b62d8b, "mlook" },
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{ &Button_Crouch, 0xab2c3e71, "crouch" },
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{ &Button_Left, 0xb000b483, "left" },
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{ &Button_LookUp, 0xb62b1e49, "lookup" },
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{ &Button_User3, 0xb6f8fe92, "user3" },
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{ &Button_Strafe, 0xb7e6a54b, "strafe" },
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{ &Button_AM_PanDown, 0xce301c81, "am_pandown"},
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{ &Button_ShowScores, 0xd5897c73, "showscores" },
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{ &Button_Speed, 0xe0ccb317, "speed" },
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{ &Button_Use, 0xe0cfc260, "use" },
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{ &Button_MoveUp, 0xfdd701c7, "moveup" },
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};
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#define NUM_ACTIONS countof(ActionMaps)
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// FindButton scans through the actionbits[] array
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// for a matching key and returns an index or -1 if
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// the key could not be found. This uses binary search,
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// so actionbits[] must be sorted in ascending order.
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FButtonStatus *FindButton (unsigned int key)
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{
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const FActionMap *bit;
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bit = BinarySearch<FActionMap, unsigned int>
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(ActionMaps, NUM_ACTIONS, &FActionMap::Key, key);
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return bit ? bit->Button : NULL;
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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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@ -149,6 +192,12 @@ bool FButtonStatus::PressKey (int keynum)
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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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@ -193,64 +242,22 @@ bool FButtonStatus::ReleaseKey (int keynum)
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return wasdown && !bDown;
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}
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void ResetButtonTriggers ()
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{
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for (int i = NUM_ACTIONS-1; i >= 0; --i)
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{
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ActionMaps[i].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 ResetButtonStates ()
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{
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for (int i = NUM_ACTIONS-1; i >= 0; --i)
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{
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FButtonStatus *button = ActionMaps[i].Button;
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if (button != &Button_Mlook && button != &Button_Klook)
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{
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button->ReleaseKey (0);
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}
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button->ResetTriggers ();
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}
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}
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int ListActionCommands (const char *pattern)
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{
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char matcher[16];
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unsigned int i;
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int count = 0;
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for (i = 0; i < NUM_ACTIONS; ++i)
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{
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "+%s", ActionMaps[i].Name), matcher)))
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{
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Printf ("+%s\n", ActionMaps[i].Name);
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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", ActionMaps[i].Name), matcher)))
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{
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Printf ("-%s\n", ActionMaps[i].Name);
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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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void AddButtonTabCommands()
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void ButtonMap::AddButtonTabCommands()
|
||||
{
|
||||
// Add all the action commands for tab completion
|
||||
for (int i = 0; i < NUM_ACTIONS; i++)
|
||||
for (auto& btn : NumToName)
|
||||
{
|
||||
char tname[16];
|
||||
strcpy (&tname[1], ActionMaps[i].Name);
|
||||
strcpy (&tname[1], btn.GetChars());
|
||||
tname[0] = '+';
|
||||
C_AddTabCommand (tname);
|
||||
tname[0] = '-';
|
||||
C_AddTabCommand (tname);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,21 @@
|
|||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include "tarray.h"
|
||||
#include "name.h"
|
||||
|
||||
// Actions
|
||||
struct FButtonStatus
|
||||
{
|
||||
enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
|
||||
|
||||
uint16_t Keys[MAX_KEYS];
|
||||
uint8_t bDown; // Button is down right now
|
||||
uint8_t bWentDown; // Button went down this tic
|
||||
uint8_t bWentUp; // Button went up this tic
|
||||
uint8_t padTo16Bytes;
|
||||
bool bDown; // Button is down right now
|
||||
bool bWentDown; // Button went down this tic
|
||||
bool bWentUp; // Button went up this tic
|
||||
bool bReleaseLock; // Lock ReleaseKey call in ResetButtonStates
|
||||
void (*PressHandler)(); // for optional game-side customization
|
||||
void (*ReleaseHandler)();
|
||||
|
||||
bool PressKey (int keynum); // Returns true if this key caused the button to be pressed.
|
||||
bool ReleaseKey (int keynum); // Returns true if this key is no longer pressed.
|
||||
|
@ -17,27 +23,59 @@ struct FButtonStatus
|
|||
void Reset () { bDown = bWentDown = bWentUp = false; }
|
||||
};
|
||||
|
||||
struct FActionMap
|
||||
class ButtonMap
|
||||
{
|
||||
FButtonStatus* Button;
|
||||
unsigned int Key; // value from passing Name to MakeKey()
|
||||
char Name[12];
|
||||
|
||||
TArray<FButtonStatus> Buttons;
|
||||
TArray<FString> NumToName; // The internal name of the button
|
||||
TMap<FName, int> NameToNum;
|
||||
|
||||
public:
|
||||
void SetButtons(const char** names, int count);
|
||||
|
||||
int NumButtons() const
|
||||
{
|
||||
return Buttons.Size();
|
||||
}
|
||||
|
||||
int FindButtonIndex(const char* func, int funclen = -1) const;
|
||||
|
||||
FButtonStatus* FindButton(const char* func, int funclen = -1)
|
||||
{
|
||||
int index = FindButtonIndex(func, funclen);
|
||||
return index > -1 ? &Buttons[index] : nullptr;
|
||||
}
|
||||
|
||||
FButtonStatus* GetButton(int index)
|
||||
{
|
||||
return &Buttons[index];
|
||||
}
|
||||
|
||||
void ResetButtonTriggers(); // Call ResetTriggers for all buttons
|
||||
void ResetButtonStates(); // Same as above, but also clear bDown
|
||||
int ListActionCommands(const char* pattern);
|
||||
void AddButtonTabCommands();
|
||||
|
||||
|
||||
bool ButtonDown(int x) const
|
||||
{
|
||||
return Buttons[x].bDown;
|
||||
}
|
||||
|
||||
bool ButtonPressed(int x) const
|
||||
{
|
||||
return Buttons[x].bWentDown;
|
||||
}
|
||||
|
||||
bool ButtonReleased(int x) const
|
||||
{
|
||||
return Buttons[x].bWentUp;
|
||||
}
|
||||
|
||||
void ClearButton(int x)
|
||||
{
|
||||
Buttons[x].Reset();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
extern FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
|
||||
Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
|
||||
Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
|
||||
Button_Forward, Button_Right, Button_Left, Button_MoveDown,
|
||||
Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
|
||||
Button_Zoom, Button_Reload,
|
||||
Button_User1, Button_User2, Button_User3, Button_User4,
|
||||
Button_AM_PanLeft, Button_AM_PanRight, Button_AM_PanDown, Button_AM_PanUp,
|
||||
Button_AM_ZoomIn, Button_AM_ZoomOut;
|
||||
extern bool ParsingKeyConf, UnsafeExecutionContext;
|
||||
|
||||
void ResetButtonTriggers (); // Call ResetTriggers for all buttons
|
||||
void ResetButtonStates (); // Same as above, but also clear bDown
|
||||
FButtonStatus *FindButton (unsigned int key);
|
||||
void AddButtonTabCommands();
|
||||
extern FActionMap ActionMaps[];
|
||||
extern ButtonMap buttonMap;
|
||||
|
|
|
@ -51,11 +51,6 @@
|
|||
#include "c_buttons.h"
|
||||
#include "findfile.h"
|
||||
|
||||
// Todo: Get rid of
|
||||
#include "d_net.h"
|
||||
#include "d_main.h"
|
||||
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
||||
// TYPES -------------------------------------------------------------------
|
||||
|
@ -176,7 +171,6 @@ FString StoredWarp;
|
|||
|
||||
FConsoleCommand* Commands[FConsoleCommand::HASH_SIZE];
|
||||
|
||||
CVAR (Bool, lookspring, true, CVAR_ARCHIVE); // Generate centerview when -mlook encountered?
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
|
@ -242,22 +236,18 @@ void C_DoCommand (const char *cmd, int keynum)
|
|||
// Check if this is an action
|
||||
if (*beg == '+' || *beg == '-')
|
||||
{
|
||||
FButtonStatus *button;
|
||||
|
||||
button = FindButton (MakeKey (beg + 1, end - beg - 1));
|
||||
if (button != NULL)
|
||||
auto button = buttonMap.FindButton(beg + 1, int(end - beg - 1));
|
||||
if (button != nullptr)
|
||||
{
|
||||
if (*beg == '+')
|
||||
{
|
||||
button->PressKey (keynum);
|
||||
if (button->PressHandler) button->PressHandler();
|
||||
}
|
||||
else
|
||||
{
|
||||
button->ReleaseKey (keynum);
|
||||
if (button == &Button_Mlook && lookspring)
|
||||
{
|
||||
Net_WriteByte (DEM_CENTERVIEW);
|
||||
}
|
||||
if (button->ReleaseHandler) button->ReleaseHandler();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -468,14 +458,6 @@ FConsoleCommand* FConsoleCommand::FindByName (const char* name)
|
|||
FConsoleCommand::FConsoleCommand (const char *name, CCmdRun runFunc)
|
||||
: m_RunFunc (runFunc)
|
||||
{
|
||||
static bool firstTime = true;
|
||||
|
||||
if (firstTime)
|
||||
{
|
||||
firstTime = false;
|
||||
AddButtonTabCommands();
|
||||
}
|
||||
|
||||
int ag = strcmp (name, "kill");
|
||||
if (ag == 0)
|
||||
ag=0;
|
||||
|
@ -848,14 +830,12 @@ CCMD (alias)
|
|||
}
|
||||
}
|
||||
|
||||
int ListActionCommands(const char* pattern);
|
||||
|
||||
CCMD (cmdlist)
|
||||
{
|
||||
int count;
|
||||
const char *filter = (argv.argc() == 1 ? NULL : argv[1]);
|
||||
|
||||
count = ListActionCommands (filter);
|
||||
count = buttonMap.ListActionCommands (filter);
|
||||
count += DumpHash (Commands, false, filter);
|
||||
Printf ("%d commands\n", count);
|
||||
}
|
||||
|
|
|
@ -43,6 +43,7 @@
|
|||
#include "gstrings.h"
|
||||
#include "vm.h"
|
||||
#include "c_buttons.h"
|
||||
#include "d_buttons.h"
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -237,7 +238,7 @@ void CT_Drawer (void)
|
|||
FFont *displayfont = NewConsoleFont;
|
||||
|
||||
if (players[consoleplayer].camera != NULL &&
|
||||
(Button_ShowScores.bDown ||
|
||||
(buttonMap.ButtonDown(Button_ShowScores) ||
|
||||
players[consoleplayer].camera->health <= 0 ||
|
||||
SB_ForceActive) &&
|
||||
// Don't draw during intermission, since it has its own scoreboard in wi_stuff.cpp.
|
||||
|
|
39
src/d_buttons.h
Normal file
39
src/d_buttons.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
#pragma once
|
||||
|
||||
enum
|
||||
{
|
||||
Button_AM_PanLeft,
|
||||
Button_User2,
|
||||
Button_Jump,
|
||||
Button_Right,
|
||||
Button_Zoom,
|
||||
Button_Back,
|
||||
Button_AM_ZoomIn,
|
||||
Button_Reload,
|
||||
Button_LookDown,
|
||||
Button_AM_ZoomOut,
|
||||
Button_User4,
|
||||
Button_Attack,
|
||||
Button_User1,
|
||||
Button_Klook,
|
||||
Button_Forward,
|
||||
Button_MoveDown,
|
||||
Button_AltAttack,
|
||||
Button_MoveLeft,
|
||||
Button_MoveRight,
|
||||
Button_AM_PanRight,
|
||||
Button_AM_PanUp,
|
||||
Button_Mlook,
|
||||
Button_Crouch,
|
||||
Button_Left,
|
||||
Button_LookUp,
|
||||
Button_User3,
|
||||
Button_Strafe,
|
||||
Button_AM_PanDown,
|
||||
Button_ShowScores,
|
||||
Button_Speed,
|
||||
Button_Use,
|
||||
Button_MoveUp,
|
||||
NUM_ACTIONS
|
||||
};
|
||||
|
|
@ -105,6 +105,7 @@
|
|||
#include "findfile.h"
|
||||
#include "md5.h"
|
||||
#include "c_buttons.h"
|
||||
#include "d_buttons.h"
|
||||
|
||||
EXTERN_CVAR(Bool, hud_althud)
|
||||
EXTERN_CVAR(Int, vr_mode)
|
||||
|
@ -423,7 +424,7 @@ void D_PostEvent (const event_t *ev)
|
|||
events[eventhead] = *ev;
|
||||
if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !primaryLevel->localEventManager->Responder(ev) && !paused)
|
||||
{
|
||||
if (Button_Mlook.bDown || freelook)
|
||||
if (buttonMap.ButtonDown(Button_Mlook) || freelook)
|
||||
{
|
||||
int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
|
||||
if (invertmouse)
|
||||
|
@ -431,7 +432,7 @@ void D_PostEvent (const event_t *ev)
|
|||
G_AddViewPitch (look, true);
|
||||
events[eventhead].y = 0;
|
||||
}
|
||||
if (!Button_Strafe.bDown && !lookstrafe)
|
||||
if (!buttonMap.ButtonDown(Button_Strafe) && !lookstrafe)
|
||||
{
|
||||
G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0), true);
|
||||
events[eventhead].x = 0;
|
||||
|
@ -2502,6 +2503,50 @@ static void FindStrifeTeaserVoices(FileSystem& fileSystem)
|
|||
}
|
||||
|
||||
|
||||
static const char *DoomButtons[] =
|
||||
{
|
||||
"am_panleft",
|
||||
"user2" ,
|
||||
"jump" ,
|
||||
"right" ,
|
||||
"zoom" ,
|
||||
"back" ,
|
||||
"am_zoomin",
|
||||
"reload" ,
|
||||
"lookdown" ,
|
||||
"am_zoomout",
|
||||
"user4" ,
|
||||
"attack" ,
|
||||
"user1" ,
|
||||
"klook" ,
|
||||
"forward" ,
|
||||
"movedown" ,
|
||||
"altattack" ,
|
||||
"moveleft" ,
|
||||
"moveright" ,
|
||||
"am_panright",
|
||||
"am_panup" ,
|
||||
"mlook" ,
|
||||
"crouch" ,
|
||||
"left" ,
|
||||
"lookup" ,
|
||||
"user3" ,
|
||||
"strafe" ,
|
||||
"am_pandown",
|
||||
"showscores" ,
|
||||
"speed" ,
|
||||
"use" ,
|
||||
"moveup" };
|
||||
|
||||
CVAR(Bool, lookspring, true, CVAR_ARCHIVE); // Generate centerview when -mlook encountered?
|
||||
|
||||
void Mlook_ReleaseHandler()
|
||||
{
|
||||
if (lookspring)
|
||||
{
|
||||
Net_WriteByte(DEM_CENTERVIEW);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -2518,6 +2563,14 @@ static int D_DoomMain_Internal (void)
|
|||
FString *args;
|
||||
int argcount;
|
||||
FIWadManager *iwad_man;
|
||||
|
||||
// Set up the button list. Mlook and Klook need a bit of extra treatment.
|
||||
buttonMap.SetButtons(DoomButtons, countof(DoomButtons));
|
||||
buttonMap.GetButton(Button_Mlook)->ReleaseHandler = Mlook_ReleaseHandler;
|
||||
buttonMap.GetButton(Button_Mlook)->bReleaseLock = true;
|
||||
buttonMap.GetButton(Button_Klook)->bReleaseLock = true;
|
||||
|
||||
// button != &Button_Mlook && button != &Button_Klook)
|
||||
|
||||
std::set_new_handler(NewFailure);
|
||||
const char *batchout = Args->CheckValue("-errorlog");
|
||||
|
@ -3067,7 +3120,6 @@ int D_DoomMain()
|
|||
}
|
||||
// Unless something really bad happened, the game should only exit through this single point in the code.
|
||||
// No more 'exit', please.
|
||||
// Todo: Move all engine cleanup here instead of using exit handlers and replace the scattered 'exit' calls with a special exception.
|
||||
D_Cleanup();
|
||||
CloseNetwork();
|
||||
GC::FinalGC = true;
|
||||
|
|
|
@ -80,6 +80,7 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "events.h"
|
||||
#include "c_buttons.h"
|
||||
#include "d_buttons.h"
|
||||
|
||||
|
||||
static FRandom pr_dmspawn ("DMSpawn");
|
||||
|
@ -578,15 +579,15 @@ void G_BuildTiccmd (ticcmd_t *cmd)
|
|||
|
||||
cmd->consistancy = consistancy[consoleplayer][(maketic/ticdup)%BACKUPTICS];
|
||||
|
||||
strafe = Button_Strafe.bDown;
|
||||
speed = Button_Speed.bDown ^ (int)cl_run;
|
||||
strafe = buttonMap.ButtonDown(Button_Strafe);
|
||||
speed = buttonMap.ButtonDown(Button_Speed) ^ (int)cl_run;
|
||||
|
||||
forward = side = fly = 0;
|
||||
|
||||
// [RH] only use two stage accelerative turning on the keyboard
|
||||
// and not the joystick, since we treat the joystick as
|
||||
// the analog device it is.
|
||||
if (Button_Left.bDown || Button_Right.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Left) || buttonMap.ButtonDown(Button_Right))
|
||||
turnheld += ticdup;
|
||||
else
|
||||
turnheld = 0;
|
||||
|
@ -594,9 +595,9 @@ void G_BuildTiccmd (ticcmd_t *cmd)
|
|||
// let movement keys cancel each other out
|
||||
if (strafe)
|
||||
{
|
||||
if (Button_Right.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Right))
|
||||
side += sidemove[speed];
|
||||
if (Button_Left.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Left))
|
||||
side -= sidemove[speed];
|
||||
}
|
||||
else
|
||||
|
@ -606,77 +607,77 @@ void G_BuildTiccmd (ticcmd_t *cmd)
|
|||
if (turnheld < SLOWTURNTICS)
|
||||
tspeed += 2; // slow turn
|
||||
|
||||
if (Button_Right.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Right))
|
||||
{
|
||||
G_AddViewAngle (*angleturn[tspeed]);
|
||||
}
|
||||
if (Button_Left.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Left))
|
||||
{
|
||||
G_AddViewAngle (-*angleturn[tspeed]);
|
||||
}
|
||||
}
|
||||
|
||||
if (Button_LookUp.bDown)
|
||||
if (buttonMap.ButtonDown(Button_LookUp))
|
||||
{
|
||||
G_AddViewPitch (lookspeed[speed]);
|
||||
}
|
||||
if (Button_LookDown.bDown)
|
||||
if (buttonMap.ButtonDown(Button_LookDown))
|
||||
{
|
||||
G_AddViewPitch (-lookspeed[speed]);
|
||||
}
|
||||
|
||||
if (Button_MoveUp.bDown)
|
||||
if (buttonMap.ButtonDown(Button_MoveUp))
|
||||
fly += flyspeed[speed];
|
||||
if (Button_MoveDown.bDown)
|
||||
if (buttonMap.ButtonDown(Button_MoveDown))
|
||||
fly -= flyspeed[speed];
|
||||
|
||||
if (Button_Klook.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Klook))
|
||||
{
|
||||
if (Button_Forward.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Forward))
|
||||
G_AddViewPitch (lookspeed[speed]);
|
||||
if (Button_Back.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Back))
|
||||
G_AddViewPitch (-lookspeed[speed]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Button_Forward.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Forward))
|
||||
forward += forwardmove[speed];
|
||||
if (Button_Back.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Back))
|
||||
forward -= forwardmove[speed];
|
||||
}
|
||||
|
||||
if (Button_MoveRight.bDown)
|
||||
if (buttonMap.ButtonDown(Button_MoveRight))
|
||||
side += sidemove[speed];
|
||||
if (Button_MoveLeft.bDown)
|
||||
if (buttonMap.ButtonDown(Button_MoveLeft))
|
||||
side -= sidemove[speed];
|
||||
|
||||
// buttons
|
||||
if (Button_Attack.bDown) cmd->ucmd.buttons |= BT_ATTACK;
|
||||
if (Button_AltAttack.bDown) cmd->ucmd.buttons |= BT_ALTATTACK;
|
||||
if (Button_Use.bDown) cmd->ucmd.buttons |= BT_USE;
|
||||
if (Button_Jump.bDown) cmd->ucmd.buttons |= BT_JUMP;
|
||||
if (Button_Crouch.bDown) cmd->ucmd.buttons |= BT_CROUCH;
|
||||
if (Button_Zoom.bDown) cmd->ucmd.buttons |= BT_ZOOM;
|
||||
if (Button_Reload.bDown) cmd->ucmd.buttons |= BT_RELOAD;
|
||||
if (buttonMap.ButtonDown(Button_Attack)) cmd->ucmd.buttons |= BT_ATTACK;
|
||||
if (buttonMap.ButtonDown(Button_AltAttack)) cmd->ucmd.buttons |= BT_ALTATTACK;
|
||||
if (buttonMap.ButtonDown(Button_Use)) cmd->ucmd.buttons |= BT_USE;
|
||||
if (buttonMap.ButtonDown(Button_Jump)) cmd->ucmd.buttons |= BT_JUMP;
|
||||
if (buttonMap.ButtonDown(Button_Crouch)) cmd->ucmd.buttons |= BT_CROUCH;
|
||||
if (buttonMap.ButtonDown(Button_Zoom)) cmd->ucmd.buttons |= BT_ZOOM;
|
||||
if (buttonMap.ButtonDown(Button_Reload)) cmd->ucmd.buttons |= BT_RELOAD;
|
||||
|
||||
if (Button_User1.bDown) cmd->ucmd.buttons |= BT_USER1;
|
||||
if (Button_User2.bDown) cmd->ucmd.buttons |= BT_USER2;
|
||||
if (Button_User3.bDown) cmd->ucmd.buttons |= BT_USER3;
|
||||
if (Button_User4.bDown) cmd->ucmd.buttons |= BT_USER4;
|
||||
if (buttonMap.ButtonDown(Button_User1)) cmd->ucmd.buttons |= BT_USER1;
|
||||
if (buttonMap.ButtonDown(Button_User2)) cmd->ucmd.buttons |= BT_USER2;
|
||||
if (buttonMap.ButtonDown(Button_User3)) cmd->ucmd.buttons |= BT_USER3;
|
||||
if (buttonMap.ButtonDown(Button_User4)) cmd->ucmd.buttons |= BT_USER4;
|
||||
|
||||
if (Button_Speed.bDown) cmd->ucmd.buttons |= BT_SPEED;
|
||||
if (Button_Strafe.bDown) cmd->ucmd.buttons |= BT_STRAFE;
|
||||
if (Button_MoveRight.bDown) cmd->ucmd.buttons |= BT_MOVERIGHT;
|
||||
if (Button_MoveLeft.bDown) cmd->ucmd.buttons |= BT_MOVELEFT;
|
||||
if (Button_LookDown.bDown) cmd->ucmd.buttons |= BT_LOOKDOWN;
|
||||
if (Button_LookUp.bDown) cmd->ucmd.buttons |= BT_LOOKUP;
|
||||
if (Button_Back.bDown) cmd->ucmd.buttons |= BT_BACK;
|
||||
if (Button_Forward.bDown) cmd->ucmd.buttons |= BT_FORWARD;
|
||||
if (Button_Right.bDown) cmd->ucmd.buttons |= BT_RIGHT;
|
||||
if (Button_Left.bDown) cmd->ucmd.buttons |= BT_LEFT;
|
||||
if (Button_MoveDown.bDown) cmd->ucmd.buttons |= BT_MOVEDOWN;
|
||||
if (Button_MoveUp.bDown) cmd->ucmd.buttons |= BT_MOVEUP;
|
||||
if (Button_ShowScores.bDown) cmd->ucmd.buttons |= BT_SHOWSCORES;
|
||||
if (buttonMap.ButtonDown(Button_Speed)) cmd->ucmd.buttons |= BT_SPEED;
|
||||
if (buttonMap.ButtonDown(Button_Strafe)) cmd->ucmd.buttons |= BT_STRAFE;
|
||||
if (buttonMap.ButtonDown(Button_MoveRight)) cmd->ucmd.buttons |= BT_MOVERIGHT;
|
||||
if (buttonMap.ButtonDown(Button_MoveLeft)) cmd->ucmd.buttons |= BT_MOVELEFT;
|
||||
if (buttonMap.ButtonDown(Button_LookDown)) cmd->ucmd.buttons |= BT_LOOKDOWN;
|
||||
if (buttonMap.ButtonDown(Button_LookUp)) cmd->ucmd.buttons |= BT_LOOKUP;
|
||||
if (buttonMap.ButtonDown(Button_Back)) cmd->ucmd.buttons |= BT_BACK;
|
||||
if (buttonMap.ButtonDown(Button_Forward)) cmd->ucmd.buttons |= BT_FORWARD;
|
||||
if (buttonMap.ButtonDown(Button_Right)) cmd->ucmd.buttons |= BT_RIGHT;
|
||||
if (buttonMap.ButtonDown(Button_Left)) cmd->ucmd.buttons |= BT_LEFT;
|
||||
if (buttonMap.ButtonDown(Button_MoveDown)) cmd->ucmd.buttons |= BT_MOVEDOWN;
|
||||
if (buttonMap.ButtonDown(Button_MoveUp)) cmd->ucmd.buttons |= BT_MOVEUP;
|
||||
if (buttonMap.ButtonDown(Button_ShowScores)) cmd->ucmd.buttons |= BT_SHOWSCORES;
|
||||
|
||||
// Handle joysticks/game controllers.
|
||||
float joyaxes[NUM_JOYAXIS];
|
||||
|
@ -684,12 +685,12 @@ void G_BuildTiccmd (ticcmd_t *cmd)
|
|||
I_GetAxes(joyaxes);
|
||||
|
||||
// Remap some axes depending on button state.
|
||||
if (Button_Strafe.bDown || (Button_Mlook.bDown && lookstrafe))
|
||||
if (buttonMap.ButtonDown(Button_Strafe) || (buttonMap.ButtonDown(Button_Mlook) && lookstrafe))
|
||||
{
|
||||
joyaxes[JOYAXIS_Side] = joyaxes[JOYAXIS_Yaw];
|
||||
joyaxes[JOYAXIS_Yaw] = 0;
|
||||
}
|
||||
if (Button_Mlook.bDown)
|
||||
if (buttonMap.ButtonDown(Button_Mlook))
|
||||
{
|
||||
joyaxes[JOYAXIS_Pitch] = joyaxes[JOYAXIS_Forward];
|
||||
joyaxes[JOYAXIS_Forward] = 0;
|
||||
|
@ -709,7 +710,7 @@ void G_BuildTiccmd (ticcmd_t *cmd)
|
|||
fly += joyint(joyaxes[JOYAXIS_Up] * 2048);
|
||||
|
||||
// Handle mice.
|
||||
if (!Button_Mlook.bDown && !freelook)
|
||||
if (!buttonMap.ButtonDown(Button_Mlook) && !freelook)
|
||||
{
|
||||
forward += (int)((float)mousey * m_forward);
|
||||
}
|
||||
|
|
|
@ -1053,7 +1053,7 @@ void G_DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool
|
|||
gameaction = ga_nothing;
|
||||
|
||||
// clear cmd building stuff
|
||||
ResetButtonStates();
|
||||
buttonMap.ResetButtonStates();
|
||||
|
||||
SendItemUse = nullptr;
|
||||
SendItemDrop = nullptr;
|
||||
|
|
|
@ -360,7 +360,7 @@ void M_StartControlPanel (bool makeSound, bool scaleoverride)
|
|||
if (CurrentMenu != nullptr)
|
||||
return;
|
||||
|
||||
ResetButtonStates ();
|
||||
buttonMap.ResetButtonStates ();
|
||||
for (int i = 0; i < NUM_MKEYS; ++i)
|
||||
{
|
||||
MenuButtons[i].ReleaseKey(0);
|
||||
|
|
|
@ -782,7 +782,7 @@ void I_GetEvent ()
|
|||
void I_StartTic ()
|
||||
{
|
||||
BlockMouseMove--;
|
||||
ResetButtonTriggers ();
|
||||
buttonMap.ResetButtonTriggers ();
|
||||
I_CheckGUICapture ();
|
||||
EventHandlerResultForNativeMouse = primaryLevel->localEventManager->CheckRequireMouse();
|
||||
I_CheckNativeMouse (false, EventHandlerResultForNativeMouse);
|
||||
|
|
Loading…
Reference in a new issue