mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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147 lines
4.4 KiB
C++
147 lines
4.4 KiB
C++
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/*
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** keysections.cpp
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** Custom key bindings
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2009 Randy Heit
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** Copyright 2010 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 "menu/menu.h"
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#include "g_level.h"
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#include "d_player.h"
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#include "gi.h"
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#include "c_bind.h"
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#include "c_dispatch.h"
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#include "gameconfigfile.h"
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TArray<FKeySection> KeySections;
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static void LoadKeys (const char *modname, bool dbl)
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{
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char section[64];
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if (GameNames[gameinfo.gametype] == NULL)
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return;
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mysnprintf (section, countof(section), "%s.%s%sBindings", GameNames[gameinfo.gametype], modname,
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dbl ? ".Double" : ".");
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FKeyBindings *bindings = dbl? &DoubleBindings : &Bindings;
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if (GameConfig->SetSection (section))
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{
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const char *key, *value;
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while (GameConfig->NextInSection (key, value))
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{
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bindings->DoBind (key, value);
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}
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}
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}
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static void DoSaveKeys (FConfigFile *config, const char *section, FKeySection *keysection, bool dbl)
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{
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config->SetSection (section, true);
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config->ClearCurrentSection ();
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FKeyBindings *bindings = dbl? &DoubleBindings : &Bindings;
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for (unsigned i = 0; i < keysection->mActions.Size(); ++i)
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{
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bindings->ArchiveBindings (config, keysection->mActions[i].mAction);
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}
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}
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void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection, size_t sublen)
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{
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for (unsigned i=0; i<KeySections.Size(); i++)
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{
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mysnprintf (subsection, sublen, "%s.Bindings", KeySections[i].mSection);
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DoSaveKeys (config, section, &KeySections[i], false);
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mysnprintf (subsection, sublen, "%s.DoubleBindings", KeySections[i].mSection);
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DoSaveKeys (config, section, &KeySections[i], true);
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}
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}
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static int CurrentKeySection = -1;
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CCMD (addkeysection)
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{
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if (ParsingKeyConf)
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{
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if (argv.argc() != 3)
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{
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Printf ("Usage: addkeysection <menu section name> <ini name>\n");
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return;
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}
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// Limit the ini name to 32 chars
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if (strlen (argv[2]) > 32)
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argv[2][32] = 0;
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for (unsigned i = 0; i < KeySections.Size(); i++)
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{
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if (KeySections[i].mTitle.CompareNoCase(argv[2] == 0))
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{
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CurrentKeySection = i;
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return;
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}
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}
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CurrentKeySection = KeySections.Reserve(1);
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KeySections[CurrentKeySection].mTitle = argv[1];
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KeySections[CurrentKeySection].mSection = argv[2];
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// Load bindings for this section from the ini
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LoadKeys (argv[2], 0);
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LoadKeys (argv[2], 1);
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}
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}
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CCMD (addmenukey)
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{
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if (ParsingKeyConf)
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{
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if (argv.argc() != 3)
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{
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Printf ("Usage: addmenukey <description> <command>\n");
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return;
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}
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if (CurrentKeySection == -1 || CurrentKeySection >= (int)KeySections.Size())
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{
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Printf ("You must use addkeysection first.\n");
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return;
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}
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FKeySection *sect = &KeySections[CurrentKeySection];
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FKeyAction *act = §->mActions[sect->mActions.Reserve(1)];
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act->mTitle = argv[1];
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act->mAction = argv[2];
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}
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}
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