qzdoom-gpl/src/keysections.cpp

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