qzdoom/src/console/c_buttons.cpp
Christoph Oelckers 603ad755ab - separated the button code from c_dispatch.
Two separate features justify two separate files.
2020-04-11 20:19:24 +02:00

256 lines
No EOL
7.2 KiB
C++

/*
** c_dispatch.cpp
** Functions for executing console commands and aliases
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** 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 "templates.h"
#include "c_dispatch.h"
#include "printf.h"
#include "cmdlib.h"
#include "c_console.h"
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;
// To add new actions, go to the console and type "key <action name>".
// This will give you the key value to use in the first column. Then
// insert your new action into this list so that the keys remain sorted
// in ascending order. No two keys can be identical. If yours matches
// an existing key, change the name of your action.
FActionMap ActionMaps[] =
{
{ &Button_AM_PanLeft, 0x0d52d67b, "am_panleft"},
{ &Button_User2, 0x125f5226, "user2" },
{ &Button_Jump, 0x1eefa611, "jump" },
{ &Button_Right, 0x201f1c55, "right" },
{ &Button_Zoom, 0x20ccc4d5, "zoom" },
{ &Button_Back, 0x23a99cd7, "back" },
{ &Button_AM_ZoomIn, 0x41df90c2, "am_zoomin"},
{ &Button_Reload, 0x426b69e7, "reload" },
{ &Button_LookDown, 0x4463f43a, "lookdown" },
{ &Button_AM_ZoomOut, 0x51f7a334, "am_zoomout"},
{ &Button_User4, 0x534c30ee, "user4" },
{ &Button_Attack, 0x5622bf42, "attack" },
{ &Button_User1, 0x577712d0, "user1" },
{ &Button_Klook, 0x57c25cb2, "klook" },
{ &Button_Forward, 0x59f3e907, "forward" },
{ &Button_MoveDown, 0x6167ce99, "movedown" },
{ &Button_AltAttack, 0x676885b8, "altattack" },
{ &Button_MoveLeft, 0x6fa41b84, "moveleft" },
{ &Button_MoveRight, 0x818f08e6, "moveright" },
{ &Button_AM_PanRight, 0x8197097b, "am_panright"},
{ &Button_AM_PanUp, 0x8d89955e, "am_panup"} ,
{ &Button_Mlook, 0xa2b62d8b, "mlook" },
{ &Button_Crouch, 0xab2c3e71, "crouch" },
{ &Button_Left, 0xb000b483, "left" },
{ &Button_LookUp, 0xb62b1e49, "lookup" },
{ &Button_User3, 0xb6f8fe92, "user3" },
{ &Button_Strafe, 0xb7e6a54b, "strafe" },
{ &Button_AM_PanDown, 0xce301c81, "am_pandown"},
{ &Button_ShowScores, 0xd5897c73, "showscores" },
{ &Button_Speed, 0xe0ccb317, "speed" },
{ &Button_Use, 0xe0cfc260, "use" },
{ &Button_MoveUp, 0xfdd701c7, "moveup" },
};
#define NUM_ACTIONS countof(ActionMaps)
// FindButton scans through the actionbits[] array
// for a matching key and returns an index or -1 if
// the key could not be found. This uses binary search,
// so actionbits[] must be sorted in ascending order.
FButtonStatus *FindButton (unsigned int key)
{
const FActionMap *bit;
bit = BinarySearch<FActionMap, unsigned int>
(ActionMaps, NUM_ACTIONS, &FActionMap::Key, key);
return bit ? bit->Button : NULL;
}
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 ResetButtonTriggers ()
{
for (int i = NUM_ACTIONS-1; i >= 0; --i)
{
ActionMaps[i].Button->ResetTriggers ();
}
}
void ResetButtonStates ()
{
for (int i = NUM_ACTIONS-1; i >= 0; --i)
{
FButtonStatus *button = ActionMaps[i].Button;
if (button != &Button_Mlook && button != &Button_Klook)
{
button->ReleaseKey (0);
}
button->ResetTriggers ();
}
}
int ListActionCommands (const char *pattern)
{
char matcher[16];
unsigned int i;
int count = 0;
for (i = 0; i < NUM_ACTIONS; ++i)
{
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "+%s", ActionMaps[i].Name), matcher)))
{
Printf ("+%s\n", ActionMaps[i].Name);
count++;
}
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "-%s", ActionMaps[i].Name), matcher)))
{
Printf ("-%s\n", ActionMaps[i].Name);
count++;
}
}
return count;
}
void AddButtonTabCommands()
{
// Add all the action commands for tab completion
for (int i = 0; i < NUM_ACTIONS; i++)
{
char tname[16];
strcpy (&tname[1], ActionMaps[i].Name);
tname[0] = '+';
C_AddTabCommand (tname);
tname[0] = '-';
C_AddTabCommand (tname);
}
}