raze-gles/source/core/console/c_buttons.h

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#pragma once
#include <stdint.h>
#include "tarray.h"
#include "zstring.h"
#include "name.h"
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire, // Duke3D, Blood
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Weapon_1,
gamefunc_Weapon_2,
gamefunc_Weapon_3,
gamefunc_Weapon_4,
gamefunc_Weapon_5,
gamefunc_Weapon_6,
gamefunc_Weapon_7,
gamefunc_Weapon_8,
gamefunc_Weapon_9,
gamefunc_Weapon_10,
gamefunc_Inventory,
gamefunc_Inventory_Use = gamefunc_Inventory,
gamefunc_Inventory_Left,
gamefunc_Inventory_Right,
gamefunc_Holo_Duke, // Duke3D, RR
gamefunc_Jetpack,
gamefunc_JumpBoots = gamefunc_Jetpack,
gamefunc_NightVision,
gamefunc_Night_Vision = gamefunc_NightVision,
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gamefunc_BeastVision = gamefunc_NightVision,
gamefunc_MedKit,
gamefunc_Med_Kit = gamefunc_MedKit,
gamefunc_TurnAround,
gamefunc_SendMessage,
gamefunc_Map,
gamefunc_Map_Toggle = gamefunc_Map,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Center_View,
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gamefunc_Look_Straight = gamefunc_Center_View,
gamefunc_Holster_Weapon,
gamefunc_Show_Opponents_Weapon,
gamefunc_Map_Follow_Mode,
gamefunc_See_Coop_View,
gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
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gamefunc_Mouseview = gamefunc_Mouse_Aiming,
gamefunc_Toggle_Crosshair,
gamefunc_Steroids,
gamefunc_Quick_Kick,
gamefunc_Next_Weapon,
gamefunc_Previous_Weapon,
gamefunc_Show_DukeMatch_Scores,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Last_Weapon,
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View,
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gamefunc_See_Chase_View = gamefunc_Third_Person_View,
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
gamefunc_CrystalBall,
gamefunc_ProximityBombs,
gamefunc_RemoteBombs,
gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
gamefunc_Gas_Bomb,
gamefunc_Flash_Bomb,
gamefunc_Caltrops,
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gamefunc_Zoom_In, // Map controls should not pollute the global button namespace.
gamefunc_Zoom_Out,
};
// Actions
struct FButtonStatus
{
enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
uint16_t Keys[MAX_KEYS];
bool bDown; // Button is down right now
bool bWentDown; // Button went down this tic
bool bWentUp; // Button went up this tic
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.
void ResetTriggers () { bWentDown = bWentUp = false; }
void Reset () { bDown = bWentDown = bWentUp = false; }
};
class ButtonMap
{
TArray<FButtonStatus> Buttons;
TArray<FString> NumToName; // The internal name of the button
TMap<FName, int> NameToNum;
public:
ButtonMap();
void SetButtons(const char** names, int count);
constexpr int NumButtons() const
{
return Buttons.Size();
}
int FindButtonIndex(const char* func) const;
FButtonStatus *FindButton(const char *func)
{
int index = FindButtonIndex(func);
return index > -1? &Buttons[index] : nullptr;
}
void ResetButtonTriggers (); // Call ResetTriggers for all buttons
void ResetButtonStates (); // Same as above, but also clear bDown
int ListActionCommands(const char* pattern);
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 ButtonMap buttonMap;