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

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/*
** c_dispatch.cpp
** Functions for executing console commands and aliases
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** Copyright 2019 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 "c_buttons.h"
#include "templates.h"
#include "c_dispatch.h"
#include "printf.h"
#include "cmdlib.h"
#include "c_console.h"
ButtonMap buttonMap;
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::SetButtons(const char** names, int count)
{
Buttons.Resize(count);
NumToName.Resize(count);
NameToNum.Clear();
for(int i = 0; i < count; i++)
{
Buttons[i] = {};
NameToNum.Insert(names[i], i);
NumToName[i] = names[i];
}
}
//=============================================================================
//
//
//
//=============================================================================
int ButtonMap::ListActionCommands (const char *pattern)
{
char matcher[32];
int count = 0;
for (auto& btn : NumToName)
{
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "+%s", btn.GetChars()), matcher)))
{
Printf ("+%s\n", btn.GetChars());
count++;
}
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "-%s", btn.GetChars()), matcher)))
{
Printf ("-%s\n", btn.GetChars());
count++;
}
}
return count;
}
//=============================================================================
//
//
//
//=============================================================================
int ButtonMap::FindButtonIndex (const char *key, int funclen) const
{
if (!key) return -1;
FName name = funclen == -1? FName(key, true) : FName(key, funclen, true);
if (name == NAME_None) return -1;
auto res = NameToNum.CheckKey(name);
if (!res) return -1;
return *res;
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ResetButtonTriggers ()
{
for (auto &button : Buttons)
{
button.ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ResetButtonStates ()
{
for (auto &btn : Buttons)
{
if (!btn.bReleaseLock)
{
btn.ReleaseKey (0);
}
btn.ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
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 ButtonMap::AddButtonTabCommands()
{
// Add all the action commands for tab completion
for (auto& btn : NumToName)
{
char tname[16];
strcpy (&tname[1], btn.GetChars());
tname[0] = '+';
C_AddTabCommand (tname);
tname[0] = '-';
C_AddTabCommand (tname);
}
}