#pragma once #include #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, 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, 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, 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, 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, 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 Buttons; TArray NumToName; // The internal name of the button TMap 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;