mirror of
https://github.com/ZDoom/raze-gles.git
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6245a0e2e2
The controller menu obviously does not work yet, it needs quite a bit of backing code fron GZDoom first.
276 lines
8 KiB
C++
276 lines
8 KiB
C++
/*
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** c_con.cpp
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** Interface for CON scripts.
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdlib.h>
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#include "basics.h"
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#include "zstring.h"
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#include "c_bind.h"
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#include "control.h"
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#include "gamecontrol.h"
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//=============================================================================
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//
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// Interface for CON scripts to get descriptions for actions
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// This code can query the 64 original game functions by index.
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//
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// This is mostly an ill-advised hackery to change menu texts. It no longer
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// changes the menu but gets used when scripts try to write
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// key related messages. Ion Fury uses this and is one of the reasons
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// why that game is by all accounts not localizable.
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//
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// Important note: The list of actions may not be altered. If some of these
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// commands get refactored, the string below needs to be changed to match
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// the new command.
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//
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//=============================================================================
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static GameFuncDesc con_gamefuncs[] = {
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{"+Move_Forward", "Move_Forward"},
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{"+Move_Backward", "Move_Backward"},
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{"+Turn_Left", "Turn_Left"},
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{"+Turn_Right", "Turn_Right"},
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{"+Strafe", "Strafe"},
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{"+Fire", "Fire"},
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{"+Open", "Open"},
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{"+Run", "Run"},
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{"+Alt_Fire", "Alt_Fire"},
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{"+Jump", "Jump"},
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{"+Crouch", "Crouch"},
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{"+Look_Up", "Look_Up"},
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{"+Look_Down", "Look_Down"},
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{"+Look_Left", "Look_Left"},
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{"+Look_Right", "Look_Right"},
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{"+Strafe_Left", "Strafe_Left"},
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{"+Strafe_Right", "Strafe_Right"},
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{"+Aim_Up", "Aim_Up"},
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{"+Aim_Down", "Aim_Down"},
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{"+Weapon_1", "Weapon_1"},
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{"+Weapon_2", "Weapon_2"},
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{"+Weapon_3", "Weapon_3"},
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{"+Weapon_4", "Weapon_4"},
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{"+Weapon_5", "Weapon_5"},
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{"+Weapon_6", "Weapon_6"},
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{"+Weapon_7", "Weapon_7"},
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{"+Weapon_8", "Weapon_8"},
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{"+Weapon_9", "Weapon_9"},
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{"+Weapon_10", "Weapon_10"},
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{"+Inventory", "Inventory"},
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{"+Inventory_Left", "Inventory_Left"},
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{"+Inventory_Right", "Inventory_Right"},
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{"+Holo_Duke", "Holo_Duke"},
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{"+Jetpack", "Jetpack"},
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{"+NightVision", "NightVision"},
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{"+MedKit", "MedKit"},
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{"+TurnAround", "TurnAround"},
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{"+SendMessage", "SendMessage"},
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{"+Map", "Map"},
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{"+Shrink_Screen", "Shrink_Screen"},
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{"+Enlarge_Screen", "Enlarge_Screen"},
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{"+Center_View", "Center_View"},
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{"+Holster_Weapon", "Holster_Weapon"},
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{"+Show_Opponents_Weapon", "Show_Opponents_Weapon"},
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{"+Map_Follow_Mode", "Map_Follow_Mode"},
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{"+See_Coop_View", "See_Coop_View"},
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{"+Mouse_Aiming", "Mouse_Aiming"},
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{"+Toggle_Crosshair", "Toggle_Crosshair"},
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{"+Steroids", "Steroids"},
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{"+Quick_Kick", "Quick_Kick"},
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{"+Next_Weapon", "Next_Weapon"},
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{"+Previous_Weapon", "Previous_Weapon"},
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{"ToggleConsole", "Show_Console"},
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{"+Show_DukeMatch_Scores", "Show_Scoreboard"},
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{"+Dpad_Select", "Dpad_Select"},
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{"+Dpad_Aiming", "Dpad_Aiming"},
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{"toggle cl_autorun", "AutoRun"},
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{"+Last_Used_Weapon", "Last_Used_Weapon"},
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{"QuickSave", "Quick_Save"},
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{"QuickLoad", "Quick_Load"},
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{"+Alt_Weapon", "Alt_Weapon"},
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{"+Third_Person_View", "Third_Person_View"},
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{"+Toggle_Crouch", "Toggle_Crouch"}
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};
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void C_CON_SetAliases()
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{
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if (g_gameType & GAMEFLAG_NAM)
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{
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con_gamefuncs[32].description = "Holo_Soldier";
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con_gamefuncs[33].description = "Huey";
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con_gamefuncs[48].description = "Tank_Mode";
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}
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if (g_gameType & GAMEFLAG_WW2GI)
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{
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con_gamefuncs[32].description = "Fire_Mission";
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con_gamefuncs[33].description = "";
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con_gamefuncs[48].description = "Smokes";
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}
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}
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static FString C_CON_GetGameFuncOnKeyboard(int gameFunc)
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{
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if (gameFunc >= 0 && gameFunc < countof(con_gamefuncs))
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{
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auto keys = Bindings.GetKeysForCommand(con_gamefuncs[gameFunc].action);
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for (auto key : keys)
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{
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if (key < KEY_FIRSTMOUSEBUTTON)
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{
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auto scan = KB_ScanCodeToString(key);
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if (scan) return scan;
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}
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}
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}
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return "";
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}
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static FString C_CON_GetGameFuncOnMouse(int gameFunc)
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{
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if (gameFunc >= 0 && gameFunc < countof(con_gamefuncs))
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{
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auto keys = Bindings.GetKeysForCommand(con_gamefuncs[gameFunc].action);
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for (auto key : keys)
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{
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if ((key >= KEY_FIRSTMOUSEBUTTON && key < KEY_FIRSTJOYBUTTON) || (key >= KEY_MWHEELUP && key <= KEY_MWHEELLEFT))
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{
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auto scan = KB_ScanCodeToString(key);
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if (scan) return scan;
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}
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}
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}
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return "";
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}
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char const* C_CON_GetGameFuncOnJoystick(int gameFunc)
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{
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if (gameFunc >= 0 && gameFunc < countof(con_gamefuncs))
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{
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auto keys = Bindings.GetKeysForCommand(con_gamefuncs[gameFunc].action);
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for (auto key : keys)
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{
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if (key >= KEY_FIRSTJOYBUTTON && !(key >= KEY_MWHEELUP && key <= KEY_MWHEELLEFT))
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{
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auto scan = KB_ScanCodeToString(key);
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if (scan) return scan;
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}
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}
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}
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return "";
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}
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FString C_CON_GetBoundKeyForLastInput(int gameFunc)
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{
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if (CONTROL_LastSeenInput == LastSeenInput::Joystick)
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{
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FString name = C_CON_GetGameFuncOnJoystick(gameFunc);
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if (name.IsNotEmpty())
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{
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return name;
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}
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}
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FString name = C_CON_GetGameFuncOnKeyboard(gameFunc);
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if (name.IsNotEmpty())
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{
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return name;
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}
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name = C_CON_GetGameFuncOnMouse(gameFunc);
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if (name.IsNotEmpty())
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{
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return name;
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}
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name = C_CON_GetGameFuncOnJoystick(gameFunc);
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if (name.IsNotEmpty())
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{
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return name;
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}
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return "UNBOUND";
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void C_CON_SetButtonAlias(int num, const char *text)
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{
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if (num >= 0 && num < countof(con_gamefuncs))
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{
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if (con_gamefuncs[num].replaced) free((void*)con_gamefuncs[num].description);
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con_gamefuncs[num].description = strdup(text);
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con_gamefuncs[num].replaced = true;
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void C_CON_ClearButtonAlias(int num)
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{
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if (num >= 0 && num < countof(con_gamefuncs))
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{
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if (con_gamefuncs[num].replaced) free((void*)con_gamefuncs[num].description);
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con_gamefuncs[num].description = "";
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con_gamefuncs[num].replaced = false;
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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const char *C_CON_GetButtonFunc(int num)
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{
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if (num >= 0 && num < countof(con_gamefuncs))
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{
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return con_gamefuncs[num].action;
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}
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return "";
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}
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