raze-gles/source/common/gamecontrol.cpp
2019-11-02 20:13:00 +01:00

1462 lines
40 KiB
C++

#include <filesystem>
#include "gamecontrol.h"
#include "tarray.h"
#include "zstring.h"
#include "name.h"
#include "control.h"
#include "keyboard.h"
#include "sc_man.h"
#include "c_cvars.h"
#include "gameconfigfile.h"
#include "gamecvars.h"
#include "build.h"
#include "inputstate.h"
#include "_control.h"
#include "control.h"
#include "m_argv.h"
#include "rts.h"
#include "printf.h"
InputState inputState;
void SetClipshapes();
int ShowStartupWindow(TArray<GrpEntry> &);
void InitFileSystem(TArray<GrpEntry>&);
int globalShadeDiv;
struct GameFuncNameDesc
{
int index;
const char *name;
};
static const GameFuncNameDesc gamefuncs[] = {
{ gamefunc_Move_Forward, "Move_Forward"},
{ gamefunc_Move_Backward, "Move_Backward"},
{ gamefunc_Turn_Left, "Turn_Left"},
{ gamefunc_Turn_Right, "Turn_Right"},
{ gamefunc_Strafe, "Strafe"},
{ gamefunc_Fire, "Fire"},
{ gamefunc_Open, "Open"},
{ gamefunc_Run, "Run"},
{ gamefunc_Alt_Fire, "Alt_Fire"},
{ gamefunc_Jump, "Jump"},
{ gamefunc_Crouch, "Crouch"},
{ gamefunc_Look_Up, "Look_Up"},
{ gamefunc_Look_Down, "Look_Down"},
{ gamefunc_Look_Left, "Look_Left"},
{ gamefunc_Look_Right, "Look_Right"},
{ gamefunc_Strafe_Left, "Strafe_Left"},
{ gamefunc_Strafe_Right, "Strafe_Right"},
{ gamefunc_Aim_Up, "Aim_Up"},
{ gamefunc_Aim_Down, "Aim_Down"},
{ gamefunc_Weapon_1, "Weapon_1"},
{ gamefunc_Weapon_2, "Weapon_2"},
{ gamefunc_Weapon_3, "Weapon_3"},
{ gamefunc_Weapon_4, "Weapon_4"},
{ gamefunc_Weapon_5, "Weapon_5"},
{ gamefunc_Weapon_6, "Weapon_6"},
{ gamefunc_Weapon_7, "Weapon_7"},
{ gamefunc_Weapon_8, "Weapon_8"},
{ gamefunc_Weapon_9, "Weapon_9"},
{ gamefunc_Weapon_10, "Weapon_10"},
{ gamefunc_Inventory, "Inventory"},
{ gamefunc_Inventory_Left, "Inventory_Left"},
{ gamefunc_Inventory_Right, "Inventory_Right"},
{ gamefunc_Holo_Duke, "Holo_Duke"},
{ gamefunc_Jetpack, "Jetpack"},
{ gamefunc_NightVision, "NightVision"},
{ gamefunc_MedKit, "MedKit"},
{ gamefunc_TurnAround, "TurnAround"},
{ gamefunc_SendMessage, "SendMessage"},
{ gamefunc_Map, "Map"},
{ gamefunc_Shrink_Screen, "Shrink_Screen"},
{ gamefunc_Enlarge_Screen, "Enlarge_Screen"},
{ gamefunc_Center_View, "Center_View"},
{ gamefunc_Holster_Weapon, "Holster_Weapon"},
{ gamefunc_Show_Opponents_Weapon, "Show_Opponents_Weapon"},
{ gamefunc_Map_Follow_Mode, "Map_Follow_Mode"},
{ gamefunc_See_Coop_View, "See_Coop_View"},
{ gamefunc_Mouse_Aiming, "Mouse_Aiming"},
{ gamefunc_Toggle_Crosshair, "Toggle_Crosshair"},
{ gamefunc_Steroids, "Steroids"},
{ gamefunc_Quick_Kick, "Quick_Kick"},
{ gamefunc_Next_Weapon, "Next_Weapon"},
{ gamefunc_Previous_Weapon, "Previous_Weapon"},
{ gamefunc_Show_Console, "Show_Console"},
{ gamefunc_Show_DukeMatch_Scores, "Show_DukeMatch_Scores"},
{ gamefunc_Dpad_Select, "Dpad_Select"},
{ gamefunc_Dpad_Aiming, "Dpad_Aiming"},
{ gamefunc_AutoRun, "AutoRun"},
{ gamefunc_Last_Weapon, "Last_Used_Weapon"},
{ gamefunc_Quick_Save, "Quick_Save"},
{ gamefunc_Quick_Load, "Quick_Load"},
{ gamefunc_Alt_Weapon, "Alt_Weapon"},
{ gamefunc_Third_Person_View, "Third_Person_View"},
{ gamefunc_Toggle_Crouch, "Toggle_Crouch"},
{ gamefunc_See_Chase_View, "See_Chase_View"}, // the following were added by Blood
{ gamefunc_Turn_Around, "Turn_Around"},
{ gamefunc_Weapon_Fire, "Weapon_Fire"},
{ gamefunc_Weapon_Special_Fire, "Weapon_Special_Fire"},
{ gamefunc_Aim_Center, "Aim_Center"},
{ gamefunc_Tilt_Left, "Tilt_Left"},
{ gamefunc_Tilt_Right, "Tilt_Right"},
{ gamefunc_Send_Message, "Send_Message"},
{ gamefunc_BeastVision, "BeastVision"},
{ gamefunc_CrystalBall, "CrystalBall"},
{ gamefunc_JumpBoots, "JumpBoots"},
{ gamefunc_ProximityBombs, "ProximityBombs"},
{ gamefunc_RemoteBombs, "RemoteBombs"},
{ gamefunc_Smoke_Bomb, "Smoke_Bomb" },
{ gamefunc_Gas_Bomb, "Gas_Bomb" },
{ gamefunc_Flash_Bomb, "Flash_Bomb" },
{ gamefunc_Caltrops, "Calitrops" },
};
FString currentGame;
FString LumpFilter;
static TMap<FName, int> GF_NameToNum;
static FString GF_NumToName[NUMGAMEFUNCTIONS]; // This one will preserve the original name for writing to the config (which must be loaded before CON scripts can hack around with the alias array.)
static FString GF_NumToAlias[NUMGAMEFUNCTIONS]; // This is for CON scripts to hack apart.
uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
static FString stringStore[2 * NUMGAMEFUNCTIONS]; // toss all persistent strings from the OSDCMDs in here so that they stick around until shutdown.
CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
static int osdcmd_button(osdcmdptr_t parm)
{
static char const s_gamefunc_[] = "gamefunc_";
int constexpr strlen_gamefunc_ = ARRAY_SIZE(s_gamefunc_) - 1;
char const* p = parm->name + strlen_gamefunc_;
//if (gInputMode == kInputGame) // only trigger these if in game (fixme: Ensure it works for all games!)
CONTROL_ButtonFlags[CONFIG_FunctionNameToNum(p)] = 1; // FIXME
return OSDCMD_OK;
}
//==========================================================================
//
//
//
//==========================================================================
void SetupButtonFunctions()
{
unsigned index = 0;
for (auto& func : GF_NumToAlias)
{
if (func[0] == '\0')
continue;
}
}
UserConfig userConfig;
void UserConfig::ProcessOptions()
{
// -help etc are omitted
// -cfg / -setupfile refer to Build style config which are not supported.
if (Args->CheckParm("-cfg") || Args->CheckParm("-setupfile"))
{
initprintf("Build-format config files not supported and will be ignored\n");
}
auto v = Args->CheckValue("-port");
if (v) netPort = strtol(v, nullptr, 0);
netServerMode = Args->CheckParm("-server");
netServerAddress = Args->CheckValue("-connect");
netPassword = Args->CheckValue("-password");
v = Args->CheckValue("-addon");
if (v)
{
auto val = strtol(v, nullptr, 0);
static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" };
if (val > 0 && val < 4) gamegrp = addons[val];
else initprintf("%s: Unknown Addon\n", v);
}
else if (Args->CheckParm("-nam"))
{
gamegrp = "NAM.GRP";
}
else if (Args->CheckParm("-napalm"))
{
gamegrp = "NAPALM.GRP";
}
else if (Args->CheckParm("-ww2gi"))
{
gamegrp = "WW2GI.GRP";
}
v = Args->CheckValue("-gamegrp");
if (v)
{
gamegrp = v;
}
else
{
// This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource.
v = Args->CheckValue("-iwad");
if (v)
{
gamegrp = v;
}
}
Args->CollectFiles("-rts", ".rts");
auto rts = Args->CheckValue("-rts");
if (rts) RTS_Init(rts);
Args->CollectFiles("-map", ".map");
CommandMap = Args->CheckValue("-map");
static const char* defs[] = { "-def", "-h", nullptr };
Args->CollectFiles("-def", defs, ".def");
DefaultDef = Args->CheckValue("-def");
static const char* cons[] = { "-con", "-x", nullptr };
Args->CollectFiles("-con", cons, ".con");
DefaultCon = Args->CheckValue("-con");
static const char* demos[] = { "-playback", "-d", "-demo", nullptr };
Args->CollectFiles("-demo", demos, ".dmo");
CommandDemo = Args->CheckValue("-demo");
static const char* names[] = { "-pname", "-name", nullptr };
Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
CommandName = Args->CheckValue("-name");
static const char* nomos[] = { "-nomonsters", "-nodudes", nullptr };
Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
nomonsters = Args->CheckParm("-nomonsters");
static const char* acons[] = { "-addcon", "-mx", nullptr };
Args->CollectFiles("-addcon", acons, ".con");
AddCons.reset(Args->GatherFiles("-addcon"));
static const char* adefs[] = { "-adddef", "-mh", nullptr };
Args->CollectFiles("-adddef", adefs, ".def");
AddDefs.reset(Args->GatherFiles("-adddef"));
Args->CollectFiles("-art", ".art");
AddArt.reset(Args->GatherFiles("-art"));
CommandIni = Args->CheckValue("-ini");
nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick");
nomusic = Args->CheckParm("-nomusic");
nosound = Args->CheckParm("-nosfx");
if (Args->CheckParm("-nosound")) nomusic = nosound = true;
if (Args->CheckParm("-setup")) setupstate = 1;
else if (Args->CheckParm("-nosetup")) setupstate = 0;
if (Args->CheckParm("-file"))
{
// For file loading there's two modes:
// If -file is given, all content will be processed in order and the legacy options be ignored entirely.
//This allows mixing directories and GRP files in arbitrary order.
Args->CollectFiles("-file", NULL);
AddFiles.reset(Args->GatherFiles("-file"));
}
else
{
// Trying to emulate Build. This means to treat RFF files as lowest priority, then all GRPs and then all directories.
// This is only for people depending on lauchers. Since the semantics are so crappy it is strongly recommended to
// use -file instead which gives the user full control over the order in which things are added.
// For single mods this is no problem but don't even think about loading more stuff consistently...
static const char* grps[] = { "-g", "-grp", nullptr };
static const char* dirs[] = { "-game_dir", "-j", nullptr };
static const char* rffs[] = { "-rff", "-snd", nullptr };
static const char* twostep[] = { "-rff", "-grp", nullptr };
// Abuse the inner workings to get the files into proper order. This is not 100% accurate but should work fine for everything that doesn't intentionally fuck things up.
Args->CollectFiles("-rff", rffs, ".rff");
Args->CollectFiles("-grp", grps, nullptr);
Args->CollectFiles("-grp", twostep, nullptr); // The two previous calls have already brought the content in order so collecting it again gives us one list with everything.
AddFilesPre.reset(Args->GatherFiles("-grp"));
Args->CollectFiles("-game_dir", dirs, nullptr);
AddFiles.reset(Args->GatherFiles("-game_dir"));
}
}
//==========================================================================
//
//
//
//==========================================================================
namespace Duke
{
extern GameInterface Interface;
}
namespace Redneck
{
extern GameInterface Interface;
}
namespace Blood
{
extern GameInterface Interface;
}
namespace ShadowWarrior
{
extern GameInterface Interface;
}
void CheckFrontend(int flags)
{
if (flags & GAMEFLAG_BLOOD)
{
gi = &Blood::Interface;
globalShadeDiv = 62;
}
else if (flags & GAMEFLAG_RR)
{
gi = &Redneck::Interface;
globalShadeDiv = 30;
}
else if (flags & GAMEFLAG_FURY)
{
gi = &Duke::Interface;
globalShadeDiv = 26; // This is different from all other games which need a value two less than the amount of shades.
}
else if (flags & GAMEFLAG_SW)
{
gi = &ShadowWarrior::Interface;
globalShadeDiv = 30;
}
else
{
gi = &Duke::Interface;
globalShadeDiv = 30;
}
}
//==========================================================================
//
//
//
//==========================================================================
int CONFIG_Init()
{
SetClipshapes();
// This must be done before initializing any data, so doing it late in the startup process won't work.
if (CONTROL_Startup(controltype_keyboardandmouse, BGetTime, 120))
{
return 1;
}
userConfig.ProcessOptions();
G_LoadConfig();
// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
auto groups = GrpScan();
if (groups.Size() == 0)
{
// Abort if no game data found.
I_Error("Unable to find any game data. Please verify your settings.");
}
decltype(groups) usedgroups;
int groupno = -1;
// If the user has specified a file name, let's see if we know it.
//
if (userConfig.gamegrp)
{
std::filesystem::path gpath = std::filesystem::u8path(userConfig.gamegrp.GetChars());
int g = 0;
for (auto& grp : groups)
{
std::filesystem::path fpath = std::filesystem::u8path(grp.FileName.GetChars());
std::error_code err;
if (std::filesystem::equivalent(gpath, fpath, err))
{
groupno = g;
break;
}
g++;
}
}
if (groupno == -1 || userConfig.setupstate == 1)
groupno = ShowStartupWindow(groups);
if (groupno == -1) return 0;
auto &group = groups[groupno];
// Now filter out the data we actually need and delete the rest.
usedgroups.Push(group);
auto crc = group.FileInfo.dependencyCRC;
if (crc != 0) for (auto& dep : groups)
{
if (dep.FileInfo.CRC == crc)
{
usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data.
}
}
groups.Reset();
FString selectedScript;
FString selectedDef;
for (auto& ugroup : usedgroups)
{
// For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same.
if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname;
if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname;
// CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok.
if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname);
// For the game filter the last non-empty one wins.
if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter;
g_gameType |= ugroup.FileInfo.flags;
}
if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript;
if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef;
// This can only happen with a custom game that does not define any filter.
// In this case take the display name and strip all whitespace and invaliid path characters from it.
if (LumpFilter.IsEmpty())
{
LumpFilter = usedgroups.Last().FileInfo.name;
LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n");
}
currentGame = LumpFilter;
currentGame.Truncate(currentGame.IndexOf("."));
CheckFrontend(g_gameType);
int index = 0;
for(auto &gf : gamefuncs)
{
GF_NameToNum.Insert(gf.name, gf.index);
GF_NumToAlias[gf.index] = GF_NumToName[gf.index] = gf.name;
stringStore[index].Format("gamefunc_%s", gf.name);
stringStore[index].ToLower();
stringStore[index + 1] = stringStore[index];
stringStore[index + 1] += ": game button";
OSD_RegisterFunction(stringStore[index], stringStore[index + 1], osdcmd_button);
index += 2;
}
InitFileSystem(usedgroups);
CONTROL_ClearAssignments();
CONFIG_InitMouseAndController();
CONFIG_SetGameControllerDefaultsStandard();
CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "demolition/origbinds.txt" : cl_defaultconfiguration == 2 ? "demolition/leftbinds.txt" : "demolition/defbinds.txt");
SetupButtonFunctions();
G_ReadConfig(currentGame);
if (!GameConfig->IsInitialized())
{
CONFIG_ReadCombatMacros();
}
if (userConfig.CommandName.IsNotEmpty())
{
playername = userConfig.CommandName;
}
return gi->app_main();
}
//==========================================================================
//
//
//
//==========================================================================
int32_t CONFIG_FunctionNameToNum(const char *func)
{
if (!func) return -1;
FName name(func, true);
if (name == NAME_None) return -1;
auto res = GF_NameToNum.CheckKey(name);
if (!res) return -1;
return *res;
}
const char *CONFIG_FunctionNumToName(int32_t func)
{
if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS)
return NULL;
return GF_NumToAlias[func];
}
const char *CONFIG_FunctionNumToRealName(int32_t func)
{
if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS)
return NULL;
return GF_NumToName[func];
}
void CONFIG_ReplaceButtonName(int num, const char *text)
{
if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS)
return;
GF_NumToAlias[num] = text;
GF_NameToNum.Insert(text, num);
}
void CONFIG_DeleteButtonName(int num)
{
if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS)
return;
GF_NumToAlias[num] = "";
}
//==========================================================================
//
// wrapper for CONTROL_MapKey(), generates key bindings to reflect changes to keyboard setup
//
//==========================================================================
void CONFIG_MapKey(int which, kb_scancode key1, kb_scancode oldkey1, kb_scancode key2, kb_scancode oldkey2)
{
int const keys[] = { key1, key2, oldkey1, oldkey2 };
if (which == gamefunc_Show_Console)
OSD_CaptureKey(key1);
for (int k = 0; (unsigned)k < ARRAY_SIZE(keys); k++)
{
if (keys[k] == 0xff || !keys[k])
continue;
int match = 0;
for (; sctokeylut[match].key; match++)
{
if (keys[k] == sctokeylut[match].sc)
break;
}
FString tempbuf;
for (int i = NUMGAMEFUNCTIONS - 1; i >= 0; i--)
{
if (KeyboardKeys[i][0] == keys[k] || KeyboardKeys[i][1] == keys[k])
{
tempbuf.AppendFormat("gamefunc_%s; ", CONFIG_FunctionNumToName(i));
}
}
auto len = tempbuf.Len();
if (len >= 2)
{
tempbuf.Truncate(len - 2); // cut off the trailing "; "
CONTROL_BindKey(keys[k], tempbuf, 1, sctokeylut[match].key ? sctokeylut[match].key : "<?>");
}
else
{
CONTROL_FreeKeyBind(keys[k]);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void CONFIG_SetDefaultKeys(const char *defbinds, bool lazy/*=false*/)
{
FScanner sc;
sc.Open(defbinds);
if (!lazy)
{
memset(KeyboardKeys, 0xff, sizeof(KeyboardKeys));
CONTROL_ClearAllBinds();
}
while (sc.GetToken())
{
sc.TokenMustBe(TK_StringConst);
int num = CONFIG_FunctionNameToNum(sc.String);
int default0 = -1;
int default1 = -1;
if (sc.CheckToken(','))
{
sc.MustGetToken(TK_StringConst);
default0 = KB_StringToScanCode(sc.String);
if (sc.CheckToken(','))
{
sc.MustGetToken(TK_StringConst);
default1 = KB_StringToScanCode(sc.String);
}
if (num >= 0 && num < NUMGAMEFUNCTIONS)
{
auto& key = KeyboardKeys[num];
#if 0
// skip the function if the default key is already used
// or the function is assigned to another key
if (lazy && (key[0] != 0xff || (CONTROL_KeyIsBound(default0) && Bstrlen(CONTROL_KeyBinds[default0].cmdstr) > strlen_gamefunc_
&& CONFIG_FunctionNameToNum(CONTROL_KeyBinds[default0].cmdstr + strlen_gamefunc_) >= 0)))
{
continue;
}
#endif
key[0] = default0;
key[1] = default1;
if (key[0]) CONTROL_FreeKeyBind(key[0]);
if (key[1]) CONTROL_FreeKeyBind(key[1]);
if (num == gamefunc_Show_Console)
OSD_CaptureKey(key[0]);
else
CONFIG_MapKey(num, key[0], 0, key[1], 0);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO)
CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO)
FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9};
void CONFIG_ReadCombatMacros()
{
FScanner sc;
sc.Open("demolition/combatmacros.txt");
for (auto s : CombatMacros)
{
sc.MustGetToken(TK_StringConst);
if (strlen(*s) == 0)
*s = sc.String;
}
}
//==========================================================================
//
//
//
//==========================================================================
static FString CONFIG_GetMD4EntryName(uint8_t const* const md4)
{
return FStringf("MD4_%08x%08x%08x%08x",
B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])),
B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12])));
}
int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4)
{
auto m = CONFIG_GetMD4EntryName(mapmd4);
if (GameConfig->SetSection("MapTimes"))
{
auto s = GameConfig->GetValueForKey(m);
if (s) (int)strtoull(s, nullptr, 0);
}
return -1;
}
int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm)
{
FStringf t("%d", tm);
auto m = CONFIG_GetMD4EntryName(mapmd4);
if (GameConfig->SetSection("MapTimes"))
{
GameConfig->SetValueForKey(m, t);
}
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
int32_t MouseFunctions[MAXMOUSEBUTTONS][2];
int32_t MouseDigitalFunctions[MAXMOUSEAXES][2];
int32_t MouseAnalogueAxes[MAXMOUSEAXES];
int32_t MouseAnalogueScale[MAXMOUSEAXES];
int32_t JoystickFunctions[MAXJOYBUTTONSANDHATS][2];
int32_t JoystickDigitalFunctions[MAXJOYAXES][2];
int32_t JoystickAnalogueAxes[MAXJOYAXES];
int32_t JoystickAnalogueScale[MAXJOYAXES];
int32_t JoystickAnalogueDead[MAXJOYAXES];
int32_t JoystickAnalogueSaturate[MAXJOYAXES];
int32_t JoystickAnalogueInvert[MAXJOYAXES];
static const char* mousedefaults[MAXMOUSEBUTTONS] =
{
"Weapon_Fire",
"Weapon_Special_Fire",
"",
"",
"Previous_Weapon",
"Next_Weapon",
};
static const char* mouseclickeddefaults[MAXMOUSEBUTTONS] =
{
};
static const char* mouseanalogdefaults[MAXMOUSEAXES] =
{
"analog_turning",
"analog_moving",
};
static const char* mousedigitaldefaults[MAXMOUSEDIGITAL] =
{
};
static const char* joystickdefaults[MAXJOYBUTTONSANDHATS] =
{
"Fire",
"Strafe",
"Run",
"Open",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"Aim_Down",
"Look_Right",
"Aim_Up",
"Look_Left",
};
static const char* joystickclickeddefaults[MAXJOYBUTTONSANDHATS] =
{
"",
"Inventory",
"Jump",
"Crouch",
};
static const char* joystickanalogdefaults[MAXJOYAXES] =
{
"analog_turning",
"analog_moving",
"analog_strafing",
};
static const char* joystickdigitaldefaults[MAXJOYDIGITAL] =
{
"",
"",
"",
"",
"",
"",
"Run",
};
//==========================================================================
//
//
//
//==========================================================================
int32_t CONFIG_AnalogNameToNum(const char* func)
{
if (!func)
return -1;
if (!Bstrcasecmp(func, "analog_turning"))
{
return analog_turning;
}
if (!Bstrcasecmp(func, "analog_strafing"))
{
return analog_strafing;
}
if (!Bstrcasecmp(func, "analog_moving"))
{
return analog_moving;
}
if (!Bstrcasecmp(func, "analog_lookingupanddown"))
{
return analog_lookingupanddown;
}
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
const char* CONFIG_AnalogNumToName(int32_t func)
{
switch (func)
{
case analog_turning:
return "analog_turning";
case analog_strafing:
return "analog_strafing";
case analog_moving:
return "analog_moving";
case analog_lookingupanddown:
return "analog_lookingupanddown";
}
return NULL;
}
void CONFIG_SetupMouse(void)
{
const char* val;
FString section = currentGame + ".MouseSettings";
if (!GameConfig->SetSection(section)) return;
for (int i = 0; i < MAXMOUSEBUTTONS; i++)
{
section.Format("MouseButton%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
MouseFunctions[i][0] = CONFIG_FunctionNameToNum(val);
section.Format("MouseButtonClicked%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
MouseFunctions[i][1] = CONFIG_FunctionNameToNum(val);
}
// map over the axes
for (int i = 0; i < MAXMOUSEAXES; i++)
{
section.Format("MouseAnalogAxes%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
MouseAnalogueAxes[i] = CONFIG_AnalogNameToNum(val);
section.Format("MouseDigitalAxes%d_0", i);
val = GameConfig->GetValueForKey(section);
if (val)
MouseDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(val);
section.Format("MouseDigitalAxes%d_1", i);
val = GameConfig->GetValueForKey(section);
if (val)
MouseDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(val);
section.Format("MouseAnalogScale%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
MouseAnalogueScale[i] = (int32_t)strtoull(val, nullptr, 0);
}
for (int i = 0; i < MAXMOUSEBUTTONS; i++)
{
CONTROL_MapButton(MouseFunctions[i][0], i, 0, controldevice_mouse);
CONTROL_MapButton(MouseFunctions[i][1], i, 1, controldevice_mouse);
}
for (int i = 0; i < MAXMOUSEAXES; i++)
{
CONTROL_MapAnalogAxis(i, MouseAnalogueAxes[i], controldevice_mouse);
CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][0], 0, controldevice_mouse);
CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][1], 1, controldevice_mouse);
CONTROL_SetAnalogAxisScale(i, MouseAnalogueScale[i], controldevice_mouse);
}
CONTROL_MouseEnabled = (in_mouse && CONTROL_MousePresent);
}
void CONFIG_SetupJoystick(void)
{
const char* val;
FString section = currentGame + ".ControllerSettings";
if (!GameConfig->SetSection(section)) return;
for (int i = 0; i < MAXJOYBUTTONSANDHATS; i++)
{
section.Format("ControllerButton%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickFunctions[i][0] = CONFIG_FunctionNameToNum(val);
section.Format("ControllerButtonClicked%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickFunctions[i][1] = CONFIG_FunctionNameToNum(val);
}
// map over the axes
for (int i = 0; i < MAXJOYAXES; i++)
{
section.Format("ControllerAnalogAxes%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickAnalogueAxes[i] = CONFIG_AnalogNameToNum(val);
section.Format("ControllerDigitalAxes%d_0", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(val);
section.Format("ControllerDigitalAxes%d_1", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(val);
section.Format("ControllerAnalogScale%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickAnalogueScale[i] = (int32_t)strtoull(val, nullptr, 0);
section.Format("ControllerAnalogInvert%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickAnalogueInvert[i] = (int32_t)strtoull(val, nullptr, 0);
section.Format("ControllerAnalogDead%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickAnalogueDead[i] = (int32_t)strtoull(val, nullptr, 0);
section.Format("ControllerAnalogSaturate%d", i);
val = GameConfig->GetValueForKey(section);
if (val)
JoystickAnalogueSaturate[i] = (int32_t)strtoull(val, nullptr, 0);
}
for (int i = 0; i < MAXJOYBUTTONSANDHATS; i++)
{
CONTROL_MapButton(JoystickFunctions[i][0], i, 0, controldevice_joystick);
CONTROL_MapButton(JoystickFunctions[i][1], i, 1, controldevice_joystick);
}
for (int i = 0; i < MAXJOYAXES; i++)
{
CONTROL_MapAnalogAxis(i, JoystickAnalogueAxes[i], controldevice_joystick);
CONTROL_MapDigitalAxis(i, JoystickDigitalFunctions[i][0], 0, controldevice_joystick);
CONTROL_MapDigitalAxis(i, JoystickDigitalFunctions[i][1], 1, controldevice_joystick);
CONTROL_SetAnalogAxisScale(i, JoystickAnalogueScale[i], controldevice_joystick);
CONTROL_SetAnalogAxisInvert(i, JoystickAnalogueInvert[i], controldevice_joystick);
}
CONTROL_JoystickEnabled = (in_joystick && CONTROL_JoyPresent);
// JBF 20040215: evil and nasty place to do this, but joysticks are evil and nasty too
for (int i=0; i<joystick.numAxes; i++)
joySetDeadZone(i,JoystickAnalogueDead[i],JoystickAnalogueSaturate[i]);
}
static void CONFIG_SetJoystickButtonFunction(int i, int j, int function)
{
JoystickFunctions[i][j] = function;
CONTROL_MapButton(function, i, j, controldevice_joystick);
}
static void CONFIG_SetJoystickAnalogAxisScale(int i, int scale)
{
JoystickAnalogueScale[i] = scale;
CONTROL_SetAnalogAxisScale(i, scale, controldevice_joystick);
}
static void CONFIG_SetJoystickAnalogAxisInvert(int i, int invert)
{
JoystickAnalogueInvert[i] = invert;
CONTROL_SetAnalogAxisInvert(i, invert, controldevice_joystick);
}
static void CONFIG_SetJoystickAnalogAxisDeadSaturate(int i, int dead, int saturate)
{
JoystickAnalogueDead[i] = dead;
JoystickAnalogueSaturate[i] = saturate;
joySetDeadZone(i, dead, saturate);
}
static void CONFIG_SetJoystickDigitalAxisFunction(int i, int j, int function)
{
JoystickDigitalFunctions[i][j] = function;
CONTROL_MapDigitalAxis(i, function, j, controldevice_joystick);
}
static void CONFIG_SetJoystickAnalogAxisFunction(int i, int function)
{
JoystickAnalogueAxes[i] = function;
CONTROL_MapAnalogAxis(i, function, controldevice_joystick);
}
struct GameControllerButtonSetting
{
GameControllerButton button;
int function;
void apply() const
{
CONFIG_SetJoystickButtonFunction(button, 0, function);
}
};
struct GameControllerAnalogAxisSetting
{
GameControllerAxis axis;
int function;
void apply() const
{
CONFIG_SetJoystickAnalogAxisFunction(axis, function);
}
};
struct GameControllerDigitalAxisSetting
{
GameControllerAxis axis;
int polarity;
int function;
void apply() const
{
CONFIG_SetJoystickDigitalAxisFunction(axis, polarity, function);
}
};
void CONFIG_SetGameControllerDefaultsClear()
{
for (int i = 0; i < MAXJOYBUTTONSANDHATS; i++)
{
CONFIG_SetJoystickButtonFunction(i, 0, -1);
CONFIG_SetJoystickButtonFunction(i, 1, -1);
}
for (int i = 0; i < MAXJOYAXES; i++)
{
CONFIG_SetJoystickAnalogAxisScale(i, DEFAULTJOYSTICKANALOGUESCALE);
CONFIG_SetJoystickAnalogAxisInvert(i, 0);
CONFIG_SetJoystickAnalogAxisDeadSaturate(i, DEFAULTJOYSTICKANALOGUEDEAD, DEFAULTJOYSTICKANALOGUESATURATE);
CONFIG_SetJoystickDigitalAxisFunction(i, 0, -1);
CONFIG_SetJoystickDigitalAxisFunction(i, 1, -1);
CONFIG_SetJoystickAnalogAxisFunction(i, -1);
}
}
static void CONFIG_SetGameControllerAxesModern()
{
static GameControllerAnalogAxisSetting const analogAxes[] =
{
{ GAMECONTROLLER_AXIS_LEFTX, analog_strafing },
{ GAMECONTROLLER_AXIS_LEFTY, analog_moving },
{ GAMECONTROLLER_AXIS_RIGHTX, analog_turning },
{ GAMECONTROLLER_AXIS_RIGHTY, analog_lookingupanddown },
};
CONFIG_SetJoystickAnalogAxisScale(GAMECONTROLLER_AXIS_RIGHTX, 32768 + 16384);
CONFIG_SetJoystickAnalogAxisScale(GAMECONTROLLER_AXIS_RIGHTY, 32768 + 16384);
for (auto const& analogAxis : analogAxes)
analogAxis.apply();
}
void CONFIG_SetGameControllerDefaultsStandard()
{
CONFIG_SetGameControllerDefaultsClear();
CONFIG_SetGameControllerAxesModern();
static GameControllerButtonSetting const buttons[] =
{
{ GAMECONTROLLER_BUTTON_A, gamefunc_Jump },
{ GAMECONTROLLER_BUTTON_B, gamefunc_Toggle_Crouch },
{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Quick_Kick },
{ GAMECONTROLLER_BUTTON_LEFTSHOULDER, gamefunc_Crouch },
{ GAMECONTROLLER_BUTTON_RIGHTSHOULDER, gamefunc_Jump },
{ GAMECONTROLLER_BUTTON_DPAD_UP, gamefunc_Previous_Weapon },
{ GAMECONTROLLER_BUTTON_DPAD_DOWN, gamefunc_Next_Weapon },
};
static GameControllerButtonSetting const buttonsDuke[] =
{
{ GAMECONTROLLER_BUTTON_X, gamefunc_Open },
{ GAMECONTROLLER_BUTTON_Y, gamefunc_Inventory },
{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_Inventory_Left },
{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_Inventory_Right },
};
static GameControllerButtonSetting const buttonsFury[] =
{
{ GAMECONTROLLER_BUTTON_X, gamefunc_Steroids }, // Reload
{ GAMECONTROLLER_BUTTON_Y, gamefunc_Open },
{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_MedKit },
{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_NightVision }, // Radar
};
static GameControllerDigitalAxisSetting const digitalAxes[] =
{
{ GAMECONTROLLER_AXIS_TRIGGERLEFT, 1, gamefunc_Alt_Fire },
{ GAMECONTROLLER_AXIS_TRIGGERRIGHT, 1, gamefunc_Fire },
};
for (auto const& button : buttons)
button.apply();
/*
if (FURY)
{
for (auto const& button : buttonsFury)
button.apply();
}
else
*/
{
for (auto const& button : buttonsDuke)
button.apply();
}
for (auto const& digitalAxis : digitalAxes)
digitalAxis.apply();
}
void CONFIG_SetGameControllerDefaultsPro()
{
CONFIG_SetGameControllerDefaultsClear();
CONFIG_SetGameControllerAxesModern();
static GameControllerButtonSetting const buttons[] =
{
{ GAMECONTROLLER_BUTTON_A, gamefunc_Open },
{ GAMECONTROLLER_BUTTON_B, gamefunc_Third_Person_View },
{ GAMECONTROLLER_BUTTON_Y, gamefunc_Quick_Kick },
{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Crouch },
{ GAMECONTROLLER_BUTTON_DPAD_UP, gamefunc_Previous_Weapon },
{ GAMECONTROLLER_BUTTON_DPAD_DOWN, gamefunc_Next_Weapon },
};
static GameControllerButtonSetting const buttonsDuke[] =
{
{ GAMECONTROLLER_BUTTON_X, gamefunc_Inventory },
{ GAMECONTROLLER_BUTTON_LEFTSHOULDER, gamefunc_Previous_Weapon },
{ GAMECONTROLLER_BUTTON_RIGHTSHOULDER, gamefunc_Next_Weapon },
{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_Inventory_Left },
{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_Inventory_Right },
};
static GameControllerButtonSetting const buttonsFury[] =
{
{ GAMECONTROLLER_BUTTON_X, gamefunc_Steroids }, // Reload
{ GAMECONTROLLER_BUTTON_LEFTSHOULDER, gamefunc_Crouch },
{ GAMECONTROLLER_BUTTON_RIGHTSHOULDER, gamefunc_Alt_Fire },
{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_MedKit },
{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_NightVision }, // Radar
};
static GameControllerDigitalAxisSetting const digitalAxes[] =
{
{ GAMECONTROLLER_AXIS_TRIGGERLEFT, 1, gamefunc_Jump },
{ GAMECONTROLLER_AXIS_TRIGGERRIGHT, 1, gamefunc_Fire },
};
for (auto const& button : buttons)
button.apply();
#if 0 // ouch...
if (FURY)
{
for (auto const& button : buttonsFury)
button.apply();
}
else
#endif
{
for (auto const& button : buttonsDuke)
button.apply();
}
for (auto const& digitalAxis : digitalAxes)
digitalAxis.apply();
}
char const* CONFIG_GetGameFuncOnKeyboard(int gameFunc)
{
const char* string0 = KB_ScanCodeToString(KeyboardKeys[gameFunc][0]);
return string0[0] == '\0' ? KB_ScanCodeToString(KeyboardKeys[gameFunc][1]) : string0;
}
char const* CONFIG_GetGameFuncOnMouse(int gameFunc)
{
for (int j = 0; j < 2; ++j)
for (int i = 0; i < joystick.numButtons; ++i)
if (JoystickFunctions[i][j] == gameFunc)
return joyGetName(1, i);
for (int i = 0; i < joystick.numAxes; ++i)
for (int j = 0; j < 2; ++j)
if (JoystickDigitalFunctions[i][j] == gameFunc)
return joyGetName(0, i);
return "";
}
char const* CONFIG_GetGameFuncOnJoystick(int gameFunc)
{
for (int j = 0; j < 2; ++j)
for (int i = 0; i < joystick.numButtons; ++i)
if (JoystickFunctions[i][j] == gameFunc)
return joyGetName(1, i);
for (int i = 0; i < joystick.numAxes; ++i)
for (int j = 0; j < 2; ++j)
if (JoystickDigitalFunctions[i][j] == gameFunc)
return joyGetName(0, i);
return "";
}
// FIXME: Consider the mouse as well!
FString CONFIG_GetBoundKeyForLastInput(int gameFunc)
{
if (CONTROL_LastSeenInput == LastSeenInput::Joystick)
{
char const* joyname = CONFIG_GetGameFuncOnJoystick(gameFunc);
if (joyname != nullptr && joyname[0] != '\0')
{
return joyname;
}
char const* keyname = CONFIG_GetGameFuncOnKeyboard(gameFunc);
if (keyname != nullptr && keyname[0] != '\0')
{
return keyname;
}
}
else
{
char const* keyname = CONFIG_GetGameFuncOnKeyboard(gameFunc);
if (keyname != nullptr && keyname[0] != '\0')
{
return keyname;
}
char const* joyname = CONFIG_GetGameFuncOnJoystick(gameFunc);
if (joyname != nullptr && joyname[0] != '\0')
{
return joyname;
}
}
return "UNBOUND";
}
void CONFIG_InitMouseAndController()
{
memset(MouseFunctions, -1, sizeof(MouseFunctions));
memset(MouseDigitalFunctions, -1, sizeof(MouseDigitalFunctions));
memset(JoystickFunctions, -1, sizeof(JoystickFunctions));
memset(JoystickDigitalFunctions, -1, sizeof(JoystickDigitalFunctions));
for (int i = 0; i < MAXMOUSEBUTTONS; i++)
{
MouseFunctions[i][0] = CONFIG_FunctionNameToNum(mousedefaults[i]);
CONTROL_MapButton(MouseFunctions[i][0], i, 0, controldevice_mouse);
if (i >= 4) continue;
MouseFunctions[i][1] = CONFIG_FunctionNameToNum(mouseclickeddefaults[i]);
CONTROL_MapButton(MouseFunctions[i][1], i, 1, controldevice_mouse);
}
for (int i = 0; i < MAXMOUSEAXES; i++)
{
MouseAnalogueScale[i] = DEFAULTMOUSEANALOGUESCALE;
CONTROL_SetAnalogAxisScale(i, MouseAnalogueScale[i], controldevice_mouse);
MouseDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(mousedigitaldefaults[i * 2]);
MouseDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(mousedigitaldefaults[i * 2 + 1]);
CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][0], 0, controldevice_mouse);
CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][1], 1, controldevice_mouse);
MouseAnalogueAxes[i] = CONFIG_AnalogNameToNum(mouseanalogdefaults[i]);
CONTROL_MapAnalogAxis(i, MouseAnalogueAxes[i], controldevice_mouse);
}
CONFIG_SetupMouse();
CONFIG_SetupJoystick();
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
KB_FlushKeyboardQueueScans();
}
void CONFIG_PutNumber(const char* key, int number)
{
FStringf str("%d", number);
GameConfig->SetValueForKey(key, str);
}
void CONFIG_WriteControllerSettings()
{
FString buf;
if (in_mouse)
{
FString section = currentGame + ".MouseSettings";
GameConfig->SetSection(section);
for (int i = 0; i < MAXMOUSEBUTTONS; i++)
{
if (CONFIG_FunctionNumToName(MouseFunctions[i][0]))
{
buf.Format("MouseButton%d", i);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseFunctions[i][0]));
}
if (i >= (MAXMOUSEBUTTONS - 2)) continue;
if (CONFIG_FunctionNumToName(MouseFunctions[i][1]))
{
buf.Format("MouseButtonClicked%d", i);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseFunctions[i][1]));
}
}
for (int i = 0; i < MAXMOUSEAXES; i++)
{
if (CONFIG_AnalogNumToName(MouseAnalogueAxes[i]))
{
buf.Format("MouseAnalogAxes%d", i);
GameConfig->SetValueForKey(buf, CONFIG_AnalogNumToName(MouseAnalogueAxes[i]));
}
if (CONFIG_FunctionNumToName(MouseDigitalFunctions[i][0]))
{
buf.Format("MouseDigitalAxes%d_0", i);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseDigitalFunctions[i][0]));
}
if (CONFIG_FunctionNumToName(MouseDigitalFunctions[i][1]))
{
buf.Format("MouseDigitalAxes%d_1", i);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseDigitalFunctions[i][1]));
}
buf.Format("MouseAnalogScale%d", i);
CONFIG_PutNumber(buf, MouseAnalogueScale[i]);
}
}
if (in_joystick)
{
FString section = currentGame + ".ControllerSettings";
GameConfig->SetSection(section);
for (int dummy = 0; dummy < MAXJOYBUTTONSANDHATS; dummy++)
{
if (CONFIG_FunctionNumToName(JoystickFunctions[dummy][0]))
{
buf.Format("ControllerButton%d", dummy);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickFunctions[dummy][0]));
}
if (CONFIG_FunctionNumToName(JoystickFunctions[dummy][1]))
{
buf.Format("ControllerButtonClicked%d", dummy);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickFunctions[dummy][1]));
}
}
for (int dummy = 0; dummy < MAXJOYAXES; dummy++)
{
if (CONFIG_AnalogNumToName(JoystickAnalogueAxes[dummy]))
{
buf.Format("ControllerAnalogAxes%d", dummy);
GameConfig->SetValueForKey(buf, CONFIG_AnalogNumToName(JoystickAnalogueAxes[dummy]));
}
if (CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][0]))
{
buf.Format("ControllerDigitalAxes%d_0", dummy);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][0]));
}
if (CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][1]))
{
buf.Format("ControllerDigitalAxes%d_1", dummy);
GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][1]));
}
buf.Format("ControllerAnalogScale%d", dummy);
CONFIG_PutNumber(buf, JoystickAnalogueScale[dummy]);
buf.Format("ControllerAnalogInvert%d", dummy);
CONFIG_PutNumber(buf, JoystickAnalogueInvert[dummy]);
buf.Format("ControllerAnalogDead%d", dummy);
CONFIG_PutNumber(buf, JoystickAnalogueDead[dummy]);
buf.Format("ControllerAnalogSaturate%d", dummy);
CONFIG_PutNumber(buf, JoystickAnalogueSaturate[dummy]);
}
}
}