mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 21:12:20 +00:00
6245a0e2e2
The controller menu obviously does not work yet, it needs quite a bit of backing code fron GZDoom first.
318 lines
8.6 KiB
C++
318 lines
8.6 KiB
C++
/*
|
|
** 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 "printf.h"
|
|
#include "cmdlib.h"
|
|
#include "c_dispatch.h"
|
|
#include "gamecontrol.h"
|
|
|
|
ButtonMap buttonMap;
|
|
|
|
struct ButtonDesc
|
|
{
|
|
int index;
|
|
const char *name;
|
|
};
|
|
|
|
static const ButtonDesc 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, "Turn_Around"},
|
|
{ gamefunc_SendMessage, "Send_Message"},
|
|
{ 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_DukeMatch_Scores, "Show_DukeMatch_Scores"},
|
|
{ gamefunc_Dpad_Select, "Dpad_Select"},
|
|
{ gamefunc_Dpad_Aiming, "Dpad_Aiming"},
|
|
{ gamefunc_Last_Weapon, "Last_Used_Weapon"},
|
|
{ gamefunc_Alt_Weapon, "Alt_Weapon"},
|
|
{ gamefunc_Third_Person_View, "Third_Person_View"},
|
|
{ gamefunc_Toggle_Crouch, "Toggle_Crouch"},
|
|
{ gamefunc_CrystalBall, "CrystalBall"}, // the following were added by Blood
|
|
{ gamefunc_ProximityBombs, "ProximityBombs"},
|
|
{ gamefunc_RemoteBombs, "RemoteBombs"},
|
|
{ gamefunc_Smoke_Bomb, "Smoke_Bomb" },
|
|
{ gamefunc_Gas_Bomb, "Gas_Bomb" },
|
|
{ gamefunc_Flash_Bomb, "Flash_Bomb" },
|
|
{ gamefunc_Caltrops, "Caltrops" },
|
|
|
|
};
|
|
|
|
// This is for use by the tab command builder which can run before the optimized tables are initialized.
|
|
const char* StaticGetButtonName(int32_t func)
|
|
{
|
|
for (auto& entry : gamefuncs)
|
|
if (entry.index == func) return entry.name;
|
|
return "";
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
ButtonMap::ButtonMap()
|
|
{
|
|
for(auto &gf : gamefuncs)
|
|
{
|
|
NameToNum.Insert(gf.name, gf.index);
|
|
NumToName[gf.index] = gf.name;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
int ButtonMap::ListActionCommands (const char *pattern)
|
|
{
|
|
char matcher[32];
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < NumButtons(); i++)
|
|
{
|
|
if (pattern == NULL || CheckWildcards (pattern,
|
|
(snprintf (matcher, countof(matcher), "+%s", NumToName[i].GetChars()), matcher)))
|
|
{
|
|
Printf ("+%s\n", NumToName[i].GetChars());
|
|
count++;
|
|
}
|
|
if (pattern == NULL || CheckWildcards (pattern,
|
|
(snprintf (matcher, countof(matcher), "-%s", NumToName[i].GetChars()), matcher)))
|
|
{
|
|
Printf ("-%s\n", NumToName[i].GetChars());
|
|
count++;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
int ButtonMap::FindButtonIndex (const char *key) const
|
|
{
|
|
if (!key) return -1;
|
|
|
|
FName name(key, 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 &button : Buttons)
|
|
{
|
|
button.ReleaseKey (0);
|
|
button.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;
|
|
}
|