mirror of
https://github.com/ZDoom/raze-gles.git
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69d04171c0
This replaces all remaining magic numbers with enumerations thereof. It also tweaks the following, even though most will be irrelevant post-rewrite: -Remove unused menus -Properly center the nuke icon in Duke and the star icon in NAM -Fix the multiplayer macro editing menu: --Position the currently editing quote its proper spot instead of beneath the first row --Don't highlight the first quote while editing a different one --Select the quote just edited when finished editing instead of the first one -Fix the cursor of a centered text input field (such as the adult mode password) -Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones -Shift the the Joystick Axes menu down to avoid overlapping the title bar -Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse" -Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar git-svn-id: https://svn.eduke32.com/eduke32@4399 1a8010ca-5511-0410-912e-c29ae57300e0
331 lines
8.1 KiB
C
331 lines
8.1 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include "global.h"
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#include "game.h"
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#include "function.h"
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#include "keyboard.h"
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#include "mouse.h"
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#include "joystick.h"
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#include "control.h"
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#include "input.h"
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int32_t I_CheckAllInput(void)
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{
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return (
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KB_KeyWaiting() ||
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MOUSE_GetButtons() ||
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JOYSTICK_GetButtons()
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);
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}
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void I_ClearAllInput(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeysDown();
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MOUSE_ClearAllButtons();
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JOYSTICK_ClearAllButtons();
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}
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int32_t I_CheckInputWaiting(void)
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{
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return (
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KB_KeyWaiting() ||
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(MOUSE_GetButtons()&LEFT_MOUSE) ||
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I_JoystickAdvanceTrigger()
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);
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}
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int32_t I_ClearInputWaiting(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeysDown(); // JBF
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I_JoystickAdvanceTriggerClear();
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return (
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MOUSE_ClearButton(LEFT_MOUSE)
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);
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}
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int32_t I_JoystickAdvanceTrigger(void)
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{
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return (
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#if defined(GEKKO)
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(JOYSTICK_GetButtons()&WII_A)
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#else
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BUTTON(gamefunc_Open) ||
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BUTTON(gamefunc_Fire)
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#endif
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);
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}
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int32_t I_JoystickAdvanceTriggerClear(void)
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{
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#if defined(GEKKO)
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return JOYSTICK_ClearButton(WII_A);
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#else
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CONTROL_ClearButton(gamefunc_Open);
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CONTROL_ClearButton(gamefunc_Fire);
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return 0;
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#endif
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}
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int32_t I_JoystickReturnTrigger(void)
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{
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return (
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BUTTON(gamefunc_Crouch)
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#if defined(GEKKO)
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|| (JOYSTICK_GetButtons()&(WII_B|WII_HOME))
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#endif
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);
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}
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int32_t I_JoystickReturnTriggerClear(void)
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{
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CONTROL_ClearButton(gamefunc_Crouch);
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return (
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#if defined(GEKKO)
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JOYSTICK_ClearButton(WII_B) ||
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JOYSTICK_ClearButton(WII_HOME)
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#else
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0
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#endif
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);
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}
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int32_t I_JoystickEscapeTrigger(void)
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{
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return (
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#if defined(GEKKO)
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(JOYSTICK_GetButtons()&WII_HOME)
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#else
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0
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#endif
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);
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}
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int32_t I_JoystickEscapeTriggerClear(void)
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{
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return (
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#if defined(GEKKO)
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JOYSTICK_ClearButton(WII_HOME)
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#else
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0
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#endif
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);
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}
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int32_t I_AdvanceTrigger(void)
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{
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return (
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KB_KeyPressed(sc_kpad_Enter) ||
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KB_KeyPressed(sc_Enter) ||
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(MOUSE_GetButtons()&LEFT_MOUSE) ||
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I_JoystickAdvanceTrigger()
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);
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}
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int32_t I_AdvanceTriggerClear(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeyDown(sc_kpad_Enter);
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KB_ClearKeyDown(sc_Enter);
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I_JoystickAdvanceTriggerClear();
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return (
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MOUSE_ClearButton(LEFT_MOUSE)
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);
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}
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int32_t I_ReturnTrigger(void)
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{
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return (
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KB_KeyPressed(sc_Escape) ||
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(MOUSE_GetButtons()&RIGHT_MOUSE) ||
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I_JoystickReturnTrigger()
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);
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}
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int32_t I_ReturnTriggerClear(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeyDown(sc_Escape);
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return (
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MOUSE_ClearButton(RIGHT_MOUSE) ||
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I_JoystickReturnTriggerClear()
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);
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}
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int32_t I_EscapeTrigger(void)
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{
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return (
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KB_KeyPressed(sc_Escape) ||
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I_JoystickEscapeTrigger()
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);
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}
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int32_t I_EscapeTriggerClear(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeyDown(sc_Escape);
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return (
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I_JoystickEscapeTriggerClear()
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);
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}
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int32_t I_PanelUp(void)
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{
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return (
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KB_KeyPressed(sc_LeftArrow) ||
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KB_KeyPressed(sc_kpad_4) ||
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KB_KeyPressed(sc_UpArrow) ||
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KB_KeyPressed(sc_kpad_8) ||
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KB_KeyPressed(sc_PgUp) ||
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(MOUSE_GetButtons()&WHEELUP_MOUSE) ||
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BUTTON(gamefunc_Move_Forward) ||
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BUTTON(gamefunc_Turn_Left) ||
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BUTTON(gamefunc_Strafe_Left) ||
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(JOYSTICK_GetHat(0)&HAT_UP)
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);
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}
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int32_t I_PanelUpClear(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeyDown(sc_LeftArrow);
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KB_ClearKeyDown(sc_kpad_4);
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KB_ClearKeyDown(sc_UpArrow);
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KB_ClearKeyDown(sc_kpad_8);
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KB_ClearKeyDown(sc_PgUp);
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CONTROL_ClearButton(gamefunc_Move_Forward);
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CONTROL_ClearButton(gamefunc_Turn_Left);
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CONTROL_ClearButton(gamefunc_Strafe_Left);
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JOYSTICK_ClearHat(0);
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return (
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MOUSE_ClearButton(WHEELUP_MOUSE)
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);
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}
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int32_t I_PanelDown(void)
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{
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return (
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KB_KeyPressed(sc_RightArrow) ||
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KB_KeyPressed(sc_kpad_6) ||
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KB_KeyPressed(sc_DownArrow) ||
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KB_KeyPressed(sc_kpad_2) ||
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KB_KeyPressed(sc_PgDn) ||
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(MOUSE_GetButtons()&WHEELDOWN_MOUSE) ||
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BUTTON(gamefunc_Move_Backward) ||
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BUTTON(gamefunc_Turn_Right) ||
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BUTTON(gamefunc_Strafe_Right) ||
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(JOYSTICK_GetHat(0)&HAT_DOWN) ||
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I_AdvanceTrigger()
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);
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}
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int32_t I_PanelDownClear(void)
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{
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KB_FlushKeyboardQueue();
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KB_ClearKeyDown(sc_RightArrow);
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KB_ClearKeyDown(sc_kpad_6);
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KB_ClearKeyDown(sc_DownArrow);
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KB_ClearKeyDown(sc_kpad_2);
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KB_ClearKeyDown(sc_PgDn);
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CONTROL_ClearButton(gamefunc_Move_Backward);
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CONTROL_ClearButton(gamefunc_Turn_Right);
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CONTROL_ClearButton(gamefunc_Strafe_Right);
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JOYSTICK_ClearHat(0);
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return (
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MOUSE_ClearButton(WHEELDOWN_MOUSE) ||
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I_AdvanceTriggerClear()
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);
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}
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char inputloc = 0;
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int32_t _EnterText(int32_t small,int32_t x,int32_t y,char *t,int32_t dalen,int32_t c)
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{
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char ch;
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int32_t i;
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const int32_t startx = x;
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while ((ch = KB_GetCh()) != 0)
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{
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if (ch == asc_BackSpace)
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{
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if (inputloc > 0)
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{
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inputloc--;
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*(t+inputloc) = 0;
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}
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}
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else
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{
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if (ch == asc_Enter)
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{
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I_AdvanceTriggerClear();
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return (1);
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}
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else if (ch == asc_Escape)
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{
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I_ReturnTriggerClear();
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return (-1);
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}
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else if (ch >= 32 && inputloc < dalen && ch < 127)
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{
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if (c != 997 || (ch >= '0' && ch <= '9'))
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{
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// JBF 20040508: so we can have numeric only if we want
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*(t+inputloc) = ch;
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*(t+inputloc+1) = 0;
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inputloc++;
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}
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}
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}
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}
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if (c == 999) return(0);
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if (c == 998)
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{
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char b[91],ii;
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for (ii=0; ii<inputloc; ii++)
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b[(uint8_t)ii] = '*';
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b[(uint8_t)inputloc] = 0;
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if (g_player[myconnectindex].ps->gm&MODE_TYPE)
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x = mpgametext(y,b,c,2+8+16);
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else x = gametext(x,y,b,c,2+8+16);
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}
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else
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{
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if (g_player[myconnectindex].ps->gm&MODE_TYPE)
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x = mpgametext(y,t,c,2+8+16);
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else x = gametext(x,y,t,c,2+8+16);
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}
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c = 4-(sintable[(totalclock<<4)&2047]>>11);
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i = G_GameTextLen(USERQUOTE_LEFTOFFSET,OSD_StripColors(tempbuf,t));
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while (i > (ud.config.ScreenWidth - USERQUOTE_RIGHTOFFSET))
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{
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i -= (ud.config.ScreenWidth - USERQUOTE_RIGHTOFFSET);
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if (small&1)
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y += textsc(6);
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y += 8;
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}
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if (startx == 160) // gametext center
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x = startx + ((x - startx)>>1);
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if (small&1)
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rotatesprite_fs(textsc(x)<<16,(y<<16),32768,0,SPINNINGNUKEICON+((totalclock>>3)%7),c,0,(8|16));
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else rotatesprite_fs((x+8)<<16,(y+4)<<16,32768,0,SPINNINGNUKEICON+((totalclock>>3)%7),c,0,2+8);
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return (0);
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}
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