mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 02:01:39 +00:00
4e5f59a373
* implemented single image screens * implemented skeleton of the image scroller * added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp) * added definitions for credits screens.
1124 lines
30 KiB
C++
1124 lines
30 KiB
C++
#include <filesystem>
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#include "gamecontrol.h"
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#include "tarray.h"
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#include "zstring.h"
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#include "name.h"
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#include "control.h"
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#include "keyboard.h"
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#include "sc_man.h"
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#include "c_cvars.h"
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#include "gameconfigfile.h"
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#include "gamecvars.h"
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#include "build.h"
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#include "inputstate.h"
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#include "_control.h"
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#include "control.h"
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#include "m_argv.h"
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#include "rts.h"
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#include "printf.h"
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#include "c_bind.h"
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#include "v_font.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_specialpaths.h"
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#include "z_music.h"
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#include "statistics.h"
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#include "menu.h"
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#include "gstrings.h"
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#ifndef NETCODE_DISABLE
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#include "enet.h"
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#endif
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InputState inputState;
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void SetClipshapes();
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int ShowStartupWindow(TArray<GrpEntry> &);
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void InitFileSystem(TArray<GrpEntry>&);
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bool gHaveNetworking;
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FString currentGame;
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FString LumpFilter;
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TMap<FName, int32_t> NameToTileIndex; // for assigning names to tiles. The menu accesses this list. By default it gets everything from the dynamic tile map in Duke Nukem and Redneck Rampage.
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// Todo: Add additional definition file for the other games or textures not in that list so that the menu does not have to rely on indices.
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CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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UserConfig userConfig;
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void UserConfig::ProcessOptions()
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{
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// -help etc are omitted
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// -cfg / -setupfile refer to Build style config which are not supported.
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if (Args->CheckParm("-cfg") || Args->CheckParm("-setupfile"))
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{
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initprintf("Build-format config files not supported and will be ignored\n");
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}
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auto v = Args->CheckValue("-port");
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if (v) netPort = strtol(v, nullptr, 0);
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netServerMode = Args->CheckParm("-server");
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netServerAddress = Args->CheckValue("-connect");
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netPassword = Args->CheckValue("-password");
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v = Args->CheckValue("-addon");
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if (v)
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{
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auto val = strtol(v, nullptr, 0);
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static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" };
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if (val > 0 && val < 4) gamegrp = addons[val];
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else initprintf("%s: Unknown Addon\n", v);
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}
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else if (Args->CheckParm("-nam"))
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{
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gamegrp = "NAM.GRP";
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}
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else if (Args->CheckParm("-napalm"))
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{
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gamegrp = "NAPALM.GRP";
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}
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else if (Args->CheckParm("-ww2gi"))
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{
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gamegrp = "WW2GI.GRP";
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}
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v = Args->CheckValue("-gamegrp");
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if (v)
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{
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gamegrp = v;
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}
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else
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{
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// This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource.
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v = Args->CheckValue("-iwad");
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if (v)
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{
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gamegrp = v;
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}
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}
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Args->CollectFiles("-rts", ".rts");
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auto rts = Args->CheckValue("-rts");
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if (rts) RTS_Init(rts);
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Args->CollectFiles("-map", ".map");
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CommandMap = Args->CheckValue("-map");
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static const char* defs[] = { "-def", "-h", nullptr };
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Args->CollectFiles("-def", defs, ".def");
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DefaultDef = Args->CheckValue("-def");
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static const char* cons[] = { "-con", "-x", nullptr };
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Args->CollectFiles("-con", cons, ".con");
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DefaultCon = Args->CheckValue("-con");
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static const char* demos[] = { "-playback", "-d", "-demo", nullptr };
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Args->CollectFiles("-demo", demos, ".dmo");
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CommandDemo = Args->CheckValue("-demo");
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static const char* names[] = { "-pname", "-name", nullptr };
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Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
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CommandName = Args->CheckValue("-name");
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static const char* nomos[] = { "-nomonsters", "-nodudes", nullptr };
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Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
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nomonsters = Args->CheckParm("-nomonsters");
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static const char* acons[] = { "-addcon", "-mx", nullptr };
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Args->CollectFiles("-addcon", acons, ".con");
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AddCons.reset(Args->GatherFiles("-addcon"));
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static const char* adefs[] = { "-adddef", "-mh", nullptr };
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Args->CollectFiles("-adddef", adefs, ".def");
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AddDefs.reset(Args->GatherFiles("-adddef"));
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Args->CollectFiles("-art", ".art");
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AddArt.reset(Args->GatherFiles("-art"));
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CommandIni = Args->CheckValue("-ini");
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nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick");
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nomusic = Args->CheckParm("-nomusic");
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nosound = Args->CheckParm("-nosfx");
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if (Args->CheckParm("-nosound")) nomusic = nosound = true;
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if (Args->CheckParm("-setup")) setupstate = 1;
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else if (Args->CheckParm("-nosetup")) setupstate = 0;
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if (Args->CheckParm("-file"))
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{
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// For file loading there's two modes:
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// If -file is given, all content will be processed in order and the legacy options be ignored entirely.
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//This allows mixing directories and GRP files in arbitrary order.
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Args->CollectFiles("-file", NULL);
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AddFiles.reset(Args->GatherFiles("-file"));
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}
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else
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{
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// Trying to emulate Build. This means to treat RFF files as lowest priority, then all GRPs and then all directories.
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// This is only for people depending on lauchers. Since the semantics are so crappy it is strongly recommended to
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// use -file instead which gives the user full control over the order in which things are added.
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// For single mods this is no problem but don't even think about loading more stuff consistently...
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static const char* grps[] = { "-g", "-grp", nullptr };
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static const char* dirs[] = { "-game_dir", "-j", nullptr };
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static const char* rffs[] = { "-rff", "-snd", nullptr };
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static const char* twostep[] = { "-rff", "-grp", nullptr };
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// 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.
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Args->CollectFiles("-rff", rffs, ".rff");
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Args->CollectFiles("-grp", grps, nullptr);
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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.
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AddFilesPre.reset(Args->GatherFiles("-grp"));
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Args->CollectFiles("-game_dir", dirs, nullptr);
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AddFiles.reset(Args->GatherFiles("-game_dir"));
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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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namespace Duke
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{
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::GameInterface* CreateInterface();
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}
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namespace Redneck
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{
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::GameInterface* CreateInterface();
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}
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namespace Blood
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{
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::GameInterface* CreateInterface();
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}
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namespace ShadowWarrior
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{
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::GameInterface* CreateInterface();
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}
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void CheckFrontend(int flags)
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{
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if (flags & GAMEFLAG_BLOOD)
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{
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gi = Blood::CreateInterface();
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}
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else if (flags & GAMEFLAG_RR)
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{
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gi = Redneck::CreateInterface();
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}
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else if (flags & GAMEFLAG_SW)
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{
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gi = ShadowWarrior::CreateInterface();
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}
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else
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{
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gi = Duke::CreateInterface();
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}
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}
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int GameMain()
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{
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// Set up the console before anything else so that it can receive text.
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C_InitConsole(1024, 768, true);
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FStringf logpath("logfile %sdemolition.log", M_GetDocumentsPath().GetChars());
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C_DoCommand(logpath);
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#ifndef NETCODE_DISABLE
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gHaveNetworking = !enet_initialize();
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if (!gHaveNetworking)
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initprintf("An error occurred while initializing ENet.\n");
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#endif
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int r;
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try
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{
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r = CONFIG_Init();
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}
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catch (const std::runtime_error & err)
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{
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wm_msgbox("Error", "%s", err.what());
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return 3;
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}
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catch (const ExitEvent & exit)
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{
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// Just let the rest of the function execute.
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r = exit.Reason();
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}
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G_SaveConfig();
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#ifndef NETCODE_DISABLE
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if (gHaveNetworking) enet_deinitialize();
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#endif
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return r;
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}
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//==========================================================================
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//
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// Try to keep all initializations of global string variables in this one place
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//
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//==========================================================================
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#define LOCALIZED_STRING(s) s // change to "${" s "}" later, once all text output functions can replace text macros
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void SetDefaultStrings()
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{
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// Hard coded texts for the episode and skill selection menus.
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if (g_gameType & GAMEFLAG_DUKE)
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{
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gVolumeNames[0] = LOCALIZED_STRING("L.A. Meltdown");
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gVolumeNames[1] = LOCALIZED_STRING("Lunar Apocalypse");
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gVolumeNames[2] = LOCALIZED_STRING("Shrapnel City");
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gSkillNames[0] = LOCALIZED_STRING("Piece Of Cake");
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gSkillNames[1] = LOCALIZED_STRING("Let's Rock");
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gSkillNames[2] = LOCALIZED_STRING("Come Get Some");
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gSkillNames[3] = LOCALIZED_STRING("Damn I'm Good");
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}
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else if (g_gameType & GAMEFLAG_BLOOD)
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{
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gSkillNames[0] = LOCALIZED_STRING("STILL KICKING");
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gSkillNames[1] = LOCALIZED_STRING("PINK ON THE INSIDE");
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gSkillNames[2] = LOCALIZED_STRING("LIGHTLY BROILED");
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gSkillNames[3] = LOCALIZED_STRING("WELL DONE");
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gSkillNames[4] = LOCALIZED_STRING("EXTRA CRISPY");
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}
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else if (g_gameType & GAMEFLAG_SW)
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{
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gVolumeNames[0] = LOCALIZED_STRING("Enter the Wang");
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gVolumeNames[1] = LOCALIZED_STRING("Code of Honor");
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gVolumeSubtitles[0] = LOCALIZED_STRING("Four levels (Shareware Version)");
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gVolumeSubtitles[1] = LOCALIZED_STRING("Eighteen levels (Full Version Only)");
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gSkillNames[0] = LOCALIZED_STRING("Tiny grasshopper");
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gSkillNames[1] = LOCALIZED_STRING("I Have No Fear");
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gSkillNames[2] = LOCALIZED_STRING("Who Wants Wang");
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gSkillNames[3] = LOCALIZED_STRING("No Pain, No Gain");
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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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int CONFIG_Init()
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{
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SetClipshapes();
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// This must be done before initializing any data, so doing it late in the startup process won't work.
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if (CONTROL_Startup(controltype_keyboardandmouse, BGetTime, 120))
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{
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return 1;
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}
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userConfig.ProcessOptions();
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G_LoadConfig();
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// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
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auto groups = GrpScan();
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if (groups.Size() == 0)
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{
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// Abort if no game data found.
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G_SaveConfig();
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I_Error("Unable to find any game data. Please verify your settings.");
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}
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decltype(groups) usedgroups;
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int groupno = -1;
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// If the user has specified a file name, let's see if we know it.
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//
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if (userConfig.gamegrp.Len())
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{
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FString gamegrplower = "/" + userConfig.gamegrp.MakeLower();
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int g = 0;
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for (auto& grp : groups)
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{
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auto grplower = grp.FileName.MakeLower();
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grplower.Substitute("\\", "/");
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if (grplower.LastIndexOf(gamegrplower) == grplower.Len() - gamegrplower.Len())
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{
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groupno = g;
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break;
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}
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g++;
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}
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}
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if (groupno == -1 || userConfig.setupstate == 1)
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groupno = ShowStartupWindow(groups);
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if (groupno == -1) return 0;
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auto &group = groups[groupno];
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// Now filter out the data we actually need and delete the rest.
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usedgroups.Push(group);
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auto crc = group.FileInfo.dependencyCRC;
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if (crc != 0) for (auto& dep : groups)
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{
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if (dep.FileInfo.CRC == crc)
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{
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usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data.
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}
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}
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groups.Reset();
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FString selectedScript;
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FString selectedDef;
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for (auto& ugroup : usedgroups)
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{
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// For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same.
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if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname;
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if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname;
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// CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok.
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if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname);
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// For the game filter the last non-empty one wins.
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if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter;
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g_gameType |= ugroup.FileInfo.flags;
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}
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if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript;
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if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef;
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// This can only happen with a custom game that does not define any filter.
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// In this case take the display name and strip all whitespace and invaliid path characters from it.
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if (LumpFilter.IsEmpty())
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{
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LumpFilter = usedgroups.Last().FileInfo.name;
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LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n");
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}
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currentGame = LumpFilter;
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currentGame.Truncate(currentGame.IndexOf("."));
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CheckFrontend(g_gameType);
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InitFileSystem(usedgroups);
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CONTROL_ClearAssignments();
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CONFIG_InitMouseAndController();
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CONFIG_SetGameControllerDefaultsStandard();
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CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "demolition/origbinds.txt" : cl_defaultconfiguration == 2 ? "demolition/leftbinds.txt" : "demolition/defbinds.txt");
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G_ReadConfig(currentGame);
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if (!GameConfig->IsInitialized())
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{
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CONFIG_ReadCombatMacros();
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}
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if (userConfig.CommandName.IsNotEmpty())
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{
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playername = userConfig.CommandName;
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}
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GStrings.LoadStrings();
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V_InitFonts();
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buttonMap.SetGameAliases();
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Mus_Init();
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InitStatistics();
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M_Init();
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SetDefaultStrings();
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return gi->app_main();
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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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CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO)
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FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9};
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void CONFIG_ReadCombatMacros()
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{
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FScanner sc;
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sc.Open("demolition/combatmacros.txt");
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for (auto s : CombatMacros)
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{
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sc.MustGetToken(TK_StringConst);
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if (strlen(*s) == 0)
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*s = sc.String;
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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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static FString CONFIG_GetMD4EntryName(uint8_t const* const md4)
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{
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return FStringf("MD4_%08x%08x%08x%08x",
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B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])),
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B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12])));
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}
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int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4)
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{
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auto m = CONFIG_GetMD4EntryName(mapmd4);
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if (GameConfig->SetSection("MapTimes"))
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{
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auto s = GameConfig->GetValueForKey(m);
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if (s) (int)strtoull(s, nullptr, 0);
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}
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return -1;
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}
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int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm)
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{
|
|
FStringf t("%d", tm);
|
|
auto m = CONFIG_GetMD4EntryName(mapmd4);
|
|
if (GameConfig->SetSection("MapTimes"))
|
|
{
|
|
GameConfig->SetValueForKey(m, t);
|
|
}
|
|
return 0;
|
|
}
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int32_t MouseDigitalFunctions[MAXMOUSEAXES][2];
|
|
int32_t MouseAnalogueAxes[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* 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)
|
|
{
|
|
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] = buttonMap.FindButtonIndex(val);
|
|
|
|
section.Format("ControllerButtonClicked%d", i);
|
|
val = GameConfig->GetValueForKey(section);
|
|
if (val)
|
|
JoystickFunctions[i][1] = buttonMap.FindButtonIndex(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] = buttonMap.FindButtonIndex(val);
|
|
|
|
section.Format("ControllerDigitalAxes%d_1", i);
|
|
val = GameConfig->GetValueForKey(section);
|
|
if (val)
|
|
JoystickDigitalFunctions[i][1] = buttonMap.FindButtonIndex(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 < 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();
|
|
}
|
|
|
|
FString CONFIG_GetGameFuncOnKeyboard(int gameFunc)
|
|
{
|
|
auto binding = buttonMap.GetButtonAlias(gameFunc);
|
|
auto keys = Bindings.GetKeysForCommand(binding);
|
|
for(auto key : keys)
|
|
{
|
|
if (key < KEY_FIRSTMOUSEBUTTON)
|
|
{
|
|
auto scan = KB_ScanCodeToString(key);
|
|
if (scan) return scan;
|
|
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
FString CONFIG_GetGameFuncOnMouse(int gameFunc)
|
|
{
|
|
auto binding = buttonMap.GetButtonAlias(gameFunc);
|
|
auto keys = Bindings.GetKeysForCommand(binding);
|
|
for (auto key : keys)
|
|
{
|
|
if ((key >= KEY_FIRSTMOUSEBUTTON && key < KEY_FIRSTJOYBUTTON) || (key >= KEY_MWHEELUP && key <= KEY_MWHEELLEFT))
|
|
{
|
|
auto scan = KB_ScanCodeToString(key);
|
|
if (scan) return scan;
|
|
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
char const* CONFIG_GetGameFuncOnJoystick(int gameFunc)
|
|
{
|
|
auto binding = buttonMap.GetButtonAlias(gameFunc);
|
|
auto keys = Bindings.GetKeysForCommand(binding);
|
|
for (auto key : keys)
|
|
{
|
|
if (key >= KEY_FIRSTJOYBUTTON && !(key >= KEY_MWHEELUP && key <= KEY_MWHEELLEFT))
|
|
{
|
|
auto scan = KB_ScanCodeToString(key);
|
|
if (scan) return scan;
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
// FIXME: Consider the mouse as well!
|
|
FString CONFIG_GetBoundKeyForLastInput(int gameFunc)
|
|
{
|
|
if (CONTROL_LastSeenInput == LastSeenInput::Joystick)
|
|
{
|
|
FString name = CONFIG_GetGameFuncOnJoystick(gameFunc);
|
|
if (name.IsNotEmpty())
|
|
{
|
|
return name;
|
|
}
|
|
}
|
|
|
|
FString name = CONFIG_GetGameFuncOnKeyboard(gameFunc);
|
|
if (name.IsNotEmpty())
|
|
{
|
|
return name;
|
|
}
|
|
|
|
name = CONFIG_GetGameFuncOnMouse(gameFunc);
|
|
if (name.IsNotEmpty())
|
|
{
|
|
return name;
|
|
}
|
|
|
|
name = CONFIG_GetGameFuncOnJoystick(gameFunc);
|
|
if (name.IsNotEmpty())
|
|
{
|
|
return name;
|
|
}
|
|
return "UNBOUND";
|
|
}
|
|
|
|
|
|
void CONFIG_InitMouseAndController()
|
|
{
|
|
memset(MouseDigitalFunctions, -1, sizeof(MouseDigitalFunctions));
|
|
memset(JoystickFunctions, -1, sizeof(JoystickFunctions));
|
|
memset(JoystickDigitalFunctions, -1, sizeof(JoystickDigitalFunctions));
|
|
|
|
for (int i = 0; i < MAXMOUSEAXES; i++)
|
|
{
|
|
MouseDigitalFunctions[i][0] = buttonMap.FindButtonIndex(mousedigitaldefaults[i * 2]);
|
|
MouseDigitalFunctions[i][1] = buttonMap.FindButtonIndex(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();
|
|
inputState.ClearKeysDown();
|
|
inputState.keyFlushChars();
|
|
inputState.keyFlushScans();
|
|
}
|
|
|
|
|
|
void CONFIG_PutNumber(const char* key, int number)
|
|
{
|
|
FStringf str("%d", number);
|
|
GameConfig->SetValueForKey(key, str);
|
|
}
|
|
|
|
void CONFIG_WriteControllerSettings()
|
|
{
|
|
FString buf;
|
|
|
|
|
|
if (in_joystick)
|
|
{
|
|
FString section = currentGame + ".ControllerSettings";
|
|
GameConfig->SetSection(section);
|
|
for (int dummy = 0; dummy < MAXJOYBUTTONSANDHATS; dummy++)
|
|
{
|
|
if (buttonMap.GetButtonName(JoystickFunctions[dummy][0]))
|
|
{
|
|
buf.Format("ControllerButton%d", dummy);
|
|
GameConfig->SetValueForKey(buf, buttonMap.GetButtonName(JoystickFunctions[dummy][0]));
|
|
}
|
|
|
|
if (buttonMap.GetButtonName(JoystickFunctions[dummy][1]))
|
|
{
|
|
buf.Format("ControllerButtonClicked%d", dummy);
|
|
GameConfig->SetValueForKey(buf, buttonMap.GetButtonName(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 (buttonMap.GetButtonName(JoystickDigitalFunctions[dummy][0]))
|
|
{
|
|
buf.Format("ControllerDigitalAxes%d_0", dummy);
|
|
GameConfig->SetValueForKey(buf, buttonMap.GetButtonName(JoystickDigitalFunctions[dummy][0]));
|
|
}
|
|
|
|
if (buttonMap.GetButtonName(JoystickDigitalFunctions[dummy][1]))
|
|
{
|
|
buf.Format("ControllerDigitalAxes%d_1", dummy);
|
|
GameConfig->SetValueForKey(buf, buttonMap.GetButtonName(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]);
|
|
}
|
|
}
|
|
}
|