raze-gles/source/common/console/c_buttons.h
Christoph Oelckers 2997bb6292 - the keybinding menu is finally working.
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00

178 lines
4.2 KiB
C++

#pragma once
#include <stdint.h>
#include "tarray.h"
#include "zstring.h"
#include "name.h"
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire, // Duke3D, Blood
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Weapon_1,
gamefunc_Weapon_2,
gamefunc_Weapon_3,
gamefunc_Weapon_4,
gamefunc_Weapon_5,
gamefunc_Weapon_6,
gamefunc_Weapon_7,
gamefunc_Weapon_8,
gamefunc_Weapon_9,
gamefunc_Weapon_10,
gamefunc_Inventory,
gamefunc_Inventory_Use = gamefunc_Inventory,
gamefunc_Inventory_Left,
gamefunc_Inventory_Right,
gamefunc_Holo_Duke, // Duke3D, RR
gamefunc_Jetpack,
gamefunc_JumpBoots = gamefunc_Jetpack,
gamefunc_NightVision,
gamefunc_Night_Vision = gamefunc_NightVision,
gamefunc_MedKit,
gamefunc_Med_Kit = gamefunc_MedKit,
gamefunc_TurnAround,
gamefunc_SendMessage,
gamefunc_Map,
gamefunc_Map_Toggle = gamefunc_Map,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Center_View,
gamefunc_Holster_Weapon,
gamefunc_Show_Opponents_Weapon,
gamefunc_Map_Follow_Mode,
gamefunc_See_Coop_View,
gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Toggle_Crosshair,
gamefunc_Steroids,
gamefunc_Quick_Kick,
gamefunc_Next_Weapon,
gamefunc_Previous_Weapon,
gamefunc_Show_Console,
gamefunc_Show_DukeMatch_Scores,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_AutoRun,
gamefunc_Last_Weapon,
gamefunc_Quick_Save,
gamefunc_Quick_Load,
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View,
gamefunc_See_Chase_View = gamefunc_Third_Person_View, // this was added by Blood
gamefunc_Toggle_Crouch,
gamefunc_BeastVision,
gamefunc_CrystalBall,
gamefunc_ProximityBombs,
gamefunc_RemoteBombs,
gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
gamefunc_Gas_Bomb,
gamefunc_Flash_Bomb,
gamefunc_Caltrops,
NUMGAMEFUNCTIONS
};
// Actions
struct FButtonStatus
{
enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
uint16_t Keys[MAX_KEYS];
bool bDown; // Button is down right now
bool bWentDown; // Button went down this tic
bool bWentUp; // Button went up this tic
bool PressKey (int keynum); // Returns true if this key caused the button to be pressed.
bool ReleaseKey (int keynum); // Returns true if this key is no longer pressed.
void ResetTriggers () { bWentDown = bWentUp = false; }
void Reset () { bDown = bWentDown = bWentUp = false; }
};
class ButtonMap
{
FButtonStatus Buttons[NUMGAMEFUNCTIONS];
FString NumToName[NUMGAMEFUNCTIONS]; // The internal name of the button
FString NumToAlias[NUMGAMEFUNCTIONS]; // The display name which can be altered by scripts.
TMap<FName, int> NameToNum;
public:
ButtonMap();
void SetGameAliases();
constexpr int NumButtons() const
{
return NUMGAMEFUNCTIONS;
}
int FindButtonIndex(const char* func) const;
FButtonStatus *FindButton(const char *func)
{
int index = FindButtonIndex(func);
return index > -1? &Buttons[index] : nullptr;
}
const char* GetButtonName(int32_t func) const
{
if ((unsigned)func >= (unsigned)NumButtons())
return nullptr;
return NumToName[func];
}
const char* GetButtonAlias(int32_t func) const
{
if ((unsigned)func >= (unsigned)NumButtons())
return nullptr;
return NumToAlias[func];
}
void SetButtonAlias(int num, const char* text);
void ClearButtonAlias(int num);
void ResetButtonTriggers (); // Call ResetTriggers for all buttons
void ResetButtonStates (); // Same as above, but also clear bDown
int ListActionCommands(const char* pattern);
bool ButtonDown(int x) const
{
return Buttons[x].bDown;
}
bool ButtonPressed(int x) const
{
return Buttons[x].bWentDown;
}
bool ButtonReleased(int x) const
{
return Buttons[x].bWentUp;
}
void ClearButton(int x)
{
Buttons[x].Reset();
}
};
extern ButtonMap buttonMap;