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- externalized the controller bindings and removed all code responsible for maintaining them separately.
Bindings were changed a bit because what was there was a very poor default for my own controller.
This commit is contained in:
parent
26daff79db
commit
026cc7153c
6 changed files with 23 additions and 121 deletions
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@ -37,6 +37,7 @@
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#include "basics.h"
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#include "zstring.h"
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#include "c_bind.h"
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#include "control.h"
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#include "gamecontrol.h"
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//=============================================================================
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@ -411,7 +411,6 @@ int CONFIG_Init()
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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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@ -721,122 +720,6 @@ static void CONFIG_SetGameControllerAxesModern()
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analogAxis.apply();
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}
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void CONFIG_SetGameControllerDefaultsStandard()
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{
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CONFIG_SetGameControllerDefaultsClear();
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CONFIG_SetGameControllerAxesModern();
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static GameControllerButtonSetting const buttons[] =
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{
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{ GAMECONTROLLER_BUTTON_A, gamefunc_Jump },
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{ GAMECONTROLLER_BUTTON_B, gamefunc_Toggle_Crouch },
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{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
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{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
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{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Quick_Kick },
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{ GAMECONTROLLER_BUTTON_LEFTSHOULDER, gamefunc_Crouch },
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{ GAMECONTROLLER_BUTTON_RIGHTSHOULDER, gamefunc_Jump },
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{ GAMECONTROLLER_BUTTON_DPAD_UP, gamefunc_Previous_Weapon },
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{ GAMECONTROLLER_BUTTON_DPAD_DOWN, gamefunc_Next_Weapon },
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};
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static GameControllerButtonSetting const buttonsDuke[] =
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{
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{ GAMECONTROLLER_BUTTON_X, gamefunc_Open },
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{ GAMECONTROLLER_BUTTON_Y, gamefunc_Inventory },
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{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_Inventory_Left },
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{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_Inventory_Right },
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};
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static GameControllerButtonSetting const buttonsFury[] =
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{
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{ GAMECONTROLLER_BUTTON_X, gamefunc_Steroids }, // Reload
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{ GAMECONTROLLER_BUTTON_Y, gamefunc_Open },
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{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_MedKit },
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{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_NightVision }, // Radar
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};
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static GameControllerDigitalAxisSetting const digitalAxes[] =
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{
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{ GAMECONTROLLER_AXIS_TRIGGERLEFT, 1, gamefunc_Alt_Fire },
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{ GAMECONTROLLER_AXIS_TRIGGERRIGHT, 1, gamefunc_Fire },
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};
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for (auto const& button : buttons)
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button.apply();
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if (g_gameType & GAMEFLAG_FURY)
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{
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for (auto const& button : buttonsFury)
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button.apply();
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}
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else
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{
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for (auto const& button : buttonsDuke)
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button.apply();
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}
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for (auto const& digitalAxis : digitalAxes)
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digitalAxis.apply();
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}
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void CONFIG_SetGameControllerDefaultsPro()
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{
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CONFIG_SetGameControllerDefaultsClear();
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CONFIG_SetGameControllerAxesModern();
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static GameControllerButtonSetting const buttons[] =
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{
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{ GAMECONTROLLER_BUTTON_A, gamefunc_Open },
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{ GAMECONTROLLER_BUTTON_B, gamefunc_Third_Person_View },
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{ GAMECONTROLLER_BUTTON_Y, gamefunc_Quick_Kick },
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{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
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{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
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{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Crouch },
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{ GAMECONTROLLER_BUTTON_DPAD_UP, gamefunc_Previous_Weapon },
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{ GAMECONTROLLER_BUTTON_DPAD_DOWN, gamefunc_Next_Weapon },
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};
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static GameControllerButtonSetting const buttonsDuke[] =
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{
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{ GAMECONTROLLER_BUTTON_X, gamefunc_Inventory },
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{ GAMECONTROLLER_BUTTON_LEFTSHOULDER, gamefunc_Previous_Weapon },
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{ GAMECONTROLLER_BUTTON_RIGHTSHOULDER, gamefunc_Next_Weapon },
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{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_Inventory_Left },
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{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_Inventory_Right },
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};
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static GameControllerButtonSetting const buttonsFury[] =
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{
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{ GAMECONTROLLER_BUTTON_X, gamefunc_Steroids }, // Reload
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{ GAMECONTROLLER_BUTTON_LEFTSHOULDER, gamefunc_Crouch },
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{ GAMECONTROLLER_BUTTON_RIGHTSHOULDER, gamefunc_Alt_Fire },
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{ GAMECONTROLLER_BUTTON_DPAD_LEFT, gamefunc_MedKit },
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{ GAMECONTROLLER_BUTTON_DPAD_RIGHT, gamefunc_NightVision }, // Radar
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};
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static GameControllerDigitalAxisSetting const digitalAxes[] =
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{
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{ GAMECONTROLLER_AXIS_TRIGGERLEFT, 1, gamefunc_Jump },
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{ GAMECONTROLLER_AXIS_TRIGGERRIGHT, 1, gamefunc_Fire },
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};
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for (auto const& button : buttons)
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button.apply();
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if (g_gameType & GAMEFLAG_FURY)
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{
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for (auto const& button : buttonsFury)
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button.apply();
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}
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else
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{
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for (auto const& button : buttonsDuke)
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button.apply();
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}
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for (auto const& digitalAxis : digitalAxes)
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digitalAxis.apply();
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}
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void CONFIG_InitMouseAndController()
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@ -42,8 +42,6 @@ void CONFIG_SetupJoystick(void);
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void CONFIG_WriteControllerSettings();
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void CONFIG_InitMouseAndController();
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void CONFIG_SetGameControllerDefaultsStandard();
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void CONFIG_SetGameControllerDefaultsPro();
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void CONFIG_SetGameControllerDefaultsClear();
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extern FStringCVar* const CombatMacros[];
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@ -63,3 +63,17 @@ K "+See_Coop_View"
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Mouse1 "+Fire"
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MWheelUp "+Previous_Weapon"
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MWheelDown "+Next_Weapon"
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Pad_A "+Fire"
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Pad_B "+Toggle_Crouch" // fixme: not yet supported by all games
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Pad_Back "+Map"
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LTrigger "+Run"
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RTrigger "+Quick_Kick"
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LShoulder "+Crouch"
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RShoulder "+Jump"
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DPadUp "+Previous_Weapon"
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DPadDown "+Next_Weapon"
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Pad_X "+Open"
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Pad_Y "+Inventory"
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DPadLeft "+Inventory_Left"
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DPadRight "+Inventory_Right"
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@ -1,5 +1,8 @@
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//
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X "+Last_Used_Weapon"
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C "+Toggle_Crouch"
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Mouse2 "+Jetpack"
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Mouse2 "+Steroids"
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Mouse3 "+MediKit"
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Pad_Y "+Steroids"
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DPadLeft "+MedKit"
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DPadRight "+Nightvision"
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@ -1,3 +1,6 @@
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W "+Show_Opponents_Weapon"
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Mouse2 "+Jetpack"
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Mouse2 "+Steroids"
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Mouse3 "+MediKit"
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Pad_Y "+Steroids"
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DPadLeft "+MedKit"
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DPadRight "+Nightvision"
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