#include "gamecontrol.h" #include "tarray.h" #include "zstring.h" #include "name.h" #include "control.h" #include "keyboard.h" #include "sc_man.h" #include "c_cvars.h" #include "gameconfigfile.h" #include "gamecvars.h" #include "build.h" InputState inputState; struct GameFuncNameDesc { int index; const char *name; }; static const GameFuncNameDesc gamefuncs[] = { { gamefunc_Move_Forward, "Move_Forward"}, { gamefunc_Move_Backward, "Move_Backward"}, { gamefunc_Turn_Left, "Turn_Left"}, { gamefunc_Turn_Right, "Turn_Right"}, { gamefunc_Strafe, "Strafe"}, { gamefunc_Fire, "Fire"}, { gamefunc_Open, "Open"}, { gamefunc_Run, "Run"}, { gamefunc_Alt_Fire, "Alt_Fire"}, { gamefunc_Jump, "Jump"}, { gamefunc_Crouch, "Crouch"}, { gamefunc_Look_Up, "Look_Up"}, { gamefunc_Look_Down, "Look_Down"}, { gamefunc_Look_Left, "Look_Left"}, { gamefunc_Look_Right, "Look_Right"}, { gamefunc_Strafe_Left, "Strafe_Left"}, { gamefunc_Strafe_Right, "Strafe_Right"}, { gamefunc_Aim_Up, "Aim_Up"}, { gamefunc_Aim_Down, "Aim_Down"}, { gamefunc_Weapon_1, "Weapon_1"}, { gamefunc_Weapon_2, "Weapon_2"}, { gamefunc_Weapon_3, "Weapon_3"}, { gamefunc_Weapon_4, "Weapon_4"}, { gamefunc_Weapon_5, "Weapon_5"}, { gamefunc_Weapon_6, "Weapon_6"}, { gamefunc_Weapon_7, "Weapon_7"}, { gamefunc_Weapon_8, "Weapon_8"}, { gamefunc_Weapon_9, "Weapon_9"}, { gamefunc_Weapon_10, "Weapon_10"}, { gamefunc_Inventory, "Inventory"}, { gamefunc_Inventory_Left, "Inventory_Left"}, { gamefunc_Inventory_Right, "Inventory_Right"}, { gamefunc_Holo_Duke, "Holo_Duke"}, { gamefunc_Jetpack, "Jetpack"}, { gamefunc_NightVision, "NightVision"}, { gamefunc_MedKit, "MedKit"}, { gamefunc_TurnAround, "TurnAround"}, { gamefunc_SendMessage, "SendMessage"}, { gamefunc_Map, "Map"}, { gamefunc_Shrink_Screen, "Shrink_Screen"}, { gamefunc_Enlarge_Screen, "Enlarge_Screen"}, { gamefunc_Center_View, "Center_View"}, { gamefunc_Holster_Weapon, "Holster_Weapon"}, { gamefunc_Show_Opponents_Weapon, "Show_Opponents_Weapon"}, { gamefunc_Map_Follow_Mode, "Map_Follow_Mode"}, { gamefunc_See_Coop_View, "See_Coop_View"}, { gamefunc_Mouse_Aiming, "Mouse_Aiming"}, { gamefunc_Toggle_Crosshair, "Toggle_Crosshair"}, { gamefunc_Steroids, "Steroids"}, { gamefunc_Quick_Kick, "Quick_Kick"}, { gamefunc_Next_Weapon, "Next_Weapon"}, { gamefunc_Previous_Weapon, "Previous_Weapon"}, { gamefunc_Show_Console, "Show_Console"}, { gamefunc_Show_DukeMatch_Scores, "Show_DukeMatch_Scores"}, { gamefunc_Dpad_Select, "Dpad_Select"}, { gamefunc_Dpad_Aiming, "Dpad_Aiming"}, { gamefunc_AutoRun, "AutoRun"}, { gamefunc_Last_Weapon, "Last_Used_Weapon"}, { gamefunc_Quick_Save, "Quick_Save"}, { gamefunc_Quick_Load, "Quick_Load"}, { gamefunc_Alt_Weapon, "Alt_Weapon"}, { gamefunc_Third_Person_View, "Third_Person_View"}, { gamefunc_Toggle_Crouch, "Toggle_Crouch"}, { gamefunc_See_Chase_View, "See_Chase_View"}, // the following were added by Blood { gamefunc_Turn_Around, "Turn_Around"}, { gamefunc_Weapon_Fire, "Weapon_Fire"}, { gamefunc_Weapon_Special_Fire, "Weapon_Special_Fire"}, { gamefunc_Aim_Center, "Aim_Center"}, { gamefunc_Tilt_Left, "Tilt_Left"}, { gamefunc_Tilt_Right, "Tilt_Right"}, { gamefunc_Send_Message, "Send_Message"}, { gamefunc_BeastVision, "BeastVision"}, { gamefunc_CrystalBall, "CrystalBall"}, { gamefunc_JumpBoots, "JumpBoots"}, { gamefunc_ProximityBombs, "ProximityBombs"}, { gamefunc_RemoteBombs, "RemoteBombs"}, { gamefunc_Smoke_Bomb, "Smoke_Bomb" }, { gamefunc_Gas_Bomb, "Gas_Bomb" }, { gamefunc_Flash_Bomb, "Flash_Bomb" }, { gamefunc_Caltrops, "Calitrops" }, }; extern FString currentGame; static TMap GF_NameToNum; static FString GF_NumToName[NUMGAMEFUNCTIONS]; // This one will preserve the original name for writing to the config (which must be loaded before CON scripts can hack around with the alias array.) static FString GF_NumToAlias[NUMGAMEFUNCTIONS]; // This is for CON scripts to hack apart. uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2]; static FString stringStore[2 * NUMGAMEFUNCTIONS]; // toss all persistent strings from the OSDCMDs in here so that they stick around until shutdown. CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) static int osdcmd_button(osdcmdptr_t parm) { static char const s_gamefunc_[] = "gamefunc_"; int constexpr strlen_gamefunc_ = ARRAY_SIZE(s_gamefunc_) - 1; char const* p = parm->name + strlen_gamefunc_; //if (gInputMode == kInputGame) // only trigger these if in game (fixme: Ensure it works for all games!) CONTROL_ButtonFlags[CONFIG_FunctionNameToNum(p)] = 1; // FIXME return OSDCMD_OK; } //========================================================================== // // // //========================================================================== void SetupButtonFunctions() { unsigned index = 0; for (auto& func : GF_NumToAlias) { if (func[0] == '\0') continue; } } //========================================================================== // // // //========================================================================== void CONFIG_Init() { // This must be done before initializing any data, so doing it late in the startup process won't work. if (CONTROL_Startup(controltype_keyboardandmouse, BGetTime, gi->TicRate)) { exit(1); } int index = 0; for(auto &gf : gamefuncs) { GF_NameToNum.Insert(gf.name, gf.index); GF_NumToAlias[gf.index] = GF_NumToName[gf.index] = gf.name; stringStore[index].Format("gamefunc_%s", gf.name); stringStore[index].ToLower(); stringStore[index + 1] = stringStore[index]; stringStore[index + 1] += ": game button"; OSD_RegisterFunction(stringStore[index], stringStore[index + 1], osdcmd_button); index += 2; } SetupButtonFunctions(); CONTROL_ClearAssignments(); CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "demolition/origbinds.txt" : cl_defaultconfiguration == 2 ? "demolition/leftbinds.txt" : "demolition/defbinds.txt"); CONFIG_InitMouseAndController(); CONFIG_SetGameControllerDefaultsStandard(); } //========================================================================== // // // //========================================================================== int32_t CONFIG_FunctionNameToNum(const char *func) { if (!func) return -1; FName name(func, true); if (name == NAME_None) return -1; auto res = GF_NameToNum.CheckKey(name); if (!res) return -1; return *res; } const char *CONFIG_FunctionNumToName(int32_t func) { if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS) return NULL; return GF_NumToAlias[func]; } const char *CONFIG_FunctionNumToRealName(int32_t func) { if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS) return NULL; return GF_NumToName[func]; } void CONFIG_ReplaceButtonName(int num, const char *text) { if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS) return; GF_NumToAlias[num] = text; GF_NameToNum.Insert(text, num); } void CONFIG_DeleteButtonName(int num) { if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS) return; GF_NumToAlias[num] = ""; } //========================================================================== // // wrapper for CONTROL_MapKey(), generates key bindings to reflect changes to keyboard setup // //========================================================================== void CONFIG_MapKey(int which, kb_scancode key1, kb_scancode oldkey1, kb_scancode key2, kb_scancode oldkey2) { int const keys[] = { key1, key2, oldkey1, oldkey2 }; if (which == gamefunc_Show_Console) OSD_CaptureKey(key1); for (int k = 0; (unsigned)k < ARRAY_SIZE(keys); k++) { if (keys[k] == 0xff || !keys[k]) continue; int match = 0; for (; sctokeylut[match].key; match++) { if (keys[k] == sctokeylut[match].sc) break; } FString tempbuf; for (int i = NUMGAMEFUNCTIONS - 1; i >= 0; i--) { if (KeyboardKeys[i][0] == keys[k] || KeyboardKeys[i][1] == keys[k]) { tempbuf.AppendFormat("gamefunc_%s; ", CONFIG_FunctionNumToName(i)); } } auto len = tempbuf.Len(); if (len >= 2) { tempbuf.Truncate(len - 2); // cut off the trailing "; " CONTROL_BindKey(keys[k], tempbuf, 1, sctokeylut[match].key ? sctokeylut[match].key : ""); } else { CONTROL_FreeKeyBind(keys[k]); } } } //========================================================================== // // // //========================================================================== void CONFIG_SetDefaultKeys(const char *defbinds, bool lazy/*=false*/) { FScanner sc; sc.Open(defbinds); if (!lazy) { memset(KeyboardKeys, 0xff, sizeof(KeyboardKeys)); CONTROL_ClearAllBinds(); } while (sc.GetToken()) { sc.TokenMustBe(TK_StringConst); int num = CONFIG_FunctionNameToNum(sc.String); int default0 = -1; int default1 = -1; if (sc.CheckToken(',')) { sc.MustGetToken(TK_StringConst); default0 = KB_StringToScanCode(sc.String); if (sc.CheckToken(',')) { sc.MustGetToken(TK_StringConst); default1 = KB_StringToScanCode(sc.String); } if (num >= 0 && num < NUMGAMEFUNCTIONS) { auto& key = KeyboardKeys[num]; #if 0 // skip the function if the default key is already used // or the function is assigned to another key if (lazy && (key[0] != 0xff || (CONTROL_KeyIsBound(default0) && Bstrlen(CONTROL_KeyBinds[default0].cmdstr) > strlen_gamefunc_ && CONFIG_FunctionNameToNum(CONTROL_KeyBinds[default0].cmdstr + strlen_gamefunc_) >= 0))) { continue; } #endif key[0] = default0; key[1] = default1; if (key[0]) CONTROL_FreeKeyBind(key[0]); if (key[1]) CONTROL_FreeKeyBind(key[1]); if (num == gamefunc_Show_Console) OSD_CaptureKey(key[0]); else CONFIG_MapKey(num, key[0], 0, key[1], 0); } CONTROL_DefineFlag(num, false); } } } //========================================================================== // // // //========================================================================== CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO) FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9}; void CONFIG_ReadCombatMacros() { FScanner sc; sc.Open("demolition/combatmacros.txt"); for (auto s : CombatMacros) { sc.MustGetToken(TK_StringConst); if (strlen(*s) == 0) *s = sc.String; } } //========================================================================== // // // //========================================================================== static FString CONFIG_GetMD4EntryName(uint8_t const* const md4) { return FStringf("MD4_%08x%08x%08x%08x", B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])), B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12]))); } int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4) { auto m = CONFIG_GetMD4EntryName(mapmd4); if (GameConfig->SetSection("MapTimes")) { auto s = GameConfig->GetValueForKey(m); if (s) (int)strtoull(s, nullptr, 0); } return -1; } int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm) { FStringf t("%d", tm); auto m = CONFIG_GetMD4EntryName(mapmd4); if (GameConfig->SetSection("MapTimes")) { GameConfig->SetValueForKey(m, t); } return 0; } //========================================================================== // // // //========================================================================== int32_t MouseFunctions[MAXMOUSEBUTTONS][2]; int32_t MouseDigitalFunctions[MAXMOUSEAXES][2]; int32_t MouseAnalogueAxes[MAXMOUSEAXES]; int32_t MouseAnalogueScale[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* mousedefaults[MAXMOUSEBUTTONS] = { "Weapon_Fire", "Weapon_Special_Fire", "", "", "Previous_Weapon", "Next_Weapon", }; static const char* mouseclickeddefaults[MAXMOUSEBUTTONS] = { }; 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) { const char* val; FString section = currentGame + ".MouseSettings"; if (!GameConfig->SetSection(section)) return; for (int i = 0; i < MAXMOUSEBUTTONS; i++) { section.Format("MouseButton%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseFunctions[i][0] = CONFIG_FunctionNameToNum(val); section.Format("MouseButtonClicked%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseFunctions[i][1] = CONFIG_FunctionNameToNum(val); } // map over the axes for (int i = 0; i < MAXMOUSEAXES; i++) { section.Format("MouseAnalogAxes%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseAnalogueAxes[i] = CONFIG_AnalogNameToNum(val); section.Format("MouseDigitalAxes%d_0", i); val = GameConfig->GetValueForKey(section); if (val) MouseDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(val); section.Format("MouseDigitalAxes%d_1", i); val = GameConfig->GetValueForKey(section); if (val) MouseDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(val); section.Format("MouseAnalogScale%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseAnalogueScale[i] = (int32_t)strtoull(val, nullptr, 0); } for (int i = 0; i < MAXMOUSEBUTTONS; i++) { CONTROL_MapButton(MouseFunctions[i][0], i, 0, controldevice_mouse); CONTROL_MapButton(MouseFunctions[i][1], i, 1, controldevice_mouse); } for (int i = 0; i < MAXMOUSEAXES; i++) { CONTROL_MapAnalogAxis(i, MouseAnalogueAxes[i], controldevice_mouse); CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][0], 0, controldevice_mouse); CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][1], 1, controldevice_mouse); CONTROL_SetAnalogAxisScale(i, MouseAnalogueScale[i], controldevice_mouse); } } 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] = CONFIG_FunctionNameToNum(val); section.Format("ControllerButtonClicked%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickFunctions[i][1] = CONFIG_FunctionNameToNum(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] = CONFIG_FunctionNameToNum(val); section.Format("ControllerDigitalAxes%d_1", i); val = GameConfig->GetValueForKey(section); if (val) JoystickDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(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 < MAXJOYBUTTONSANDHATS; i++) { CONTROL_MapButton(JoystickFunctions[i][0], i, 0, controldevice_joystick); CONTROL_MapButton(JoystickFunctions[i][1], i, 1, controldevice_joystick); } 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); } } 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(); } char const* CONFIG_GetGameFuncOnKeyboard(int gameFunc) { const char* string0 = KB_ScanCodeToString(KeyboardKeys[gameFunc][0]); return string0[0] == '\0' ? KB_ScanCodeToString(KeyboardKeys[gameFunc][1]) : string0; } char const* CONFIG_GetGameFuncOnMouse(int gameFunc) { for (int j = 0; j < 2; ++j) for (int i = 0; i < joystick.numButtons; ++i) if (JoystickFunctions[i][j] == gameFunc) return joyGetName(1, i); for (int i = 0; i < joystick.numAxes; ++i) for (int j = 0; j < 2; ++j) if (JoystickDigitalFunctions[i][j] == gameFunc) return joyGetName(0, i); return ""; } char const* CONFIG_GetGameFuncOnJoystick(int gameFunc) { for (int j = 0; j < 2; ++j) for (int i = 0; i < joystick.numButtons; ++i) if (JoystickFunctions[i][j] == gameFunc) return joyGetName(1, i); for (int i = 0; i < joystick.numAxes; ++i) for (int j = 0; j < 2; ++j) if (JoystickDigitalFunctions[i][j] == gameFunc) return joyGetName(0, i); return ""; } void CONFIG_InitMouseAndController() { memset(MouseFunctions, -1, sizeof(MouseFunctions)); memset(MouseDigitalFunctions, -1, sizeof(MouseDigitalFunctions)); memset(JoystickFunctions, -1, sizeof(JoystickFunctions)); memset(JoystickDigitalFunctions, -1, sizeof(JoystickDigitalFunctions)); for (int i = 0; i < MAXMOUSEBUTTONS; i++) { MouseFunctions[i][0] = CONFIG_FunctionNameToNum(mousedefaults[i]); CONTROL_MapButton(MouseFunctions[i][0], i, 0, controldevice_mouse); if (i >= 4) continue; MouseFunctions[i][1] = CONFIG_FunctionNameToNum(mouseclickeddefaults[i]); CONTROL_MapButton(MouseFunctions[i][1], i, 1, controldevice_mouse); } for (int i = 0; i < MAXMOUSEAXES; i++) { MouseAnalogueScale[i] = DEFAULTMOUSEANALOGUESCALE; CONTROL_SetAnalogAxisScale(i, MouseAnalogueScale[i], controldevice_mouse); MouseDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(mousedigitaldefaults[i * 2]); MouseDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(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(); } void CONFIG_PutNumber(const char* key, int number) { FStringf str("%d", number); GameConfig->SetValueForKey(key, str); } void CONFIG_WriteControllerSettings() { FString buf; if (in_mouse) { FString section = currentGame + ".MouseSettings"; GameConfig->SetSection(section); for (int i = 0; i < MAXMOUSEBUTTONS; i++) { if (CONFIG_FunctionNumToName(MouseFunctions[i][0])) { buf.Format("MouseButton%d", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseFunctions[i][0])); } if (i >= (MAXMOUSEBUTTONS - 2)) continue; if (CONFIG_FunctionNumToName(MouseFunctions[i][1])) { buf.Format("MouseButtonClicked%d", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseFunctions[i][1])); } } for (int i = 0; i < MAXMOUSEAXES; i++) { if (CONFIG_AnalogNumToName(MouseAnalogueAxes[i])) { buf.Format("MouseAnalogAxes%d", i); GameConfig->SetValueForKey(buf, CONFIG_AnalogNumToName(MouseAnalogueAxes[i])); } if (CONFIG_FunctionNumToName(MouseDigitalFunctions[i][0])) { buf.Format("MouseDigitalAxes%d_0", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseDigitalFunctions[i][0])); } if (CONFIG_FunctionNumToName(MouseDigitalFunctions[i][1])) { buf.Format("MouseDigitalAxes%d_1", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseDigitalFunctions[i][1])); } buf.Format("MouseAnalogScale%d", i); CONFIG_PutNumber(buf, MouseAnalogueScale[i]); } } if (in_joystick) { FString section = currentGame + ".ControllerSettings"; GameConfig->SetSection(section); for (int dummy = 0; dummy < MAXJOYBUTTONSANDHATS; dummy++) { if (CONFIG_FunctionNumToName(JoystickFunctions[dummy][0])) { buf.Format("ControllerButton%d", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickFunctions[dummy][0])); } if (CONFIG_FunctionNumToName(JoystickFunctions[dummy][1])) { buf.Format("ControllerButtonClicked%d", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(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 (CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][0])) { buf.Format("ControllerDigitalAxes%d_0", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][0])); } if (CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][1])) { buf.Format("ControllerDigitalAxes%d_1", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(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]); } } }