Default controls in menus works for all players

Prevents keyboard-only profile softlock.
This commit is contained in:
Sally Coolatta 2023-03-13 00:04:40 -04:00
parent f952be1e2c
commit 0a11eef569

View file

@ -900,7 +900,8 @@ INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
{
const INT32 deadzone = (JOYAXISRANGE * cv_deadzone[p].value) / FRACUNIT;
const INT32 keyboard_player = G_GetPlayerForDevice(KEYBOARD_MOUSE_DEVICE);
const boolean is_main_menu_controller = (p == 0 && menuPlayers > 0);
const boolean in_menu = (menuPlayers > 0);
const boolean main_player = (p == 0);
INT32 deviceID = UNASSIGNED_DEVICE;
INT32 value = -1;
INT32 avail_gamepad_id = 0;
@ -916,14 +917,14 @@ INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
deviceID = G_GetDeviceForPlayer(p);
if ((menuPlayers > 0 && G_KeyBindIsNecessary(gc) == true) // In menu: check for all unoverrideable menu default controls.
|| (menuPlayers == 0 && gc == gc_start)) // In gameplay: check for the unoverrideable start button to be able to bring up the menu.
if ((in_menu == true && G_KeyBindIsNecessary(gc) == true) // In menu: check for all unoverrideable menu default controls.
|| (in_menu == false && gc == gc_start)) // In gameplay: check for the unoverrideable start button to be able to bring up the menu.
{
value = G_GetValueFromControlTable(KEYBOARD_MOUSE_DEVICE, JOYAXISRANGE/4, &(menucontrolreserved[gc][0]));
if (value > 0) // Check for press instead of bound.
{
// This is only intended for P1.
if (p == 0)
if (main_player == true)
{
return value;
}
@ -935,7 +936,7 @@ INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
}
// Player 1 is always allowed to use the keyboard in 1P, even if they got disconnected.
if (p == 0 && keyboard_player == -1 && deviceID == UNASSIGNED_DEVICE)
if (main_player == true && keyboard_player == -1 && deviceID == UNASSIGNED_DEVICE)
{
deviceID = KEYBOARD_MOUSE_DEVICE;
}
@ -948,7 +949,7 @@ INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
}
// If you're on gamepad in 1P, and you didn't have a gamepad bind for this, then try your keyboard binds.
if (p == 0 && keyboard_player == -1 && deviceID > KEYBOARD_MOUSE_DEVICE)
if (main_player == true && keyboard_player == -1 && deviceID > KEYBOARD_MOUSE_DEVICE)
{
value = G_GetValueFromControlTable(KEYBOARD_MOUSE_DEVICE, deadzone, &(gamecontrol[p][gc][0]));
if (value > 0)
@ -957,37 +958,40 @@ INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
}
}
if (is_main_menu_controller == true)
if (in_menu == true)
{
// We are P1 controlling menus. We should be able to
// control the menu with any unused gamepads, so
// that gamepads are able to navigate to the player
// setup menu in the first place.
for (avail_gamepad_id = 0; avail_gamepad_id < G_GetNumAvailableGamepads(); avail_gamepad_id++)
if (main_player == true)
{
INT32 tryDevice = G_GetAvailableGamepadDevice(avail_gamepad_id);
if (tryDevice <= KEYBOARD_MOUSE_DEVICE)
// We are P1 controlling menus. We should be able to
// control the menu with any unused gamepads, so
// that gamepads are able to navigate to the player
// setup menu in the first place.
for (avail_gamepad_id = 0; avail_gamepad_id < G_GetNumAvailableGamepads(); avail_gamepad_id++)
{
continue;
}
for (i = 0; i < menuPlayers; i++)
{
if (tryDevice == G_GetDeviceForPlayer(i))
INT32 tryDevice = G_GetAvailableGamepadDevice(avail_gamepad_id);
if (tryDevice <= KEYBOARD_MOUSE_DEVICE)
{
// Don't do this for already taken devices.
break;
continue;
}
}
if (i == menuPlayers)
{
// This gamepad isn't being used, so we can
// use it for P1 menu navigation.
value = G_GetValueFromControlTable(tryDevice, deadzone, &(gamecontrol[p][gc][0]));
if (value > 0)
for (i = 0; i < menuPlayers; i++)
{
return value;
if (tryDevice == G_GetDeviceForPlayer(i))
{
// Don't do this for already taken devices.
break;
}
}
if (i == menuPlayers)
{
// This gamepad isn't being used, so we can
// use it for P1 menu navigation.
value = G_GetValueFromControlTable(tryDevice, deadzone, &(gamecontrol[p][gc][0]));
if (value > 0)
{
return value;
}
}
}
}