RingRacers/src/g_input.c
Sally Coolatta 7dfa597c7d SRB2 -> DRRR copyright in src, acs, android folder
Be consistent with toaster's recent changes to copyright
2024-04-05 02:08:23 -04:00

1241 lines
26 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file g_input.c
/// \brief handle mouse/keyboard/joystick inputs,
/// maps inputs to game controls (forward, spin, jump...)
#include "doomdef.h"
#include "doomstat.h"
#include "g_input.h"
#include "keys.h"
#include "k_menu.h"
#include "hu_stuff.h" // need HUFONT start & end
#include "d_net.h"
#include "console.h"
#include "i_joy.h" // JOYAXISRANGE
#include "r_draw.h" // GTC_ macros for assigning gamepad indicator colors
#include "v_video.h" // V_GetColor for assigning gamepad indictaor colors
#include "r_skins.h" // skins[].prefcolor for assigning gamepad indicator colors
#include "z_zone.h"
// current state of the keys
// FRACUNIT for fully pressed, 0 for not pressed
INT32 gamekeydown[MAXDEVICES][NUMINPUTS];
// two key codes (or virtual key) per game control
INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
UINT8 gamecontrolflags[MAXSPLITSCREENPLAYERS];
INT32 gamecontroldefault[num_gamecontrols][MAXINPUTMAPPING]; // default control storage
INT32 menucontrolreserved[num_gamecontrols][MAXINPUTMAPPING];
// lists of GC codes for selective operation
/*
const INT32 gcl_accelerate[num_gcl_accelerate] = { gc_a };
const INT32 gcl_brake[num_gcl_brake] = { gc_b };
const INT32 gcl_drift[num_gcl_drift] = { gc_c };
const INT32 gcl_spindash[num_gcl_spindash] = {
gc_a, gc_b, gc_c, gc_abc
};
const INT32 gcl_movement[num_gcl_movement] = {
gc_a, gc_b, gc_c, gc_abc, gc_left, gc_right
};
const INT32 gcl_item[num_gcl_item] = {
gc_fire, gc_aimforward, gc_aimbackward
};
const INT32 gcl_full[num_gcl_full] = {
gc_a, gc_drift, gc_b, gc_spindash, gc_turnleft, gc_turnright,
gc_fire, gc_aimforward, gc_aimbackward,
gc_lookback
};
*/
static INT32 g_gamekeydown_device0[NUMINPUTS];
static INT32 g_available_gamepad_devices;
static INT32 g_gamepad_device_ids[MAXGAMEPADS];
static INT32* g_gamepad_gamekeydown[MAXGAMEPADS];
static boolean g_device0_responding;
static boolean g_gamepad_responding[MAXGAMEPADS];
static INT32 g_player_devices[MAXSPLITSCREENPLAYERS] = {-1, -1, -1, -1};
void G_RegisterAvailableGamepad(INT32 device_id)
{
I_Assert(device_id >= 1);
if (g_available_gamepad_devices == MAXGAMEPADS)
{
// too many!
return;
}
g_gamepad_device_ids[g_available_gamepad_devices] = device_id;
g_gamepad_gamekeydown[g_available_gamepad_devices] = Z_CallocAlign(NUMINPUTS * sizeof(INT32), PU_STATIC, NULL, 4);
g_gamepad_responding[g_available_gamepad_devices] = false;
g_available_gamepad_devices += 1;
}
void G_UnregisterAvailableGamepad(INT32 device_id)
{
int i = 0;
I_Assert(device_id >= 1);
if (g_available_gamepad_devices <= 0)
{
return;
}
for (i = 0; i < g_available_gamepad_devices; i++)
{
if (g_gamepad_device_ids[i] == device_id)
{
int32_t *old_gamekeydown = g_gamepad_gamekeydown[i];
g_gamepad_device_ids[i] = g_gamepad_device_ids[g_available_gamepad_devices - 1];
g_gamepad_gamekeydown[i] = g_gamepad_gamekeydown[g_available_gamepad_devices - 1];
g_gamepad_responding[i] = g_gamepad_responding[g_available_gamepad_devices - 1];
Z_Free(old_gamekeydown);
g_available_gamepad_devices -= 1;
return;
}
}
}
INT32 G_GetNumAvailableGamepads(void)
{
return g_available_gamepad_devices;
}
INT32 G_GetAvailableGamepadDevice(INT32 available_index)
{
if (available_index < 0 || available_index >= G_GetNumAvailableGamepads())
{
return -1;
}
return g_gamepad_device_ids[available_index];
}
INT32 G_GetPlayerForDevice(INT32 device_id)
{
INT32 i;
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
if (device_id == g_player_devices[i])
{
return i;
}
}
return -1;
}
INT32 G_GetDeviceForPlayer(INT32 player)
{
int i;
if (G_GetPlayerForDevice(KEYBOARD_MOUSE_DEVICE) == player)
{
return KEYBOARD_MOUSE_DEVICE;
}
for (i = 0; i < G_GetNumAvailableGamepads() + 1; i++)
{
INT32 device = G_GetAvailableGamepadDevice(i);
if (G_GetPlayerForDevice(device) == player)
{
return device;
}
}
return -1;
}
void G_SetDeviceForPlayer(INT32 player, INT32 device)
{
int i;
I_Assert(player >= 0 && player < MAXSPLITSCREENPLAYERS);
I_Assert(device >= -1);
g_player_devices[player] = device;
if (device == -1)
{
return;
}
if (device != KEYBOARD_MOUSE_DEVICE)
{
I_SetGamepadPlayerIndex(device, player);
}
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
if (i == player)
{
continue;
}
if (g_player_devices[i] == device)
{
g_player_devices[i] = -1;
if (device > 0)
{
I_SetGamepadPlayerIndex(device, -1);
I_GamepadRumble(device, 0, 0);
I_GamepadRumbleTriggers(device, 0, 0);
}
}
}
}
void G_SetPlayerGamepadIndicatorToPlayerColor(INT32 player)
{
INT32 device;
UINT16 skincolor;
byteColor_t byte_color;
I_Assert(player >= 0 && player < MAXSPLITSCREENPLAYERS);
device = G_GetDeviceForPlayer(player);
if (device <= 0)
{
return;
}
skincolor = M_GetCvPlayerColor(player);
byte_color = V_GetColor(skincolors[skincolor].ramp[8]).s;
I_SetGamepadIndicatorColor(device, byte_color.red, byte_color.green, byte_color.blue);
}
INT32* G_GetDeviceGameKeyDownArray(INT32 device)
{
int i;
I_Assert(device >= 0);
if (device == KEYBOARD_MOUSE_DEVICE)
{
return g_gamekeydown_device0;
}
for (i = 0; i < g_available_gamepad_devices; i++)
{
if (g_gamepad_device_ids[i] == device)
{
return g_gamepad_gamekeydown[i];
}
}
return NULL;
}
void G_ResetAllDeviceGameKeyDown(void)
{
int i;
memset(gamekeydown, 0, sizeof(gamekeydown));
memset(g_gamekeydown_device0, 0, sizeof(g_gamekeydown_device0));
for (i = 0; i < g_available_gamepad_devices; i++)
{
memset(g_gamepad_gamekeydown[i], 0, sizeof(INT32) * NUMINPUTS);
}
}
boolean G_IsDeviceResponding(INT32 device)
{
int i;
I_Assert(device >= 0);
if (device == KEYBOARD_MOUSE_DEVICE)
{
return g_device0_responding;
}
for (i = 0; i < g_available_gamepad_devices; i++)
{
INT32 device_id = G_GetAvailableGamepadDevice(i);
if (device_id == device)
{
return g_gamepad_responding[i];
}
}
return false;
}
void G_SetDeviceResponding(INT32 device, boolean responding)
{
int i;
I_Assert(device >= 0);
if (device == KEYBOARD_MOUSE_DEVICE)
{
g_device0_responding = responding;
return;
}
for (i = 0; i < g_available_gamepad_devices; i++)
{
INT32 device_id = G_GetAvailableGamepadDevice(i);
if (device_id == device)
{
g_gamepad_responding[i] = responding;
return;
}
}
}
void G_ResetAllDeviceResponding(void)
{
int i;
int num_gamepads;
g_device0_responding = false;
num_gamepads = G_GetNumAvailableGamepads();
for (i = 0; i < num_gamepads; i++)
{
g_gamepad_responding[i] = false;
}
}
void G_PlayerDeviceRumble(INT32 player, UINT16 low_strength, UINT16 high_strength)
{
INT32 device_id;
if (cv_rumble[player].value == 0)
{
return;
}
device_id = G_GetDeviceForPlayer(player);
if (device_id < 1)
{
return;
}
I_GamepadRumble(device_id, low_strength, high_strength);
}
void G_PlayerDeviceRumbleTriggers(INT32 player, UINT16 left_strength, UINT16 right_strength)
{
INT32 device_id;
if (cv_rumble[player].value == 0)
{
return;
}
device_id = G_GetDeviceForPlayer(player);
if (device_id < 1)
{
return;
}
I_GamepadRumbleTriggers(device_id, left_strength, right_strength);
}
void G_ResetPlayerDeviceRumble(INT32 player)
{
INT32 device_id;
device_id = G_GetDeviceForPlayer(player);
if (device_id < 1)
{
return;
}
I_GamepadRumble(device_id, 0, 0);
I_GamepadRumbleTriggers(device_id, 0, 0);
}
void G_ResetAllDeviceRumbles(void)
{
int i;
int devices;
devices = G_GetNumAvailableGamepads();
for (i = 0; i < devices; i++)
{
INT32 device_id = G_GetAvailableGamepadDevice(i);
I_GamepadRumble(device_id, 0, 0);
I_GamepadRumbleTriggers(device_id, 0, 0);
}
}
static boolean AutomaticControllerReassignmentIsAllowed(INT32 device)
{
boolean device_is_gamepad = device > 0;
boolean device_is_unassigned = G_GetPlayerForDevice(device) == -1;
boolean gamestate_is_in_active_play = (gamestate == GS_LEVEL || gamestate == GS_VOTING);
return device_is_gamepad && device_is_unassigned && gamestate_is_in_active_play;
}
static INT32 AssignDeviceToFirstUnassignedPlayer(INT32 device)
{
int i;
for (i = 0; i < splitscreen + 1; i++)
{
if (G_GetDeviceForPlayer(i) == -1)
{
G_SetDeviceForPlayer(i, device);
return i;
}
}
return -1;
}
static void update_vkb_axis(INT32 axis)
{
if (axis > JOYAXISRANGE/2)
M_SwitchVirtualKeyboard(true);
}
//
// Remaps the inputs to game controls.
//
// A game control can be triggered by one or more keys/buttons.
//
// Each key/mousebutton/joybutton triggers ONLY ONE game control.
//
void G_MapEventsToControls(event_t *ev)
{
INT32 i;
INT32 *DeviceGameKeyDownArray;
if (ev->device >= 0)
{
switch (ev->type)
{
case ev_keydown:
//case ev_keyup:
//case ev_mouse:
//case ev_gamepad_axis:
G_SetDeviceResponding(ev->device, true);
break;
default:
break;
}
}
else
{
return;
}
DeviceGameKeyDownArray = G_GetDeviceGameKeyDownArray(ev->device);
if (!DeviceGameKeyDownArray)
return;
switch (ev->type)
{
case ev_keydown:
if (ev->data1 < NUMINPUTS)
{
M_MenuTypingInput(ev->data1);
if (ev->data2) // OS repeat? We handle that ourselves
{
break;
}
DeviceGameKeyDownArray[ev->data1] = JOYAXISRANGE;
if (AutomaticControllerReassignmentIsAllowed(ev->device))
{
INT32 assigned = AssignDeviceToFirstUnassignedPlayer(ev->device);
if (assigned >= 0)
{
CONS_Alert(CONS_NOTICE, "Player %d device was reassigned\n", assigned + 1);
}
}
}
#ifdef PARANOIA
else
{
CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n", ev->data1);
}
#endif
break;
case ev_keyup:
if (ev->data1 < NUMINPUTS)
{
DeviceGameKeyDownArray[ev->data1] = 0;
}
#ifdef PARANOIA
else
{
CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n", ev->data1);
}
#endif
break;
case ev_mouse: // buttons are virtual keys
// X axis
if (ev->data2 < 0)
{
// Left
DeviceGameKeyDownArray[KEY_MOUSEMOVE + 2] = abs(ev->data2);
DeviceGameKeyDownArray[KEY_MOUSEMOVE + 3] = 0;
}
else
{
// Right
DeviceGameKeyDownArray[KEY_MOUSEMOVE + 2] = 0;
DeviceGameKeyDownArray[KEY_MOUSEMOVE + 3] = abs(ev->data2);
}
// Y axis
if (ev->data3 < 0)
{
// Up
DeviceGameKeyDownArray[KEY_MOUSEMOVE] = abs(ev->data3);
DeviceGameKeyDownArray[KEY_MOUSEMOVE + 1] = 0;
}
else
{
// Down
DeviceGameKeyDownArray[KEY_MOUSEMOVE] = 0;
DeviceGameKeyDownArray[KEY_MOUSEMOVE + 1] = abs(ev->data3);
}
break;
case ev_gamepad_axis: // buttons are virtual keys
if (ev->data1 >= JOYAXISSETS)
{
#ifdef PARANOIA
CONS_Debug(DBG_GAMELOGIC, "Bad joystick axis event %d\n", ev->data1);
#endif
break;
}
i = ev->data1;
if (i >= JOYANALOGS)
{
// The trigger axes are handled specially.
i -= JOYANALOGS;
if (AutomaticControllerReassignmentIsAllowed(ev->device)
&& (abs(ev->data2) > JOYAXISRANGE/2 || abs(ev->data3) > JOYAXISRANGE/2))
{
INT32 assigned = AssignDeviceToFirstUnassignedPlayer(ev->device);
if (assigned >= 0)
{
CONS_Alert(CONS_NOTICE, "Player %d device was reassigned\n", assigned + 1);
}
}
if (ev->data2 != INT32_MAX)
{
DeviceGameKeyDownArray[KEY_AXIS1 + (JOYANALOGS * 4) + (i * 2)] = max(0, ev->data2);
update_vkb_axis(max(0, ev->data2));
}
if (ev->data3 != INT32_MAX)
{
DeviceGameKeyDownArray[KEY_AXIS1 + (JOYANALOGS * 4) + (i * 2) + 1] = max(0, ev->data3);
update_vkb_axis(max(0, ev->data3));
}
}
else
{
// We used to only allow this assignment for triggers, but it caused some confusion in vote screen.
// In case of misebhaving devices, break glass.
if (AutomaticControllerReassignmentIsAllowed(ev->device)
&& (abs(ev->data2) > JOYAXISRANGE/2 || abs(ev->data3) > JOYAXISRANGE/2))
{
INT32 assigned = AssignDeviceToFirstUnassignedPlayer(ev->device);
if (assigned >= 0)
{
CONS_Alert(CONS_NOTICE, "Player %d device was reassigned\n", assigned + 1);
}
}
// Actual analog sticks
if (ev->data2 != INT32_MAX)
{
if (ev->data2 < 0)
{
// Left
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4)] = abs(ev->data2);
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4) + 1] = 0;
}
else
{
// Right
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4)] = 0;
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4) + 1] = abs(ev->data2);
}
update_vkb_axis(abs(ev->data2));
}
if (ev->data3 != INT32_MAX)
{
if (ev->data3 < 0)
{
// Up
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4) + 2] = abs(ev->data3);
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4) + 3] = 0;
}
else
{
// Down
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4) + 2] = 0;
DeviceGameKeyDownArray[KEY_AXIS1 + (i * 4) + 3] = abs(ev->data3);
}
update_vkb_axis(abs(ev->data3));
}
}
break;
default:
break;
}
}
typedef struct
{
INT32 keynum;
const char *name;
} keyname_t;
static keyname_t keynames[] =
{
{KEY_SPACE, "SPACE"},
{KEY_CAPSLOCK, "CAPS LOCK"},
{KEY_ENTER, "ENTER"},
{KEY_TAB, "TAB"},
{KEY_ESCAPE, "ESCAPE"},
{KEY_BACKSPACE, "BACKSPACE"},
{KEY_NUMLOCK, "NUM LOCK"},
{KEY_SCROLLLOCK, "SCROLL LOCK"},
// bill gates keys
{KEY_LEFTWIN, "LWINDOWS"},
{KEY_RIGHTWIN, "RWINDOWS"},
{KEY_MENU, "MENU"},
{KEY_LSHIFT, "LSHIFT"},
{KEY_RSHIFT, "RSHIFT"},
{KEY_LSHIFT, "SHIFT"},
{KEY_LCTRL, "LCTRL"},
{KEY_RCTRL, "RCTRL"},
{KEY_LCTRL, "CTRL"},
{KEY_LALT, "LALT"},
{KEY_RALT, "RALT"},
{KEY_LALT, "ALT"},
// keypad keys
{KEY_KPADSLASH, "KEYPAD /"},
{KEY_KEYPAD7, "KEYPAD 7"},
{KEY_KEYPAD8, "KEYPAD 8"},
{KEY_KEYPAD9, "KEYPAD 9"},
{KEY_MINUSPAD, "KEYPAD -"},
{KEY_KEYPAD4, "KEYPAD 4"},
{KEY_KEYPAD5, "KEYPAD 5"},
{KEY_KEYPAD6, "KEYPAD 6"},
{KEY_PLUSPAD, "KEYPAD +"},
{KEY_KEYPAD1, "KEYPAD 1"},
{KEY_KEYPAD2, "KEYPAD 2"},
{KEY_KEYPAD3, "KEYPAD 3"},
{KEY_KEYPAD0, "KEYPAD 0"},
{KEY_KPADDEL, "KEYPAD ."},
// extended keys (not keypad)
{KEY_HOME, "HOME"},
{KEY_UPARROW, "UP ARROW"},
{KEY_PGUP, "PAGE UP"},
{KEY_LEFTARROW, "LEFT ARROW"},
{KEY_RIGHTARROW, "RIGHT ARROW"},
{KEY_END, "END"},
{KEY_DOWNARROW, "DOWN ARROW"},
{KEY_PGDN, "PAGE DOWN"},
{KEY_INS, "INSERT"},
{KEY_DEL, "DELETE"},
// other keys
{KEY_F1, "F1"},
{KEY_F2, "F2"},
{KEY_F3, "F3"},
{KEY_F4, "F4"},
{KEY_F5, "F5"},
{KEY_F6, "F6"},
{KEY_F7, "F7"},
{KEY_F8, "F8"},
{KEY_F9, "F9"},
{KEY_F10, "F10"},
{KEY_F11, "F11"},
{KEY_F12, "F12"},
// KEY_CONSOLE has an exception in the keyname code
{'`', "TILDE"},
{KEY_PAUSE, "PAUSE/BREAK"},
// virtual keys for mouse buttons and joystick buttons
{KEY_MOUSE1+0,"MOUSE1"},
{KEY_MOUSE1+1,"MOUSE2"},
{KEY_MOUSE1+2,"MOUSE3"},
{KEY_MOUSE1+3,"MOUSE4"},
{KEY_MOUSE1+4,"MOUSE5"},
{KEY_MOUSE1+5,"MOUSE6"},
{KEY_MOUSE1+6,"MOUSE7"},
{KEY_MOUSE1+7,"MOUSE8"},
{KEY_MOUSEMOVE+0,"Mouse Up"},
{KEY_MOUSEMOVE+1,"Mouse Down"},
{KEY_MOUSEMOVE+2,"Mouse Left"},
{KEY_MOUSEMOVE+3,"Mouse Right"},
{KEY_MOUSEWHEELUP, "Wheel Up"},
{KEY_MOUSEWHEELDOWN, "Wheel Down"},
{KEY_JOY1+0, "A BUTTON"},
{KEY_JOY1+1, "B BUTTON"},
{KEY_JOY1+2, "X BUTTON"},
{KEY_JOY1+3, "Y BUTTON"},
{KEY_JOY1+4, "BACK BUTTON"},
{KEY_JOY1+5, "GUIDE BUTTON"},
{KEY_JOY1+6, "START BUTTON"},
{KEY_JOY1+7, "L-STICK CLICK"},
{KEY_JOY1+8, "R-STICK CLICK"},
{KEY_JOY1+9, "L BUMPER"},
{KEY_JOY1+10, "R BUMPER"},
{KEY_JOY1+11, "D-PAD UP"},
{KEY_JOY1+12, "D-PAD DOWN"},
{KEY_JOY1+13, "D-PAD LEFT"},
{KEY_JOY1+14, "D-PAD RIGHT"},
{KEY_JOY1+15, "MISC. BUTTON"},
{KEY_JOY1+16, "PADDLE1 BUTTON"},
{KEY_JOY1+17, "PADDLE2 BUTTON"},
{KEY_JOY1+18, "PADDLE3 BUTTON"},
{KEY_JOY1+19, "PADDLE4 BUTTON"},
{KEY_JOY1+20, "TOUCHPAD"},
{KEY_AXIS1+0, "L-STICK LEFT"},
{KEY_AXIS1+1, "L-STICK RIGHT"},
{KEY_AXIS1+2, "L-STICK UP"},
{KEY_AXIS1+3, "L-STICK DOWN"},
{KEY_AXIS1+4, "R-STICK LEFT"},
{KEY_AXIS1+5, "R-STICK RIGHT"},
{KEY_AXIS1+6, "R-STICK UP"},
{KEY_AXIS1+7, "R-STICK DOWN"},
{KEY_AXIS1+8, "L TRIGGER"},
{KEY_AXIS1+9, "R TRIGGER"},
};
static const char *gamecontrolname[num_gamecontrols] =
{
"null", // a key/button mapped to gc_null has no effect
"up",
"down",
"left",
"right",
"a",
"b",
"c",
"x",
"y",
"z",
"l",
"r",
"start",
"abc",
"luaa",
"luab",
"luac",
"console",
"talk",
"teamtalk",
"rankings",
"screenshot",
"startmovie",
"startlossless",
};
#define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t))
// If keybind is necessary to navigate menus, it's on this list.
boolean G_KeyBindIsNecessary(INT32 gc)
{
switch (gc)
{
case gc_a:
case gc_c:
case gc_x:
case gc_up:
case gc_down:
case gc_left:
case gc_right:
//case gc_start: // Is necessary, but handled special.
return true;
default:
return false;
}
return false;
}
// Returns false if a key is deemed unreachable for this device.
boolean G_KeyIsAvailable(INT32 key, INT32 deviceID)
{
boolean gamepad_key = false;
// Invalid key number.
if (key <= 0 || key >= NUMINPUTS)
{
return false;
}
// Only allow gamepad keys for gamepad devices,
// and vice versa.
gamepad_key = (key >= KEY_JOY1 && key < JOYINPUTEND);
if (deviceID == KEYBOARD_MOUSE_DEVICE)
{
if (gamepad_key == true)
{
return false;
}
}
else
{
if (gamepad_key == false)
{
return false;
}
}
return true;
}
//
// Detach any keys associated to the given game control
// - pass the pointer to the gamecontrol table for the player being edited
void G_ClearControlKeys(INT32 (*setupcontrols)[MAXINPUTMAPPING], INT32 control)
{
INT32 i;
for (i = 0; i < MAXINPUTMAPPING; i++)
{
setupcontrols[control][i] = KEY_NULL;
}
}
void G_ClearAllControlKeys(void)
{
INT32 i, j;
for (j = 0; j < MAXSPLITSCREENPLAYERS; j++)
{
for (i = 0; i < num_gamecontrols; i++)
{
G_ClearControlKeys(gamecontrol[j], i);
}
}
}
//
// Returns the name of a key (or virtual key for mouse and joy)
// the input value being an keynum
//
const char *G_KeynumToString(INT32 keynum)
{
static char keynamestr[8];
UINT32 j;
// return a string with the ascii char if displayable
if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE)
{
keynamestr[0] = (char)keynum;
keynamestr[1] = '\0';
return keynamestr;
}
// find a description for special keys
for (j = 0; j < NUMKEYNAMES; j++)
if (keynames[j].keynum == keynum)
return keynames[j].name;
// create a name for unknown keys
sprintf(keynamestr, "KEY%d", keynum);
return keynamestr;
}
INT32 G_KeyStringtoNum(const char *keystr)
{
UINT32 j;
if (!keystr[0])
return 0;
if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z')
return keystr[0];
if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9')
{
/* what if we out of range bruh? */
j = atoi(&keystr[3]);
if (j < NUMINPUTS)
return j;
return 0;
}
for (j = 0; j < NUMKEYNAMES; j++)
if (!stricmp(keynames[j].name, keystr))
return keynames[j].keynum;
return 0;
}
void G_DefineDefaultControls(void)
{
// These defaults are less bad than they used to be.
// Keyboard controls
gamecontroldefault[gc_up ][0] = KEY_UPARROW;
gamecontroldefault[gc_down ][0] = KEY_DOWNARROW;
gamecontroldefault[gc_left ][0] = KEY_LEFTARROW;
gamecontroldefault[gc_right ][0] = KEY_RIGHTARROW;
gamecontroldefault[gc_a ][0] = 'a';
gamecontroldefault[gc_b ][0] = KEY_LSHIFT;
gamecontroldefault[gc_c ][0] = 'q';
gamecontroldefault[gc_x ][0] = 'd';
gamecontroldefault[gc_y ][0] = 'v';
gamecontroldefault[gc_z ][0] = 'z';
gamecontroldefault[gc_l ][0] = KEY_SPACE;
gamecontroldefault[gc_r ][0] = 's';
gamecontroldefault[gc_start ][0] = KEY_ESCAPE;
gamecontroldefault[gc_rankings ][0] = KEY_TAB;
gamecontroldefault[gc_screenshot ][0] = KEY_F8;
gamecontroldefault[gc_startmovie ][0] = KEY_F9;
gamecontroldefault[gc_startlossless][0] = KEY_F10;
// Gamepad controls
gamecontroldefault[gc_up ][1] = KEY_HAT1+0; // D-Pad Up
gamecontroldefault[gc_down ][1] = KEY_HAT1+1; // D-Pad Down
gamecontroldefault[gc_left ][1] = KEY_HAT1+2; // D-Pad Left
gamecontroldefault[gc_right][1] = KEY_HAT1+3; // D-Pad Right
gamecontroldefault[gc_a ][1] = KEY_JOY1+0; // A
gamecontroldefault[gc_b ][1] = KEY_JOY1+1; // B
gamecontroldefault[gc_c ][1] = KEY_JOY1+3; // Y
gamecontroldefault[gc_x ][1] = KEY_JOY1+2; // X
gamecontroldefault[gc_y ][1] = KEY_JOY1+9; // LB
gamecontroldefault[gc_z ][1] = KEY_JOY1+10; // RB
gamecontroldefault[gc_l ][1] = KEY_AXIS1+8; // LT
gamecontroldefault[gc_r ][1] = KEY_AXIS1+9; // RT
gamecontroldefault[gc_start][1] = KEY_JOY1+6; // Start
gamecontroldefault[gc_up ][2] = KEY_AXIS1+2; // Axis Y-
gamecontroldefault[gc_down ][2] = KEY_AXIS1+3; // Axis Y+
gamecontroldefault[gc_left ][2] = KEY_AXIS1+0; // Axis X-
gamecontroldefault[gc_right][2] = KEY_AXIS1+1; // Axis X+
#ifdef DEVELOP
gamecontroldefault[gc_console][0] = '`';
#endif
// Menu reserved controls
menucontrolreserved[gc_up ][0] = KEY_UPARROW;
menucontrolreserved[gc_down ][0] = KEY_DOWNARROW;
menucontrolreserved[gc_left ][0] = KEY_LEFTARROW;
menucontrolreserved[gc_right][0] = KEY_RIGHTARROW;
menucontrolreserved[gc_a ][0] = KEY_ENTER;
menucontrolreserved[gc_c ][0] = KEY_BACKSPACE;
menucontrolreserved[gc_x ][0] = KEY_ESCAPE;
menucontrolreserved[gc_start][0] = KEY_ESCAPE; // Handled special
}
static boolean G_ControlUsesAxis(INT32 map[MAXINPUTMAPPING])
{
for (INT32 i = 0; i < MAXINPUTMAPPING; i++)
{
INT32 key = map[i];
if (key >= KEY_AXIS1 && key < JOYINPUTEND)
{
return true;
}
}
return false;
}
void G_ApplyControlScheme(UINT8 splitplayer, INT32 (*fromcontrols)[MAXINPUTMAPPING])
{
UINT8 flags = 0;
if (G_ControlUsesAxis(fromcontrols[gc_up]) ||
G_ControlUsesAxis(fromcontrols[gc_down]) ||
G_ControlUsesAxis(fromcontrols[gc_left]) ||
G_ControlUsesAxis(fromcontrols[gc_right]))
{
flags |= GCF_ANALOGSTICK;
}
memcpy(gamecontrol[splitplayer], fromcontrols, sizeof gamecontrol[splitplayer]);
gamecontrolflags[splitplayer] = flags;
if (Playing())
WeaponPref_Send(splitplayer); // update PF_ANALOGSTICK
}
void G_SaveKeySetting(FILE *f, INT32 (*fromcontrolsa)[MAXINPUTMAPPING], INT32 (*fromcontrolsb)[MAXINPUTMAPPING], INT32 (*fromcontrolsc)[MAXINPUTMAPPING], INT32 (*fromcontrolsd)[MAXINPUTMAPPING])
{
INT32 i, j;
// TODO: would be nice to get rid of this code duplication
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol \"%s\" \"%s\"", gamecontrolname[i], G_KeynumToString(fromcontrolsa[i][0]));
for (j = 1; j < MAXINPUTMAPPING+1; j++)
{
if (j < MAXINPUTMAPPING && fromcontrolsa[i][j])
{
fprintf(f, " \"%s\"", G_KeynumToString(fromcontrolsa[i][j]));
}
else
{
fprintf(f, "\n");
break;
}
}
}
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol2 \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(fromcontrolsb[i][0]));
for (j = 1; j < MAXINPUTMAPPING+1; j++)
{
if (j < MAXINPUTMAPPING && fromcontrolsb[i][j])
{
fprintf(f, " \"%s\"", G_KeynumToString(fromcontrolsb[i][j]));
}
else
{
fprintf(f, "\n");
break;
}
}
}
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol3 \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(fromcontrolsc[i][0]));
for (j = 1; j < MAXINPUTMAPPING+1; j++)
{
if (j < MAXINPUTMAPPING && fromcontrolsc[i][j])
{
fprintf(f, " \"%s\"", G_KeynumToString(fromcontrolsc[i][j]));
}
else
{
fprintf(f, "\n");
break;
}
}
}
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol4 \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(fromcontrolsd[i][0]));
for (j = 1; j < MAXINPUTMAPPING+1; j++)
{
if (j < MAXINPUTMAPPING && fromcontrolsd[i][j])
{
fprintf(f, " \"%s\"", G_KeynumToString(fromcontrolsd[i][j]));
}
else
{
fprintf(f, "\n");
break;
}
}
}
}
INT32 G_CheckDoubleUsage(INT32 keynum, INT32 playernum, boolean modify)
{
INT32 result = gc_null;
if (cv_controlperkey.value == 1)
{
INT32 i, j;
for (i = 0; i < num_gamecontrols; i++)
{
for (j = 0; j < MAXINPUTMAPPING; j++)
{
if (gamecontrol[playernum][i][j] == keynum)
{
result = i;
if (modify)
{
gamecontrol[playernum][i][j] = KEY_NULL;
}
}
if (result && !modify)
return result;
}
}
}
return result;
}
static void setcontrol(UINT8 player)
{
INT32 numctrl;
const char *namectrl;
INT32 keynum;
INT32 inputMap = 0;
INT32 i;
namectrl = COM_Argv(1);
for (numctrl = 0;
numctrl < num_gamecontrols && stricmp(namectrl, gamecontrolname[numctrl]);
numctrl++)
{ ; }
if (numctrl == num_gamecontrols)
{
CONS_Printf(M_GetText("Control '%s' unknown\n"), namectrl);
return;
}
for (i = 0; i < MAXINPUTMAPPING; i++)
{
keynum = G_KeyStringtoNum(COM_Argv(inputMap + 2));
if (keynum >= 0)
{
(void)G_CheckDoubleUsage(keynum, player, true);
// if keynum was rejected, try it again with the next key.
while (keynum == 0)
{
inputMap++;
if (inputMap >= MAXINPUTMAPPING)
{
break;
}
keynum = G_KeyStringtoNum(COM_Argv(inputMap + 2));
if (keynum >= 0)
{
(void)G_CheckDoubleUsage(keynum, player, true);
}
}
}
if (keynum >= 0)
{
gamecontrol[player][numctrl][i] = keynum;
}
inputMap++;
if (inputMap >= MAXINPUTMAPPING)
{
break;
}
}
}
void Command_Setcontrol_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na < 3 || na > MAXINPUTMAPPING+2)
{
CONS_Printf(M_GetText("setcontrol <controlname> <keyname> [<keyname>] [<keyname>] [<keyname>]: set controls for player 1\n"));
return;
}
setcontrol(0);
}
void Command_Setcontrol2_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na < 3 || na > MAXINPUTMAPPING+2)
{
CONS_Printf(M_GetText("setcontrol2 <controlname> <keyname> [<keyname>] [<keyname>] [<keyname>]: set controls for player 2\n"));
return;
}
setcontrol(1);
}
void Command_Setcontrol3_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na < 3 || na > MAXINPUTMAPPING+2)
{
CONS_Printf(M_GetText("setcontrol3 <controlname> <keyname> [<keyname>] [<keyname>] [<keyname>]: set controls for player 3\n"));
return;
}
setcontrol(2);
}
void Command_Setcontrol4_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na < 3 || na > MAXINPUTMAPPING+2)
{
CONS_Printf(M_GetText("setcontrol4 <controlname> <keyname> [<keyname>] [<keyname>] [<keyname>]: set controls for player 4\n"));
return;
}
setcontrol(3);
}