mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
774 lines
17 KiB
C
774 lines
17 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file g_input.c
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/// \brief handle mouse/keyboard/joystick inputs,
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/// maps inputs to game controls (forward, spin, jump...)
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#include "doomdef.h"
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#include "doomstat.h"
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#include "g_input.h"
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#include "keys.h"
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#include "hu_stuff.h" // need HUFONT start & end
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#include "d_net.h"
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#include "console.h"
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#define MAXMOUSESENSITIVITY 100 // sensitivity steps
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static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}};
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// mouse values are used once
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consvar_t cv_mousesens = CVAR_INIT ("mousesens", "20", CV_SAVE, mousesens_cons_t, NULL);
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consvar_t cv_mousesens2 = CVAR_INIT ("mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL);
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consvar_t cv_mouseysens = CVAR_INIT ("mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL);
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consvar_t cv_mouseysens2 = CVAR_INIT ("mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL);
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consvar_t cv_controlperkey = CVAR_INIT ("controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL);
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// current state of the keys
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// FRACUNIT for fully pressed, 0 for not pressed
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INT32 gamekeydown[MAXDEVICES][NUMINPUTS];
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boolean deviceResponding[MAXDEVICES];
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// two key codes (or virtual key) per game control
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INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
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INT32 gamecontroldefault[num_gamecontrols][MAXINPUTMAPPING]; // default control storage
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// lists of GC codes for selective operation
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/*
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const INT32 gcl_accelerate[num_gcl_accelerate] = { gc_a };
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const INT32 gcl_brake[num_gcl_brake] = { gc_b };
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const INT32 gcl_drift[num_gcl_drift] = { gc_c };
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const INT32 gcl_spindash[num_gcl_spindash] = {
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gc_a, gc_b, gc_c, gc_abc
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};
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const INT32 gcl_movement[num_gcl_movement] = {
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gc_a, gc_b, gc_c, gc_abc, gc_left, gc_right
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};
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const INT32 gcl_item[num_gcl_item] = {
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gc_fire, gc_aimforward, gc_aimbackward
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};
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const INT32 gcl_full[num_gcl_full] = {
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gc_a, gc_drift, gc_b, gc_spindash, gc_turnleft, gc_turnright,
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gc_fire, gc_aimforward, gc_aimbackward,
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gc_lookback
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};
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*/
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INT32 G_GetDevicePlayer(INT32 deviceID)
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{
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INT32 i;
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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if (deviceID == cv_usejoystick[i].value)
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{
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return i;
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}
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}
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return -1;
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}
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//
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// Remaps the inputs to game controls.
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//
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// A game control can be triggered by one or more keys/buttons.
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//
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// Each key/mousebutton/joybutton triggers ONLY ONE game control.
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//
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void G_MapEventsToControls(event_t *ev)
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{
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INT32 i;
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if (ev->device >= 0 && ev->device < MAXDEVICES)
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{
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switch (ev->type)
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{
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case ev_keydown:
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//case ev_keyup:
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//case ev_mouse:
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//case ev_joystick:
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deviceResponding[ev->device] = true;
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break;
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default:
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break;
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}
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}
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else
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{
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return;
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}
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switch (ev->type)
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{
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case ev_keydown:
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if (ev->data1 < NUMINPUTS)
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{
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gamekeydown[ev->device][ev->data1] = FRACUNIT;
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}
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#ifdef PARANOIA
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else
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{
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CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n", ev->data1);
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}
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#endif
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break;
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case ev_keyup:
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if (ev->data1 < NUMINPUTS)
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{
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gamekeydown[ev->device][ev->data1] = 0;
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}
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#ifdef PARANOIA
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else
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{
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CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n", ev->data1);
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}
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#endif
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break;
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case ev_mouse: // buttons are virtual keys
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// X axis
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if (ev->data2 < 0)
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{
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// Left
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gamekeydown[ev->device][KEY_MOUSEMOVE + 2] = abs(ev->data2);
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gamekeydown[ev->device][KEY_MOUSEMOVE + 3] = 0;
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}
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else
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{
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// Right
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gamekeydown[ev->device][KEY_MOUSEMOVE + 2] = 0;
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gamekeydown[ev->device][KEY_MOUSEMOVE + 3] = abs(ev->data2);
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}
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// Y axis
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if (ev->data3 < 0)
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{
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// Up
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gamekeydown[ev->device][KEY_MOUSEMOVE] = abs(ev->data3);
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gamekeydown[ev->device][KEY_MOUSEMOVE + 1] = 0;
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}
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else
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{
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// Down
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gamekeydown[ev->device][KEY_MOUSEMOVE] = 0;
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gamekeydown[ev->device][KEY_MOUSEMOVE + 1] = abs(ev->data3);
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}
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break;
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case ev_joystick: // buttons are virtual keys
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if (ev->data1 >= JOYAXISSET)
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{
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#ifdef PARANOIA
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CONS_Debug(DBG_GAMELOGIC, "Bad joystick axis event %d\n", ev->data1);
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#endif
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break;
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}
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CONS_Printf("AXIS DATA (%d, %d, %d)\n", ev->data1, ev->data2, ev->data3);
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i = ev->data1 * 4;
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if (ev->data2 != INT32_MAX)
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{
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if (ev->data2 < 0)
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{
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// Left
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gamekeydown[ev->device][KEY_AXIS1 + i] = abs(ev->data2);
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gamekeydown[ev->device][KEY_AXIS1 + i + 1] = 0;
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}
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else
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{
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// Right
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gamekeydown[ev->device][KEY_AXIS1 + i] = 0;
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gamekeydown[ev->device][KEY_AXIS1 + i + 1] = abs(ev->data2);
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}
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}
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if (ev->data3 != INT32_MAX)
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{
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if (ev->data3 < 0)
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{
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// Up
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gamekeydown[ev->device][KEY_AXIS1 + i + 2] = abs(ev->data3);
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gamekeydown[ev->device][KEY_AXIS1 + i + 3] = 0;
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}
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else
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{
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// Down
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gamekeydown[ev->device][KEY_AXIS1 + i + 2] = 0;
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gamekeydown[ev->device][KEY_AXIS1 + i + 3] = abs(ev->data3);
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}
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}
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break;
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default:
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break;
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}
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}
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typedef struct
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{
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INT32 keynum;
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const char *name;
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} keyname_t;
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static keyname_t keynames[] =
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{
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{KEY_SPACE, "SPACE"},
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{KEY_CAPSLOCK, "CAPS LOCK"},
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{KEY_ENTER, "ENTER"},
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{KEY_TAB, "TAB"},
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{KEY_ESCAPE, "ESCAPE"},
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{KEY_BACKSPACE, "BACKSPACE"},
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{KEY_NUMLOCK, "NUM LOCK"},
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{KEY_SCROLLLOCK, "SCROLL LOCK"},
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// bill gates keys
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{KEY_LEFTWIN, "LWINDOWS"},
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{KEY_RIGHTWIN, "RWINDOWS"},
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{KEY_MENU, "MENU"},
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{KEY_LSHIFT, "LSHIFT"},
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{KEY_RSHIFT, "RSHIFT"},
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{KEY_LSHIFT, "SHIFT"},
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{KEY_LCTRL, "LCTRL"},
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{KEY_RCTRL, "RCTRL"},
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{KEY_LCTRL, "CTRL"},
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{KEY_LALT, "LALT"},
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{KEY_RALT, "RALT"},
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{KEY_LALT, "ALT"},
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// keypad keys
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{KEY_KPADSLASH, "KEYPAD /"},
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{KEY_KEYPAD7, "KEYPAD 7"},
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{KEY_KEYPAD8, "KEYPAD 8"},
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{KEY_KEYPAD9, "KEYPAD 9"},
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{KEY_MINUSPAD, "KEYPAD -"},
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{KEY_KEYPAD4, "KEYPAD 4"},
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{KEY_KEYPAD5, "KEYPAD 5"},
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{KEY_KEYPAD6, "KEYPAD 6"},
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{KEY_PLUSPAD, "KEYPAD +"},
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{KEY_KEYPAD1, "KEYPAD 1"},
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{KEY_KEYPAD2, "KEYPAD 2"},
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{KEY_KEYPAD3, "KEYPAD 3"},
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{KEY_KEYPAD0, "KEYPAD 0"},
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{KEY_KPADDEL, "KEYPAD ."},
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// extended keys (not keypad)
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{KEY_HOME, "HOME"},
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{KEY_UPARROW, "UP ARROW"},
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{KEY_PGUP, "PAGE UP"},
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{KEY_LEFTARROW, "LEFT ARROW"},
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{KEY_RIGHTARROW, "RIGHT ARROW"},
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{KEY_END, "END"},
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{KEY_DOWNARROW, "DOWN ARROW"},
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{KEY_PGDN, "PAGE DOWN"},
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{KEY_INS, "INSERT"},
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{KEY_DEL, "DELETE"},
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// other keys
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{KEY_F1, "F1"},
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{KEY_F2, "F2"},
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{KEY_F3, "F3"},
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{KEY_F4, "F4"},
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{KEY_F5, "F5"},
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{KEY_F6, "F6"},
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{KEY_F7, "F7"},
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{KEY_F8, "F8"},
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{KEY_F9, "F9"},
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{KEY_F10, "F10"},
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{KEY_F11, "F11"},
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{KEY_F12, "F12"},
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// KEY_CONSOLE has an exception in the keyname code
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{'`', "TILDE"},
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{KEY_PAUSE, "PAUSE/BREAK"},
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// virtual keys for mouse buttons and joystick buttons
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{KEY_MOUSE1+0,"MOUSE1"},
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{KEY_MOUSE1+1,"MOUSE2"},
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{KEY_MOUSE1+2,"MOUSE3"},
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{KEY_MOUSE1+3,"MOUSE4"},
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{KEY_MOUSE1+4,"MOUSE5"},
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{KEY_MOUSE1+5,"MOUSE6"},
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{KEY_MOUSE1+6,"MOUSE7"},
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{KEY_MOUSE1+7,"MOUSE8"},
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{KEY_MOUSEMOVE+0,"Mouse Up"},
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{KEY_MOUSEMOVE+1,"Mouse Down"},
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{KEY_MOUSEMOVE+2,"Mouse Left"},
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{KEY_MOUSEMOVE+3,"Mouse Right"},
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{KEY_MOUSEWHEELUP, "Wheel Up"},
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{KEY_MOUSEWHEELDOWN, "Wheel Down"},
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{KEY_JOY1+0, "JOY1"},
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{KEY_JOY1+1, "JOY2"},
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{KEY_JOY1+2, "JOY3"},
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{KEY_JOY1+3, "JOY4"},
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{KEY_JOY1+4, "JOY5"},
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{KEY_JOY1+5, "JOY6"},
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{KEY_JOY1+6, "JOY7"},
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{KEY_JOY1+7, "JOY8"},
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{KEY_JOY1+8, "JOY9"},
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#if !defined (NOMOREJOYBTN_1S)
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// we use up to 32 buttons in DirectInput
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{KEY_JOY1+9, "JOY10"},
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{KEY_JOY1+10, "JOY11"},
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{KEY_JOY1+11, "JOY12"},
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{KEY_JOY1+12, "JOY13"},
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{KEY_JOY1+13, "JOY14"},
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{KEY_JOY1+14, "JOY15"},
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{KEY_JOY1+15, "JOY16"},
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{KEY_JOY1+16, "JOY17"},
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{KEY_JOY1+17, "JOY18"},
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{KEY_JOY1+18, "JOY19"},
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{KEY_JOY1+19, "JOY20"},
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{KEY_JOY1+20, "JOY21"},
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{KEY_JOY1+21, "JOY22"},
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{KEY_JOY1+22, "JOY23"},
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{KEY_JOY1+23, "JOY24"},
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{KEY_JOY1+24, "JOY25"},
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{KEY_JOY1+25, "JOY26"},
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{KEY_JOY1+26, "JOY27"},
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{KEY_JOY1+27, "JOY28"},
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{KEY_JOY1+28, "JOY29"},
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{KEY_JOY1+29, "JOY30"},
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{KEY_JOY1+30, "JOY31"},
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{KEY_JOY1+31, "JOY32"},
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#endif
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// the DOS version uses Allegro's joystick support
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{KEY_HAT1+0, "HATUP"},
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{KEY_HAT1+1, "HATDOWN"},
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{KEY_HAT1+2, "HATLEFT"},
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{KEY_HAT1+3, "HATRIGHT"},
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{KEY_HAT1+4, "HATUP2"},
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{KEY_HAT1+5, "HATDOWN2"},
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{KEY_HAT1+6, "HATLEFT2"},
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{KEY_HAT1+7, "HATRIGHT2"},
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{KEY_HAT1+8, "HATUP3"},
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{KEY_HAT1+9, "HATDOWN3"},
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{KEY_HAT1+10, "HATLEFT3"},
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{KEY_HAT1+11, "HATRIGHT3"},
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{KEY_HAT1+12, "HATUP4"},
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{KEY_HAT1+13, "HATDOWN4"},
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{KEY_HAT1+14, "HATLEFT4"},
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{KEY_HAT1+15, "HATRIGHT4"},
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{KEY_AXIS1+0, "AXISX-"},
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{KEY_AXIS1+1, "AXISX+"},
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{KEY_AXIS1+2, "AXISY-"},
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{KEY_AXIS1+3, "AXISY+"},
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{KEY_AXIS1+4, "AXISZ-"},
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{KEY_AXIS1+5, "AXISZ+"},
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{KEY_AXIS1+6, "AXISXRUDDER-"},
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{KEY_AXIS1+7, "AXISXRUDDER+"},
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{KEY_AXIS1+8, "AXISYRUDDER-"},
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{KEY_AXIS1+9, "AXISYRUDDER+"},
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{KEY_AXIS1+10, "AXISZRUDDER-"},
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{KEY_AXIS1+11, "AXISZRUDDER+"},
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{KEY_AXIS1+12, "AXISU-"},
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{KEY_AXIS1+13, "AXISU+"},
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{KEY_AXIS1+14, "AXISV-"},
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{KEY_AXIS1+15, "AXISV+"},
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};
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static const char *gamecontrolname[num_gamecontrols] =
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{
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"null", // a key/button mapped to gc_null has no effect
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"up",
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"down",
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"left",
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"right",
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"a",
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"b",
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"c",
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"x",
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"y",
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"z",
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"l",
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"r",
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"start",
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"abc",
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"console",
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"talk",
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"teamtalk",
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"screenshot",
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"recordgif",
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};
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#define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t))
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//
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// Detach any keys associated to the given game control
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// - pass the pointer to the gamecontrol table for the player being edited
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void G_ClearControlKeys(INT32 (*setupcontrols)[MAXINPUTMAPPING], INT32 control)
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{
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INT32 i;
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for (i = 0; i < MAXINPUTMAPPING; i++)
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{
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setupcontrols[control][i] = KEY_NULL;
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}
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}
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void G_ClearAllControlKeys(void)
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{
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INT32 i, j;
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for (j = 0; j < MAXSPLITSCREENPLAYERS; j++)
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{
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for (i = 0; i < num_gamecontrols; i++)
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{
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G_ClearControlKeys(gamecontrol[j], i);
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}
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}
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}
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//
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// Returns the name of a key (or virtual key for mouse and joy)
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// the input value being an keynum
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//
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const char *G_KeynumToString(INT32 keynum)
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{
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static char keynamestr[8];
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UINT32 j;
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// return a string with the ascii char if displayable
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if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE)
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{
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keynamestr[0] = (char)keynum;
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keynamestr[1] = '\0';
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return keynamestr;
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}
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// find a description for special keys
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for (j = 0; j < NUMKEYNAMES; j++)
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if (keynames[j].keynum == keynum)
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return keynames[j].name;
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// create a name for unknown keys
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sprintf(keynamestr, "KEY%d", keynum);
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return keynamestr;
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}
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INT32 G_KeyStringtoNum(const char *keystr)
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{
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UINT32 j;
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if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z')
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return keystr[0];
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if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9')
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{
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/* what if we out of range bruh? */
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j = atoi(&keystr[3]);
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if (j < NUMINPUTS)
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return j;
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return 0;
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}
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for (j = 0; j < NUMKEYNAMES; j++)
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if (!stricmp(keynames[j].name, keystr))
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return keynames[j].keynum;
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return 0;
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}
|
|
|
|
void G_DefineDefaultControls(void)
|
|
{
|
|
// These defaults are bad & temporary.
|
|
// 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] = 'z';
|
|
gamecontroldefault[gc_b ][0] = 'x';
|
|
gamecontroldefault[gc_c ][0] = 'c';
|
|
gamecontroldefault[gc_x ][0] = 'a';
|
|
gamecontroldefault[gc_y ][0] = 's';
|
|
gamecontroldefault[gc_z ][0] = 'd';
|
|
gamecontroldefault[gc_l ][0] = 'q';
|
|
gamecontroldefault[gc_r ][0] = 'e';
|
|
gamecontroldefault[gc_start][0] = KEY_ENTER;
|
|
|
|
// 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+2; // ?
|
|
gamecontroldefault[gc_x ][1] = KEY_JOY1+3;
|
|
gamecontroldefault[gc_y ][1] = KEY_JOY1+6;
|
|
gamecontroldefault[gc_z ][1] = KEY_JOY1+8;
|
|
gamecontroldefault[gc_l ][1] = KEY_JOY1+4; // LB
|
|
gamecontroldefault[gc_r ][1] = KEY_JOY1+5; // RB
|
|
gamecontroldefault[gc_start][1] = KEY_JOY1+7; // 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+
|
|
}
|
|
|
|
void G_CopyControls(INT32 (*setupcontrols)[MAXINPUTMAPPING], INT32 (*fromcontrols)[MAXINPUTMAPPING], const INT32 *gclist, INT32 gclen)
|
|
{
|
|
INT32 i, j, gc;
|
|
|
|
for (i = 0; i < (gclist && gclen ? gclen : num_gamecontrols); i++)
|
|
{
|
|
gc = (gclist && gclen) ? gclist[i] : i;
|
|
|
|
for (j = 0; j < MAXINPUTMAPPING; j++)
|
|
{
|
|
setupcontrols[gc][j] = fromcontrols[gc][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|