hedgewars/uInputHandler.pas
author nemo
Sun, 02 Sep 2012 10:11:24 -0400
changeset 7650 ffa26ebdf8ae
parent 7442 9bb6abdb5675
child 7848 775a72905708
permissions -rw-r--r--
LAND_HEIGHT/LAND_WIDTH need setting later now
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uInputHandler;
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interface
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uses SDLh, uTypes;
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procedure initModule;
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procedure freeModule;
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function  KeyNameToCode(name: shortstring): LongInt; inline;
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function  KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
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//procedure MaskModifier(var code: LongInt; modifier: LongWord);
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procedure MaskModifier(Modifier: shortstring; var code: LongInt);
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procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
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procedure ProcessKey(code: LongInt; KeyDown: boolean);
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procedure ResetKbd;
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procedure FreezeEnterKey;
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procedure InitKbdKeyTable;
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procedure SetBinds(var binds: TBinds);
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procedure SetDefaultBinds;
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procedure ControllerInit;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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procedure ControllerHatEvent(joy, hat, value: Byte);
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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implementation
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uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
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const
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    LSHIFT = $0200;
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    RSHIFT = $0400;
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    LALT   = $0800;
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    RALT   = $1000;
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    LCTRL  = $2000;
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    RCTRL  = $4000; 
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var tkbd: array[0..cKbdMaxIndex] of boolean;
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    quitKeyCode: Byte;
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    KeyNames: array [0..cKeyMaxIndex] of string[15];
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    CurrentBinds: TBinds;
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function  KeyNameToCode(name: shortstring): LongInt; inline;
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begin
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    KeyNameToCode:= KeyNameToCode(name, '');
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end;
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function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
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var code: LongInt;
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begin
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    name:= LowerCase(name);
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    code:= cKeyMaxIndex;
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    while (code > 0) and (KeyNames[code] <> name) do dec(code);
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    MaskModifier(Modifier, code);
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    KeyNameToCode:= code;
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end;
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(*
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procedure MaskModifier(var code: LongInt; Modifier: LongWord);
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begin
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    if(Modifier and KMOD_LSHIFT) <> 0 then code:= code or LSHIFT; 
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    if(Modifier and KMOD_RSHIFT) <> 0 then code:= code or LSHIFT; 
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    if(Modifier and KMOD_LALT) <> 0 then code:= code or LALT; 
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    if(Modifier and KMOD_RALT) <> 0 then code:= code or LALT; 
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    if(Modifier and KMOD_LCTRL) <> 0 then code:= code or LCTRL; 
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    if(Modifier and KMOD_RCTRL) <> 0 then code:= code or LCTRL; 
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end;
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*)
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procedure MaskModifier(Modifier: shortstring; var code: LongInt);
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var mod_ : shortstring;
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    ModifierCount, i: LongInt;
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begin
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if Modifier = '' then exit;
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ModifierCount:= 0;
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for i:= 1 to Length(Modifier) do
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    if(Modifier[i] = ':') then inc(ModifierCount);
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SplitByChar(Modifier, mod_, ':');//remove the first mod: part
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Modifier:= mod_;
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for i:= 0 to ModifierCount do
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    begin 
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    mod_:= '';
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    SplitByChar(Modifier, mod_, ':');
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    if (Modifier = 'lshift')                    then code:= code or LSHIFT;
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    if (Modifier = 'rshift')                    then code:= code or RSHIFT;
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    if (Modifier = 'lalt')                      then code:= code or LALT;
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    if (Modifier = 'ralt')                      then code:= code or RALT;
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    if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or LCTRL;
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    if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or RCTRL;
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    Modifier:= mod_;
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    end;
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end;
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procedure ProcessKey(code: LongInt; KeyDown: boolean);
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var
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    Trusted: boolean;
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    s      : string;
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begin
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if not(tkbd[code] xor KeyDown) then exit;
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tkbd[code]:= KeyDown;
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hideAmmoMenu:= false;
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Trusted:= (CurrentTeam <> nil)
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          and (not CurrentTeam^.ExtDriven)
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          and (CurrentHedgehog^.BotLevel = 0);
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// ctrl/cmd + q to close engine and frontend
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if(KeyDown and (code = quitKeyCode)) then
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    begin
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{$IFDEF DARWIN}
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    if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
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{$ELSE}
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    if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
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{$ENDIF}
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        ParseCommand('halt', true);    
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    end;
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if CurrentBinds[code][0] <> #0 then
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    begin
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    if (code > 3) and KeyDown and (not ((CurrentBinds[code] = 'put')) or (CurrentBinds[code] = 'ammomenu') or (CurrentBinds[code] = '+cur_u') or (CurrentBinds[code] = '+cur_d') or (CurrentBinds[code] = '+cur_l') or (CurrentBinds[code] = '+cur_r')) then hideAmmoMenu:= true;
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    if KeyDown then
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        begin
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        ParseCommand(CurrentBinds[code], Trusted);
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        if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
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            ParseCommand('gencmd R', true)
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        end
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    else if (CurrentBinds[code][1] = '+') then
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        begin
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        s:= CurrentBinds[code];
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        s[1]:= '-';
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        ParseCommand(s, Trusted);
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        if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
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            ParseCommand('gencmd R', true)
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        end;
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    end
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end;
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
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var code: LongInt;
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begin
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    code:= event.keysym.sym;
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    //MaskModifier(code, event.keysym.modifier);
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    ProcessKey(code, event.type_ = SDL_KEYDOWN);
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end;
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procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
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begin
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case event.button of
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    SDL_BUTTON_LEFT:
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        ProcessKey(KeyNameToCode('mousel'), ButtonDown);
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    SDL_BUTTON_MIDDLE:
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        ProcessKey(KeyNameToCode('mousem'), ButtonDown);
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    SDL_BUTTON_RIGHT:
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        ProcessKey(KeyNameToCode('mouser'), ButtonDown);
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    SDL_BUTTON_WHEELDOWN:
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        ProcessKey(KeyNameToCode('wheeldown'), ButtonDown);
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    SDL_BUTTON_WHEELUP:
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        ProcessKey(KeyNameToCode('wheelup'), ButtonDown);
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    end;
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end;
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procedure ResetKbd;
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var t: LongInt;
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begin
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for t:= 0 to cKbdMaxIndex do
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    if tkbd[t] then
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        ProcessKey(t, False);
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end;
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procedure InitKbdKeyTable;
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var i, j, k, t: LongInt;
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    s: string[15];
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begin
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//TODO in sdl13 this overrides some values (A and B) change indices to some other values at the back perhaps?
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KeyNames[1]:= 'mousel';
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KeyNames[2]:= 'mousem';
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KeyNames[3]:= 'mouser';
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KeyNames[4]:= 'wheelup';
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KeyNames[5]:= 'wheeldown';
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for i:= 6 to cKeyMaxIndex do
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    begin
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    s:= shortstring(sdl_getkeyname(i));
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    //WriteLnToConsole(IntToStr(i) + ': ' + s + ' ' + IntToStr(cKeyMaxIndex));
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    if s = 'unknown key' then KeyNames[i]:= ''
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    else 
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        begin
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        for t:= 1 to Length(s) do
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            if s[t] = ' ' then
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                s[t]:= '_';
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        KeyNames[i]:= LowerCase(s)
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        end;
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    end;
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quitKeyCode:= KeyNameToCode(_S'q');
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805fa9a27e9e "Trusted" binds
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// get the size of keyboard array
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SDL_GetKeyState(@k);
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// Controller(s)
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for j:= 0 to Pred(ControllerNumControllers) do
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    begin
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    for i:= 0 to Pred(ControllerNumAxes[j]) do
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        begin
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        keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
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        keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
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        inc(k, 2);
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        end;
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    for i:= 0 to Pred(ControllerNumHats[j]) do
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        begin
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        keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
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        keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
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        keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
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        keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
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        inc(k, 4);
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        end;
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    for i:= 0 to Pred(ControllerNumButtons[j]) do
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        begin
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        keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
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        inc(k, 1);
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        end;
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    end;
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   246
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DefaultBinds[KeyNameToCode('escape')]:= 'quit';
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DefaultBinds[KeyNameToCode('grave')]:= 'history';
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DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
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2606
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   251
//numpad
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//DefaultBinds[265]:= '+volup';
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//DefaultBinds[256]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
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DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'8')]:= 'mute';
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DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
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   259
DefaultBinds[KeyNameToCode(_S'r')]:= 'record';
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DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
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DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
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DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
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   263
DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
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   264
DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
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   265
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DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomin';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomout';
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
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DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
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DefaultBinds[KeyNameToCode('tab')]:= 'switch';
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DefaultBinds[KeyNameToCode('return')]:= 'ljump';
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DefaultBinds[KeyNameToCode('space')]:= '+attack';
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DefaultBinds[KeyNameToCode('up')]:= '+up';
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DefaultBinds[KeyNameToCode('down')]:= '+down';
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DefaultBinds[KeyNameToCode('left')]:= '+left';
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DefaultBinds[KeyNameToCode('right')]:= '+right';
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DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
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dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
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   286
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   287
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   288
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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   289
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
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   290
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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   291
for i:= 1 to 5  do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
4131
e89d11f6361c add F1-F10 to the default binds to fix weapon selection in trainings/missions and such
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   292
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SetDefaultBinds();
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   294
end;
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   295
167
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procedure SetBinds(var binds: TBinds);
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{$IFNDEF MOBILE}
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var
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    t: LongInt;
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   300
{$ENDIF}
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begin
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120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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{$IFDEF MOBILE}
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    binds:= binds; // avoid hint
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    CurrentBinds:= DefaultBinds;
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   305
{$ELSE}
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for t:= 0 to cKbdMaxIndex do
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   307
    if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
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   308
        ProcessKey(t, False);
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   309
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    CurrentBinds:= binds;
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   311
{$ENDIF}
167
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   312
end;
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   314
procedure SetDefaultBinds;
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   315
begin
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    CurrentBinds:= DefaultBinds;
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end;
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   318
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   319
procedure FreezeEnterKey;
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   320
begin
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ea6ad9a97fca change the array which represents the keyboard state to be a boolean array rather than byte array
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   321
    tkbd[3]:= True;
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   322
    tkbd[13]:= True;
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   323
    tkbd[27]:= True;
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   324
    tkbd[271]:= True;
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   325
end;
167
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diff changeset
   326
2591
c6597b65caea other controls implementation + sdlh revisited (once again)
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   327
var Controller: array [0..5] of PSDL_Joystick;
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   328
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procedure ControllerInit;
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   330
var i, j: Integer;
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   331
begin
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ControllerEnabled:= 0;
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   333
{$IFDEF IPHONE}
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   334
exit; // joystick subsystem disabled on iPhone
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3493
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   335
{$ENDIF}
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2fce032f2f95 lupdate + Palewolf's updated spanish translation + other patches of mine
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   336
3663
8c28abf427f5 reduce the number of keywords used and switch to BMP format for screenshots
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   337
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
2674
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parents: 2671
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   338
ControllerNumControllers:= SDL_NumJoysticks();
6580
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lovelacer
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diff changeset
   339
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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diff changeset
   340
if ControllerNumControllers > 6 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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diff changeset
   341
    ControllerNumControllers:= 6;
2428
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   342
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
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   343
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
2428
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diff changeset
   344
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   345
if ControllerNumControllers > 0 then
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   346
    begin
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   347
    for j:= 0 to pred(ControllerNumControllers) do
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   348
        begin
7151
ec15d9e1a7e3 pas2c stuff
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   349
        WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j)));
2948
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   350
        Controller[j]:= SDL_JoystickOpen(j);
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   351
        if Controller[j] = nil then
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   352
            WriteLnToConsole('* Failed to open game controller!')
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   353
        else
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   354
            begin
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   355
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
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diff changeset
   356
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
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parents: 2905
diff changeset
   357
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
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parents: 2905
diff changeset
   358
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   359
            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   360
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   361
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   362
            WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
2948
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unc0rr
parents: 2905
diff changeset
   363
            ControllerEnabled:= 1;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3663
diff changeset
   364
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   365
            if ControllerNumAxes[j] > 20 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   366
                ControllerNumAxes[j]:= 20;
2948
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diff changeset
   367
            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   368
            
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   369
            if ControllerNumHats[j] > 20 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   370
                ControllerNumHats[j]:= 20;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   371
                
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   372
            if ControllerNumButtons[j] > 20 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   373
                ControllerNumButtons[j]:= 20;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3663
diff changeset
   374
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   375
            // reset all buttons/axes
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   376
            for i:= 0 to pred(ControllerNumAxes[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   377
                ControllerAxes[j][i]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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diff changeset
   378
            (*for i:= 0 to pred(ControllerNumBalls[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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diff changeset
   379
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff changeset
   380
                ControllerBalls[j][i][0]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   381
                ControllerBalls[j][i][1]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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diff changeset
   382
                end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   383
            for i:= 0 to pred(ControllerNumHats[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   384
                ControllerHats[j][i]:= SDL_HAT_CENTERED;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   385
            for i:= 0 to pred(ControllerNumButtons[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   386
                ControllerButtons[j][i]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   387
            end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   388
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   389
    // enable event generation/controller updating
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   390
    SDL_JoystickEventState(1);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   391
    end
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3663
diff changeset
   392
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   393
    WriteLnToConsole('Not using any game controller');
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   394
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   395
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   396
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
7088
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   397
var
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   398
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   399
begin
7088
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   400
    SDL_GetKeyState(@k);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   401
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   402
    ProcessKey(k +  axis*2, value > 20000);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   403
    ProcessKey(k + (axis*2)+1, value < -20000);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   404
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   405
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   406
procedure ControllerHatEvent(joy, hat, value: Byte);
7088
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   407
var
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   408
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   409
begin
7088
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   410
    SDL_GetKeyState(@k);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   411
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   412
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP)   <> 0);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   413
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   414
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   415
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   416
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   417
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   418
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
7088
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   419
var
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   420
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   421
begin
7088
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   422
    SDL_GetKeyState(@k);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   423
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
dbec9bae4de1 first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents: 7071
diff changeset
   424
    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   425
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   426
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   427
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   428
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   429
    wheelUp:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   430
    wheelDown:= false;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   431
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   432
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   433
procedure freeModule;
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   434
var j: LongInt;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   435
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   436
    // close gamepad controllers
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   437
    if ControllerEnabled > 0 then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   438
        for j:= 0 to pred(ControllerNumControllers) do
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   439
            SDL_JoystickClose(Controller[j]);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   440
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   441
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   442
end.