Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Added a seperate shader for the gradient used for water drawing.
Disabled 3D mode for GL2 codepath as this still has some FFP left.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uInputHandler;
interface
uses SDLh, uTypes;
procedure initModule;
procedure freeModule;
function KeyNameToCode(name: shortstring): word;
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
procedure ResetKbd;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;
procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;
procedure ControllerInit;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
procedure ControllerHatEvent(joy, hat, value: Byte);
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
implementation
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
var tkbd: array[0..cKeyMaxIndex] of boolean;
quitKeyCode: Byte;
KeyNames: array [0..cKeyMaxIndex] of string[15];
CurrentBinds: TBinds;
function KeyNameToCode(name: shortstring): word;
var code: Word;
begin
name:= LowerCase(name);
code:= cKeyMaxIndex;
while (code > 0) and (KeyNames[code] <> name) do dec(code);
KeyNameToCode:= code;
end;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
var
Trusted: boolean;
s : string;
begin
if not(tkbd[code] xor KeyDown) then exit;
tkbd[code]:= KeyDown;
hideAmmoMenu:= false;
Trusted:= (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
and (CurrentHedgehog^.BotLevel = 0);
// ctrl/cmd + q to close engine and frontend
if(KeyDown and (code = quitKeyCode)) then
begin
{$IFDEF DARWIN}
if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
{$ELSE}
if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
{$ENDIF}
ParseCommand('halt', true);
end;
if CurrentBinds[code][0] <> #0 then
begin
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;
if KeyDown then
begin
ParseCommand(CurrentBinds[code], Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else if (CurrentBinds[code][1] = '+') then
begin
s:= CurrentBinds[code];
s[1]:= '-';
ParseCommand(s, Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end;
end
end;
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
begin
ProcessKey(event.keysym.sym, event.type_ = SDL_KEYDOWN);
end;
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
begin
case event.button of
SDL_BUTTON_LEFT:
ProcessKey(KeyNameToCode('mousel'), ButtonDown);
SDL_BUTTON_MIDDLE:
ProcessKey(KeyNameToCode('mousem'), ButtonDown);
SDL_BUTTON_RIGHT:
ProcessKey(KeyNameToCode('mouser'), ButtonDown);
SDL_BUTTON_WHEELDOWN:
ProcessKey(KeyNameToCode('wheeldown'), ButtonDown);
SDL_BUTTON_WHEELUP:
ProcessKey(KeyNameToCode('wheelup'), ButtonDown);
end;
end;
procedure ResetKbd;
var t: LongInt;
begin
for t:= 0 to cKeyMaxIndex do
if tkbd[t] then
ProcessKey(t, False);
end;
procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
s: string[15];
begin
//TODO in sdl13 this overrides some values (A and B) change indices to some other values at the back perhaps?
KeyNames[1]:= 'mousel';
KeyNames[2]:= 'mousem';
KeyNames[3]:= 'mouser';
KeyNames[4]:= 'wheelup';
KeyNames[5]:= 'wheeldown';
for i:= 6 to cKeyMaxIndex do
begin
s:= shortstring(sdl_getkeyname(i));
//WriteLnToConsole(IntToStr(i) + ': ' + s + ' ' + IntToStr(cKeyMaxIndex));
if s = 'unknown key' then KeyNames[i]:= ''
else
begin
for t:= 1 to Length(s) do
if s[t] = ' ' then
s[t]:= '_';
KeyNames[i]:= LowerCase(s)
end;
end;
quitKeyCode:= KeyNameToCode(_S'q');
// get the size of keyboard array
SDL_GetKeyState(@k);
// Controller(s)
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
inc(k, 1);
end;
end;
DefaultBinds[KeyNameToCode('escape')]:= 'quit';
DefaultBinds[KeyNameToCode('grave')]:= 'history';
DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';
DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomin';
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomout';
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
DefaultBinds[KeyNameToCode('mousel')]:= '/put';
DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
DefaultBinds[KeyNameToCode('tab')]:= 'switch';
DefaultBinds[KeyNameToCode('return')]:= 'ljump';
DefaultBinds[KeyNameToCode('space')]:= '+attack';
DefaultBinds[KeyNameToCode('up')]:= '+up';
DefaultBinds[KeyNameToCode('down')]:= '+down';
DefaultBinds[KeyNameToCode('left')]:= '+left';
DefaultBinds[KeyNameToCode('right')]:= '+right';
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
for i:= 1 to 5 do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
SetDefaultBinds();
end;
procedure SetBinds(var binds: TBinds);
{$IFNDEF MOBILE}
var
t: LongInt;
{$ENDIF}
begin
{$IFDEF MOBILE}
binds:= binds; // avoid hint
CurrentBinds:= DefaultBinds;
{$ELSE}
for t:= 0 to cKeyMaxIndex do
if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
ProcessKey(t, False);
CurrentBinds:= binds;
{$ENDIF}
end;
procedure SetDefaultBinds;
begin
CurrentBinds:= DefaultBinds;
end;
procedure FreezeEnterKey;
begin
tkbd[3]:= True;
tkbd[13]:= True;
tkbd[27]:= True;
tkbd[271]:= True;
end;
var Controller: array [0..5] of PSDL_Joystick;
procedure ControllerInit;
var i, j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF IPHONE}
exit; // joystick subsystem disabled on iPhone
{$ENDIF}
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
ControllerNumControllers:= SDL_NumJoysticks();
if ControllerNumControllers > 6 then
ControllerNumControllers:= 6;
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
if ControllerNumControllers > 0 then
begin
for j:= 0 to pred(ControllerNumControllers) do
begin
WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j)));
Controller[j]:= SDL_JoystickOpen(j);
if Controller[j] = nil then
WriteLnToConsole('* Failed to open game controller!')
else
begin
ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
//ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
//WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
ControllerEnabled:= 1;
if ControllerNumAxes[j] > 20 then
ControllerNumAxes[j]:= 20;
//if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
if ControllerNumHats[j] > 20 then
ControllerNumHats[j]:= 20;
if ControllerNumButtons[j] > 20 then
ControllerNumButtons[j]:= 20;
// reset all buttons/axes
for i:= 0 to pred(ControllerNumAxes[j]) do
ControllerAxes[j][i]:= 0;
(*for i:= 0 to pred(ControllerNumBalls[j]) do
begin
ControllerBalls[j][i][0]:= 0;
ControllerBalls[j][i][1]:= 0;
end;*)
for i:= 0 to pred(ControllerNumHats[j]) do
ControllerHats[j][i]:= SDL_HAT_CENTERED;
for i:= 0 to pred(ControllerNumButtons[j]) do
ControllerButtons[j][i]:= 0;
end;
end;
// enable event generation/controller updating
SDL_JoystickEventState(1);
end
else
WriteLnToConsole('Not using any game controller');
end;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
var
k: LongInt;
begin
SDL_GetKeyState(@k);
k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
ProcessKey(k + axis*2, value > 20000);
ProcessKey(k + (axis*2)+1, value < -20000);
end;
procedure ControllerHatEvent(joy, hat, value: Byte);
var
k: LongInt;
begin
SDL_GetKeyState(@k);
k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP) <> 0);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
end;
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
var
k: LongInt;
begin
SDL_GetKeyState(@k);
k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
ProcessKey(k + ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
end;
procedure initModule;
begin
wheelUp:= false;
wheelDown:= false;
end;
procedure freeModule;
var j: LongInt;
begin
// close gamepad controllers
if ControllerEnabled > 0 then
for j:= 0 to pred(ControllerNumControllers) do
SDL_JoystickClose(Controller[j]);
end;
end.