Fix bee targeting fail across wrap world edge
Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge.
How the bee works now:
1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning.
1a) Place target in light area: bee aims for target light area
1b) Place target in gray area: bee aims for target, but flies to gray area first
2) Bee target is recalculated whenever bee passes the wrap world edge.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uInputHandler;
interface
uses SDLh, uTypes;
procedure initModule;
procedure freeModule;
function KeyNameToCode(name: shortstring): LongInt; inline;
function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
function KeyBindToCode(bind: shortstring): LongInt;
function KeyBindToName(bind: shortstring): shortstring;
//procedure MaskModifier(var code: LongInt; modifier: LongWord);
procedure MaskModifier(Modifier: shortstring; var code: LongInt);
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
//procedure ProcessMouseWheel(x, y: LongInt);
procedure ProcessMouseWheel(y: LongInt);
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
{$IFDEF USE_AM_NUMCOLUMN}
function CheckDefaultSlotKeys: boolean;
{$ENDIF}
procedure ResetKbd;
procedure ResetMouseWheel;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;
procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;
procedure chDefaultBind(var id: shortstring);
procedure loadBinds(cmd, s: shortstring);
procedure addBind(var binds: TBinds; var id: shortstring);
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, uVariables, uConsts, uUtils, uDebug, uPhysFSLayer;
const
LSHIFT = $0200;
RSHIFT = $0400;
LALT = $0800;
RALT = $1000;
LCTRL = $2000;
RCTRL = $4000;
var tkbd: array[0..cKbdMaxIndex] of boolean;
KeyNames: array [0..cKeyMaxIndex] of string[15];
CurrentBinds: TBinds;
ControllerNumControllers: Integer;
ControllerEnabled: Integer;
ControllerNumAxes: array[0..5] of Integer;
//ControllerNumBalls: array[0..5] of Integer;
ControllerNumHats: array[0..5] of Integer;
ControllerNumButtons: array[0..5] of Integer;
//ControllerAxes: array[0..5] of array[0..19] of Integer;
//ControllerBalls: array[0..5] of array[0..19] of array[0..1] of Integer;
//ControllerHats: array[0..5] of array[0..19] of Byte;
//ControllerButtons: array[0..5] of array[0..19] of Byte;
function KeyNameToCode(name: shortstring): LongInt; inline;
begin
KeyNameToCode:= KeyNameToCode(name, '');
end;
function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
var code: LongInt;
begin
name:= LowerCase(name);
code:= 0;
while (code <= cKeyMaxIndex) and (KeyNames[code] <> name) do inc(code);
MaskModifier(Modifier, code);
KeyNameToCode:= code;
end;
// Takes a control name (e.g. 'quit') and returns the corresponding key code,
// if it has been bound.
// Returns -1 if the control has not been bound.
function KeyBindToCode(bind: shortstring): LongInt;
var code, index: LongInt;
begin
index:= 0;
while (index <= High(CurrentBinds.binds)) and (CurrentBinds.binds[index] <> bind) do inc(index);
if index > High(CurrentBinds.binds) then
// Return error
KeyBindToCode:= -1
else begin
code:= 0;
while (code <= High(CurrentBinds.indices)) and (CurrentBinds.indices[code] <> index) do inc(code);
checkFails(code <= High(CurrentBinds.indices), 'Inconsistency in key binding registry', True);
KeyBindToCode:= code;
end;
end;
// Takes a control name (e.g. 'quit') and returns the corresponding
// human-readable key name from SDL.
// FIXME: Does not work 100% for all keys yet, but at least it no
// longer hardcodes any key name.
// TODO: Localize
function KeyBindToName(bind: shortstring): shortstring;
var code: LongInt;
name: shortstring;
begin
code:= KeyBindToCode(bind);
if code = -1 then
KeyBindToName:= trmsg[sidUnknownKey]
else
begin
name:= SDL_GetKeyName(SDL_GetKeyFromScancode(code));
if (name = 'Escape') then
// Let's shorten the name "Escape" for the quit menu
KeyBindToName:= 'Esc'
else if (length(name) <> 0) then
KeyBindToName:= name
else
begin
WriteLnToConsole('Error: KeyBindToName('+bind+') failed to find SDL key name!');
KeyBindToName:= trmsg[sidUnknownKey];
end;
end;
end;
(*
procedure MaskModifier(var code: LongInt; Modifier: LongWord);
begin
if(Modifier and KMOD_LSHIFT) <> 0 then code:= code or LSHIFT;
if(Modifier and KMOD_RSHIFT) <> 0 then code:= code or LSHIFT;
if(Modifier and KMOD_LALT) <> 0 then code:= code or LALT;
if(Modifier and KMOD_RALT) <> 0 then code:= code or LALT;
if(Modifier and KMOD_LCTRL) <> 0 then code:= code or LCTRL;
if(Modifier and KMOD_RCTRL) <> 0 then code:= code or LCTRL;
end;
*)
procedure MaskModifier(Modifier: shortstring; var code: LongInt);
var mod_ : shortstring = '';
ModifierCount, i: LongInt;
begin
if Modifier = '' then exit;
ModifierCount:= 0;
for i:= 1 to Length(Modifier) do
if(Modifier[i] = ':') then inc(ModifierCount);
SplitByChar(Modifier, mod_, ':');//remove the first mod: part
Modifier:= mod_;
for i:= 0 to ModifierCount do
begin
mod_:= '';
SplitByChar(Modifier, mod_, ':');
if (Modifier = 'lshift') then code:= code or LSHIFT;
if (Modifier = 'rshift') then code:= code or RSHIFT;
if (Modifier = 'lalt') then code:= code or LALT;
if (Modifier = 'ralt') then code:= code or RALT;
if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or LCTRL;
if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or RCTRL;
Modifier:= mod_;
end;
end;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
var
Trusted: boolean;
s : string;
begin
if not(tkbd[code] xor KeyDown) then exit;
tkbd[code]:= KeyDown;
Trusted:= (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
and (CurrentHedgehog^.BotLevel = 0);
// REVIEW OR FIXME
// ctrl/cmd + q to close engine and frontend - this seems like a bad idea, since we let people set arbitrary binds, and don't warn them of this.
// There's no confirmation at all
// ctrl/cmd + q to close engine and frontend
if(KeyDown and (code = SDLK_q)) 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;
// ctrl/cmd + w to close engine
if(KeyDown and (code = SDLK_w)) then
begin
{$IFDEF DARWIN}
// on OS X it this is expected behaviour
if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
{$ELSE}
// on other systems use this shortcut only if the keys are not bound to any command
if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
if ((CurrentBinds.indices[KeyNameToCode('left_ctrl')] = 0) or
(CurrentBinds.indices[KeyNameToCode('right_ctrl')] = 0)) and
(CurrentBinds.indices[SDLK_w] = 0) then
{$ENDIF}
ParseCommand('forcequit', true);
end;
if CurrentBinds.indices[code] > 0 then
begin
if (code < cKeyMaxIndex - 2) // means not mouse buttons
and KeyDown
and (not ((CurrentBinds.binds[CurrentBinds.indices[code]] = 'put')
or (CurrentBinds.binds[CurrentBinds.indices[code]] = 'ammomenu')
or (CurrentBinds.binds[CurrentBinds.indices[code]] = '+cur_u')
or (CurrentBinds.binds[CurrentBinds.indices[code]] = '+cur_d')
or (CurrentBinds.binds[CurrentBinds.indices[code]] = '+cur_l')
or (CurrentBinds.binds[CurrentBinds.indices[code]] = '+cur_r')))
and (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
then bShowAmmoMenu:= false;
if KeyDown then
begin
Trusted:= Trusted and (not isPaused); //releasing keys during pause should be allowed on the other hand
if CurrentBinds.binds[CurrentBinds.indices[code]] = 'switch' then
LocalMessage:= LocalMessage or gmSwitch
else if CurrentBinds.binds[CurrentBinds.indices[code]] = '+precise' then
LocalMessage:= LocalMessage or gmPrecise;
ParseCommand(CurrentBinds.binds[CurrentBinds.indices[code]], Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else if (CurrentBinds.binds[CurrentBinds.indices[code]][1] = '+') then
begin
if CurrentBinds.binds[CurrentBinds.indices[code]] = '+precise' then
LocalMessage:= LocalMessage and (not gmPrecise);
s:= CurrentBinds.binds[CurrentBinds.indices[code]];
s[1]:= '-';
ParseCommand(s, Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else
begin
if CurrentBinds.binds[CurrentBinds.indices[code]] = 'switch' then
LocalMessage:= LocalMessage and (not gmSwitch)
end
end
end;
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
var code: LongInt;
begin
// TODO
code:= LongInt(event.keysym.scancode);
//writelntoconsole('[KEY] '+inttostr(code)+ ' -> ''' +KeyNames[code] + ''', type = '+inttostr(event.type_));
ProcessKey(code, event.type_ = SDL_KEYDOWN);
end;
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
begin
//writelntoconsole('[MOUSE] '+inttostr(event.button));
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);
end;
end;
var mwheelupCode, mwheeldownCode: Integer;
//procedure ProcessMouseWheel(x, y: LongInt);
procedure ProcessMouseWheel(y: LongInt);
begin
// we don't use
//writelntoconsole('[MOUSEWHEEL] '+inttostr(x)+', '+inttostr(y));
if y > 0 then
begin
// reset other direction
if tkbd[mwheeldownCode] then
ProcessKey(mwheeldownCode, false);
// trigger "button down" event
if (not tkbd[mwheelupCode]) then
ProcessKey(mwheelupCode, true);
end
else if y < 0 then
begin
// reset other direction
if tkbd[mwheelupCode] then
ProcessKey(mwheelupCode, false);
// trigger "button down" event
if (not tkbd[mwheeldownCode]) then
ProcessKey(mwheeldownCode, true);
end;
end;
procedure ResetMouseWheel();
begin
if tkbd[mwheelupCode] then
ProcessKey(mwheelupCode, false);
if tkbd[mwheeldownCode] then
ProcessKey(mwheeldownCode, false);
end;
procedure ResetKbd;
var t: LongInt;
begin
for t:= 0 to cKbdMaxIndex do
if tkbd[t] then
ProcessKey(t, False);
end;
procedure RegisterBind(var binds: TBinds; key, value: shortstring);
var code: LongInt;
begin
checkFails(binds.lastIndex < 255, 'Too many key bindings', true);
code:= KeyNameToCode(key);
checkFails(code >= 0, 'unknown key', true);
if binds.indices[code] > 0 then
begin
binds.binds[binds.indices[code]]:= value
end
else begin
inc(binds.lastIndex);
binds.indices[code]:= binds.lastIndex;
binds.binds[binds.indices[code]]:= value
end;
end;
procedure InitDefaultBinds;
var i: Longword;
begin
RegisterBind(DefaultBinds, 'escape', 'quit');
RegisterBind(DefaultBinds, _S'`', 'history');
RegisterBind(DefaultBinds, 'delete', 'rotmask');
RegisterBind(DefaultBinds, 'home', 'rottags');
RegisterBind(DefaultBinds, _S'm', '+mission');
//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';
RegisterBind(DefaultBinds, _S'0', '+volup');
RegisterBind(DefaultBinds, _S'9', '+voldown');
RegisterBind(DefaultBinds, _S'8', 'mute');
RegisterBind(DefaultBinds, _S'c', 'capture');
RegisterBind(DefaultBinds, _S'r', 'record');
RegisterBind(DefaultBinds, _S'h', 'findhh');
RegisterBind(DefaultBinds, _S'p', 'pause');
RegisterBind(DefaultBinds, _S's', '+speedup');
RegisterBind(DefaultBinds, _S't', 'chat');
RegisterBind(DefaultBinds, _S'y', 'confirm');
RegisterBind(DefaultBinds, 'mousem', 'zoomreset');
RegisterBind(DefaultBinds, 'wheelup', 'zoomin');
RegisterBind(DefaultBinds, 'wheeldown', 'zoomout');
RegisterBind(DefaultBinds, 'f12', 'fullscr');
for i:= 1 to 10 do RegisterBind(DefaultBinds, 'f'+IntToStr(i), 'slot '+char(48+i));
for i:= 1 to 5 do RegisterBind(DefaultBinds, IntToStr(i), 'timer '+IntToStr(i));
RegisterBind(DefaultBinds, _S'n', 'timer_u');
RegisterBind(DefaultBinds, 'mousel', '/put');
RegisterBind(DefaultBinds, 'mouser', 'ammomenu');
RegisterBind(DefaultBinds, 'backspace', 'hjump');
RegisterBind(DefaultBinds, 'tab', 'switch');
RegisterBind(DefaultBinds, 'return', 'ljump');
RegisterBind(DefaultBinds, 'space', '+attack');
RegisterBind(DefaultBinds, 'up', '+up');
RegisterBind(DefaultBinds, 'down', '+down');
RegisterBind(DefaultBinds, 'left', '+left');
RegisterBind(DefaultBinds, 'right', '+right');
RegisterBind(DefaultBinds, 'left_shift', '+precise');
// Default controls for first connected controller
{ NOTE: This is provided for convenience so players
don't have to set-up the controller entirely in a new install.
It's not ideal, so players are still encourages to
set up things manually. }
// Essential controls
RegisterBind(DefaultBinds, 'j0h0r', '+right');
RegisterBind(DefaultBinds, 'j0h0l', '+left');
RegisterBind(DefaultBinds, 'j0h0u', '+up');
RegisterBind(DefaultBinds, 'j0h0d', '+down');
RegisterBind(DefaultBinds, 'j0b0', 'ljump');
RegisterBind(DefaultBinds, 'j0b1', 'hjump');
RegisterBind(DefaultBinds, 'j0b2', '+attack');
RegisterBind(DefaultBinds, 'j0b3', 'ammomenu');
RegisterBind(DefaultBinds, 'j0b4', '+precise');
RegisterBind(DefaultBinds, 'j0b5', 'put');
RegisterBind(DefaultBinds, 'j0b6', 'switch');
RegisterBind(DefaultBinds, 'j0b7', 'timer_u');
// Cursor movement (also essential)
RegisterBind(DefaultBinds, 'j0h1r', '+cur_r');
RegisterBind(DefaultBinds, 'j0h1l', '+cur_l');
RegisterBind(DefaultBinds, 'j0h1d', '+cur_d');
RegisterBind(DefaultBinds, 'j0h1u', '+cur_u');
RegisterBind(DefaultBinds, 'j0a0u', '+cur_r');
RegisterBind(DefaultBinds, 'j0a0d', '+cur_l');
RegisterBind(DefaultBinds, 'j0a1u', '+cur_d');
RegisterBind(DefaultBinds, 'j0a1d', '+cur_u');
// Additional controls
RegisterBind(DefaultBinds, 'j0b8', 'findhh');
RegisterBind(DefaultBinds, 'j0b9', '+mission');
loadBinds('dbind', cPathz[ptConfig] + '/settings.ini');
end;
procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
s: string[15];
begin
KeyNames[cKeyMaxIndex ]:= 'mousel';
KeyNames[cKeyMaxIndex - 1]:= 'mousem';
KeyNames[cKeyMaxIndex - 2]:= 'mouser';
mwheelupCode:= cKeyMaxIndex - 3;
KeyNames[mwheelupCode]:= 'wheelup';
mwheeldownCode:= cKeyMaxIndex - 4;
KeyNames[mwheeldownCode]:= 'wheeldown';
for i:= 0 to cKeyMaxIndex - 5 do
begin
s:= shortstring(SDL_GetScancodeName(TSDL_Scancode(i)));
for t:= 1 to Length(s) do
if s[t] = ' ' then
s[t]:= '_';
KeyNames[i]:= LowerCase(s)
end;
// get the size of keyboard array
SDL_GetKeyboardState(@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;
InitDefaultBinds
end;
{$IFDEF USE_AM_NUMCOLUMN}
function CheckDefaultSlotKeys: boolean;
{$IFDEF USE_TOUCH_INTERFACE}
begin
CheckDefaultSlotKeys:= false;
{$ELSE}
var i, code: LongInt;
begin
for i:=1 to cMaxSlotIndex do
begin
code:= KeyNameToCode('f'+IntToStr(i));
if CurrentBinds.binds[CurrentBinds.indices[code]] <> 'slot '+char(i+48) then
begin
CheckDefaultSlotKeys:= false;
exit;
end;
end;
CheckDefaultSlotKeys:= true;
{$ENDIF}
end;
{$ENDIF}
{$IFNDEF MOBILE}
procedure SetBinds(var binds: TBinds);
var
t: LongInt;
begin
for t:= 0 to cKbdMaxIndex do
if (CurrentBinds.binds[CurrentBinds.indices[t]] <> binds.binds[binds.indices[t]]) and tkbd[t] then
ProcessKey(t, False);
CurrentBinds:= binds;
end;
{$ELSE}
procedure SetBinds(var binds: TBinds);
begin
binds:= binds; // avoid hint
CurrentBinds:= DefaultBinds;
end;
{$ENDIF}
procedure SetDefaultBinds;
begin
CurrentBinds:= DefaultBinds;
end;
procedure FreezeEnterKey;
begin
tkbd[3]:= True;
tkbd[13]:= True;
tkbd[27]:= True;
tkbd[271]:= True;
end;
var Controller: array [0..5] of PSDL_Joystick;
procedure ControllerInit;
var j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF IPHONEOS}
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('Game controller no. ' + IntToStr(j) + ', name "' + shortstring(SDL_JoystickNameForIndex(j)) + '":');
Controller[j]:= SDL_JoystickOpen(j);
if Controller[j] = nil then
WriteLnToConsole('* Failed to open game controller no. ' + IntToStr(j) + '!')
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_GetKeyboardState(@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_GetKeyboardState(@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_GetKeyboardState(@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 loadBinds(cmd, s: shortstring);
var i: LongInt;
f: PFSFile;
p, l: shortstring;
b: byte;
begin
if cOnlyStats then exit;
AddFileLog('[BINDS] Loading binds from: ' + s);
l:= '';
if pfsExists(s) then
begin
f:= pfsOpenRead(s);
while (not pfsEOF(f)) and (l <> '[Binds]') do
pfsReadLn(f, l);
while (not pfsEOF(f)) and (l <> '') do
begin
pfsReadLn(f, l);
p:= '';
i:= 1;
while (i <= length(l)) and (l[i] <> '=') do
begin
if l[i] = '%' then
begin
l[i]:= '$';
val(copy(l, i, 3), b);
p:= p + char(b);
inc(i, 3)
end
else
begin
p:= p + l[i];
inc(i)
end;
end;
if i < length(l) then
begin
l:= copy(l, i + 1, length(l) - i);
if l <> 'default' then
begin
if (length(l) = 2) and (l[1] = '\') then
l:= l[1] + ''
else if (l[1] = '"') and (l[length(l)] = '"') then
l:= copy(l, 2, length(l) - 2);
p:= cmd + ' ' + l + ' ' + p;
ParseCommand(p, true)
end
end
end;
pfsClose(f)
end
else
AddFileLog('[BINDS] file not found');
end;
procedure addBind(var binds: TBinds; var id: shortstring);
var KeyName, Modifier, tmp: shortstring;
i, newCode, code, b: LongInt;
begin
KeyName:= '';
Modifier:= '';
if(Pos('mod:', id) <> 0)then
begin
tmp:= '';
SplitBySpace(id, tmp);
Modifier:= id;
id:= tmp;
end;
SplitBySpace(id, KeyName);
if KeyName[1]='"' then
Delete(KeyName, 1, 1);
if KeyName[byte(KeyName[0])]='"' then
Delete(KeyName, byte(KeyName[0]), 1);
b:= KeyNameToCode(id, Modifier);
if b = 0 then
OutError(errmsgUnknownVariable + ' "' + id + '"', false)
else
begin
// add bind: first check if this cmd is already bound, and remove old bind
i:= Low(binds.binds);
while (i <= High(binds.binds)) and (binds.binds[i] <> KeyName) do
inc(i);
if (i <= High(binds.binds)) then
begin
code:= Low(binds.indices);
while (code <= High(binds.indices)) and (binds.indices[code] <> i) do
inc(code);
checkFails(code <= High(binds.indices), 'binds registry inconsistency', true);
binds.indices[code]:= 0;
binds.binds[i]:= ''
end;
if binds.indices[b] > 0 then
newCode:= binds.indices[b]
else if i >= High(binds.binds) then
begin
inc(binds.lastIndex);
checkFails(binds.lastIndex < High(binds.binds), 'too many binds', true);
newCode:= binds.lastIndex
end else
newCode:= i;
binds.indices[b]:= newCode;
binds.binds[binds.indices[b]]:= KeyName
end
end;
// Bind that isn't a team bind, but overrides defaultbinds.
procedure chDefaultBind(var id: shortstring);
begin
addBind(DefaultBinds, id)
end;
procedure initModule;
begin
// assign 0 until InitKbdKeyTable is called
mwheelupCode:= 0;
mwheeldownCode:= 0;
RegisterVariable('dbind', @chDefaultBind, true );
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.