Cleanup gtAirAttack behaviour in weWrap
Fixed bugs:
- Gear position was not wrapped properly, messing up repeat rendering
- Gear spawned outside of map bounds
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uInputHandler;
interface
uses SDLh, uTypes;
procedure initModule;
procedure freeModule;
function KeyNameToCode(name: shortstring): LongInt; inline;
function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
function KeyBindToCode(bind: shortstring): LongInt;
function KeyBindToName(bind: shortstring): shortstring;
//procedure MaskModifier(var code: LongInt; modifier: LongWord);
procedure MaskModifier(Modifier: shortstring; var code: LongInt);
procedure ProcessMouseButton(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
procedure ProcessMouseMotion(xrel, yrel: LongInt);
//procedure ProcessMouseWheel(x, y: LongInt);
procedure ProcessMouseWheel(y: LongInt);
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
{$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 uKeyNames, uConsole, uCommands, uVariables, uConsts, uUtils, uDebug, uPhysFSLayer, uCursor;
const
LSHIFT = $0200;
RSHIFT = $0400;
LALT = $0800;
RALT = $1000;
LCTRL = $2000;
RCTRL = $4000;
var tkbd: array[0..cKbdMaxIndex] of boolean;
KeyNames: TKeyNames;
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;
curBind, s: shortstring;
readyAborter: boolean;
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
curBind:= CurrentBinds.binds[CurrentBinds.indices[code]];
// Check if the keypress should end the ready phase.
// Camera movement keys are "safe" since its equivalent to moving the mouse,
// which also does not end the ready phase.
readyAborter:= (curBind <> '+cur_u') and (curBind <> '+cur_d') and (curBind <> '+cur_l') and (curBind <> '+cur_r');
if (code < cKeyMaxIndex - 2) // means not mouse buttons
and KeyDown
and (not ((curBind = 'put')
or (curBind = 'ammomenu')
or (curBind = '+cur_u')
or (curBind = '+cur_d')
or (curBind = '+cur_l')
or (curBind = '+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 curBind = 'switch' then
LocalMessage:= LocalMessage or gmSwitch
else if curBind = '+precise' then
begin
LocalMessage:= LocalMessage or gmPrecise;
updateVolumeDelta(true);
updateCursorMovementDelta(true, CursorMovementX, CursorMovementX);
updateCursorMovementDelta(true, CursorMovementY, CursorMovementY);
end;
ParseCommand(curBind, Trusted);
// End ready phase
if (readyAborter) and (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else if (curBind[1] = '+') then
begin
if curBind = '+precise' then
begin
LocalMessage:= LocalMessage and (not gmPrecise);
updateVolumeDelta(false);
updateCursorMovementDelta(false, CursorMovementX, CursorMovementX);
updateCursorMovementDelta(false, CursorMovementY, CursorMovementY);
end;
s:= curBind;
s[1]:= '-';
ParseCommand(s, Trusted);
// End ready phase
if (readyAborter) and (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else
begin
if curBind = '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 ProcessMouseButton(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);
SDL_BUTTON_X1:
ProcessKey(KeyNameToCode('mousex1'), ButtonDown);
SDL_BUTTON_X2:
ProcessKey(KeyNameToCode('mousex2'), ButtonDown);
end;
end;
procedure ProcessMouseMotion(xrel, yrel: LongInt);
begin
uCursor.updatePositionDelta(xrel, yrel);
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');
RegisterBind(DefaultBinds, _S'o', 'gearinfo');
//numpad
RegisterBind(DefaultBinds, 'keypad_8', '+cur_u');
RegisterBind(DefaultBinds, 'keypad_6', '+cur_r');
RegisterBind(DefaultBinds, 'keypad_4', '+cur_l');
RegisterBind(DefaultBinds, 'keypad_2', '+cur_d');
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'f', '+speedup');
RegisterBind(DefaultBinds, _S't', 'chat');
RegisterBind(DefaultBinds, _S'u', 'chat team');
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: LongInt;
begin
// Mouse buttons and mouse wheel
KeyNames[cKeyMaxIndex ]:= 'mousel';
KeyNames[cKeyMaxIndex - 1]:= 'mousem';
KeyNames[cKeyMaxIndex - 2]:= 'mouser';
KeyNames[cKeyMaxIndex - 3]:= 'mousex1';
KeyNames[cKeyMaxIndex - 4]:= 'mousex2';
mwheelupCode:= cKeyMaxIndex - 5;
KeyNames[mwheelupCode]:= 'wheelup';
mwheeldownCode:= cKeyMaxIndex - 6;
KeyNames[mwheeldownCode]:= 'wheeldown';
// Keyboard keys
uKeyNames.populateKeyNames(KeyNames);
// 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.