hedgewars/uKeys.pas
author nemo
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manually adjusted colours. should be done as proportion?
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2008 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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unit uKeys;
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interface
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uses uConsts;
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{$INCLUDE options.inc}
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type TBinds = array[0..cKeyMaxIndex] of shortstring;
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function KeyNameToCode(name: string): word;
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procedure ProcessKbd;
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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 ControllerClose;
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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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var hideAmmoMenu: boolean;
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	wheelUp: boolean = false;
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	wheelDown: boolean = false;
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	ControllerNumControllers: Integer;
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    ControllerEnabled: Integer;
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    ControllerNumAxes: array[0..5] of Integer;
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    //ControllerNumBalls: array[0..5] of Integer;
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	ControllerNumHats: array[0..5] of Integer;
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	ControllerNumButtons: array[0..5] of Integer;
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	ControllerAxes: array[0..5] of array[0..19] of Integer;
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	//ControllerBalls: array[0..5] of array[0..19] of array[0..1] of Integer;
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	ControllerHats: array[0..5] of array[0..19] of Byte;
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	ControllerButtons: array[0..5] of array[0..19] of Byte;
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implementation
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uses SDLh, uTeams, uConsole, uMisc, uStore;
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const KeyNumber = 1024;
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type TKeyboardState = array[0..cKeyMaxIndex] of Byte;
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var tkbd: TKeyboardState;
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    KeyNames: array [0..cKeyMaxIndex] of string[15];
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    DefaultBinds, CurrentBinds: TBinds;
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function KeyNameToCode(name: string): word;
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var Result: Word;
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begin
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Result:= cKeyMaxIndex;
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while (Result > 0) and (KeyNames[Result] <> name) do dec(Result);
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KeyNameToCode:= Result
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end;
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procedure ProcessKbd;
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var  i, j, k: LongInt;
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     pkbd: PByteArray;
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     Trusted: boolean;
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     s: shortstring;
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begin
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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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// move cursor/camera
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// TODO: Scale on screen dimensions and/or axis value (game controller)?
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movecursor(5 * CursorMovementX, 5 * CursorMovementY);
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{$IFDEF SDL13}
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pkbd := SDL_GetKeyboardState(nil);
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i    := SDL_GetMouseState(0, nil, nil);
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{$ELSE}
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pkbd := SDL_GetKeyState(nil);
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i    := SDL_GetMouseState(nil, nil);
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{$ENDIF}
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// mouse buttons
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{$IFDEF DARWIN}
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pkbd^[1]:= ((i and 1) and not (pkbd^[306] or pkbd^[305]));
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pkbd^[3]:= ((i and 1) and (pkbd^[306] or pkbd^[305])) or (i and 4);
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{$ELSE}
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pkbd^[1]:= (i and 1);
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pkbd^[3]:= ((i shr 2) and 1);
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{$ENDIF}
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pkbd^[2]:= ((i shr 1) and 1);
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// mouse wheels (see event loop in project file)
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pkbd^[4]:= ord(wheelDown);
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pkbd^[5]:= ord(wheelUp);
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wheelUp:= false;
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wheelDown:= false;
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// Controller(s)
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k:= 500; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
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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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		if ControllerAxes[j][i] > 20000 then pkbd^[k + 0]:= 1 else pkbd^[k + 0]:= 0;
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		if ControllerAxes[j][i] < -20000 then pkbd^[k + 1]:= 1 else pkbd^[k + 1]:= 0;
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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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		pkbd^[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
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		pkbd^[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
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		pkbd^[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
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		pkbd^[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
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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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		pkbd^[k]:= ControllerButtons[j][i];
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		inc(k, 1);
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		end;
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	end;
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// now process strokes
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for i:= 1 to cKeyMaxIndex do
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if CurrentBinds[i][0] <> #0 then
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	begin
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	if (i > 3) and (pkbd^[i] <> 0) and not (hideAmmoMenu or (CurrentBinds[i] = 'put') or (CurrentBinds[i] = 'ammomenu') or (CurrentBinds[i] = '+cur_u') or (CurrentBinds[i] = '+cur_d') or (CurrentBinds[i] = '+cur_l') or (CurrentBinds[i] = '+cur_r')) then hideAmmoMenu:= true;
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	if (tkbd[i] = 0) and (pkbd^[i] <> 0) then ParseCommand(CurrentBinds[i], Trusted)
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	else if (CurrentBinds[i][1] = '+')
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			and (pkbd^[i] = 0)
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			and (tkbd[i] <> 0) then
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			begin
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			s:= CurrentBinds[i];
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			s[1]:= '-';
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			ParseCommand(s, Trusted)
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			end;
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	tkbd[i]:= pkbd^[i]
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	end;
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end;
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procedure ResetKbd;
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var i, j, k, t: LongInt;
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    pkbd: PByteArray;
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begin
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{$IFDEF SDL13}
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pkbd:= PByteArray(SDL_GetKeyboardState(@i));
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{$ELSE}
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pkbd:= PByteArray(SDL_GetKeyState(@i));
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{$ENDIF}
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TryDo(i < cKeyMaxIndex, 'SDL keys number is more than expected (' + inttostr(i) + ')', true);
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k:= 500;
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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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		pkbd^[k + 0]:= 0;
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		pkbd^[k + 1]:= 0;
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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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		pkbd^[k + 0]:= 0;
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		pkbd^[k + 1]:= 0;
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		pkbd^[k + 2]:= 0;
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		pkbd^[k + 3]:= 0;
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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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		pkbd^[k]:= 0;
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		inc(k, 1);
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		end;
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	end;
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for t:= 0 to Pred(i) do
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    tkbd[i]:= pkbd^[i]
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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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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:= SDL_GetKeyName(i);
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	//addfilelog(inttostr(i) + ' ' + s);
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    if s = 'unknown key' then KeyNames[i]:= ''
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       else begin
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       for t:= 1 to Length(s) do
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           if s[t] = ' ' then s[t]:= '_';
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       KeyNames[i]:= s
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       end;
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    end;
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// Controller(s)
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k:= 500;
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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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DefaultBinds[ 27]:= 'quit';
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DefaultBinds[ 96]:= 'history';
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DefaultBinds[127]:= 'rotmask';
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DefaultBinds[KeyNameToCode('0')]:= '+volup';
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DefaultBinds[KeyNameToCode('9')]:= '+voldown';
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DefaultBinds[KeyNameToCode('c')]:= 'capture';
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DefaultBinds[KeyNameToCode('h')]:= 'findhh';
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DefaultBinds[KeyNameToCode('p')]:= 'pause';
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DefaultBinds[KeyNameToCode('s')]:= '+speedup';
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DefaultBinds[KeyNameToCode('t')]:= 'chat';
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DefaultBinds[KeyNameToCode('y')]:= 'confirm';
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DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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SetDefaultBinds
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end;
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procedure SetBinds(var binds: TBinds);
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begin
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CurrentBinds:= binds
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end;
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procedure SetDefaultBinds;
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begin
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CurrentBinds:= DefaultBinds
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end;
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procedure FreezeEnterKey;
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begin
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tkbd[13]:= 1;
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tkbd[271]:= 1
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end;
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var Controller: array [0..5] of PSDLJoystick;
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procedure ControllerInit;
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var i, j: Integer;
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begin
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ControllerEnabled:= 0;
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ControllerNumControllers:= SDL_NumJoysticks;
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if ControllerNumControllers > 6 then ControllerNumControllers:= 6;
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WriteLnToConsole('Number of game controllers: ' + inttostr(ControllerNumControllers));
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if ControllerNumControllers > 0 then
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	begin
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	for j:= 0 to pred(ControllerNumControllers) do
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		begin
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		WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
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		Controller[j]:= SDL_JoystickOpen(j);
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		if Controller[j] = nil then
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			WriteLnToConsole('* Failed to open game controller!')
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		else
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			begin
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			ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
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			//ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
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			ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
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			ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
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			WriteLnToConsole('* Number of axes: ' + inttostr(ControllerNumAxes[j]));
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			//WriteLnToConsole('* Number of balls: ' + inttostr(ControllerNumBalls[j]));
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			WriteLnToConsole('* Number of hats: ' + inttostr(ControllerNumHats[j]));
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			WriteLnToConsole('* Number of buttons: ' + inttostr(ControllerNumButtons[j]));
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			ControllerEnabled:= 1;
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			if ControllerNumAxes[j] > 20 then ControllerNumAxes[j]:= 20;
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			//if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
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			if ControllerNumHats[j] > 20 then ControllerNumHats[j]:= 20;
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			if ControllerNumButtons[j] > 20 then ControllerNumButtons[j]:= 20;
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			// reset all buttons/axes
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			for i:= 0 to pred(ControllerNumAxes[j]) do
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				ControllerAxes[j][i]:= 0;
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			(*for i:= 0 to pred(ControllerNumBalls[j]) do
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				begin
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				ControllerBalls[j][i][0]:= 0;
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				ControllerBalls[j][i][1]:= 0;
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				end;*)
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			for i:= 0 to pred(ControllerNumHats[j]) do
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				ControllerHats[j][i]:= SDL_HAT_CENTERED;
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			for i:= 0 to pred(ControllerNumButtons[j]) do
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				ControllerButtons[j][i]:= 0;
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			end;
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		end;
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	// enable event generation/controller updating
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	SDL_JoystickEventState(1);
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	end
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else	
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	WriteLnToConsole('Not using any game controller');
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end;
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procedure ControllerClose;
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var j: Integer;
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begin
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if ControllerEnabled > 0 then
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	for j:= 0 to pred(ControllerNumControllers) do
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		SDL_JoystickClose(Controller[j]);
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end;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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begin
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	ControllerAxes[joy][axis]:= value;
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end;
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procedure ControllerHatEvent(joy, hat, value: Byte);
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begin
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	ControllerHats[joy][hat]:= value;
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end;
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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begin
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	if pressed then ControllerButtons[joy][button]:= 1 else ControllerButtons[joy][button]:= 0;
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end;
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4
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initialization
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end.