hedgewars/uInputHandler.pas
author Xeli
Thu, 17 May 2012 20:19:35 +0200
changeset 7089 6c7210257945
parent 7088 dbec9bae4de1
child 7106 aacb90365d3d
permissions -rw-r--r--
remove ProcessKdb references all together, removed movecursor() because it doesnt seem to do anything
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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): word;
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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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var tkbd, tkbdn: TKeyboardState;
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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): word;
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var code: Word;
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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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    KeyNameToCode:= code;
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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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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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tkbdn[code]:= ord(KeyDown);
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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 ((tkbdn[KeyNameToCode('left_meta')] = 1) or (tkbdn[KeyNameToCode('right_meta')] = 1)) then
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{$ELSE}
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    if ((tkbdn[KeyNameToCode('left_ctrl')] = 1) or (tkbdn[KeyNameToCode('right_ctrl')] = 1)) then
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{$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 (tkbdn[code] <> 0) 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 (tkbd[code] = 0) and (tkbdn[code] <> 0) 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] = '+') and (tkbdn[code] = 0) and (tkbd[code] <> 0) 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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    tkbd[code]:= tkbdn[code]
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    end
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end;
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
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begin
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    ProcessKey(event.keysym.sym, 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 j, t: LongInt;
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    i: LongInt;
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    pkbd: PByteArray;
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begin
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//k:= SDL_GetMouseState(nil, nil);
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pkbd:=SDL_GetKeyState(@j);
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//TryDo(j < cKeyMaxIndex, 'SDL keys number is more than expected (' + IntToStr(j) + ')', true);
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for i:= 1 to pred(j) do
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    tkbdn[i]:= pkbd^[i];
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(*
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// TODO: reimplement
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// Controller(s)
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k:= j; // 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
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            tkbdn[k + 0]:= 1
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        else
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            tkbdn[k + 0]:= 0;
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        if ControllerAxes[j][i] < -20000 then
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            tkbdn[k + 1]:= 1
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        else
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            tkbdn[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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        tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
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        tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
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        tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
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        tkbdn[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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        tkbdn[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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*)
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// what is this final loop for?
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for t:= 0 to cKeyMaxIndex do
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    tkbd[t]:= tkbdn[t]
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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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    //WriteToConsole(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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// 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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   234
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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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   239
//numpad
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//DefaultBinds[265]:= '+volup';
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//DefaultBinds[256]:= '+voldown';
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   242
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DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
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DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
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   245
DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
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   246
DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
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   247
DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
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DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
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   249
DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
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DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
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   251
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DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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   253
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';
2407
9f413bd5150e - Fix mouse cursor bugs in net game (still has a bug near water)
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   255
6909
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   256
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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   257
2786
85f6425a4d74 Engine:
smxx
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   258
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   259
DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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   260
DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
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   261
DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
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   262
DefaultBinds[KeyNameToCode('tab')]:= 'switch';
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   263
DefaultBinds[KeyNameToCode('return')]:= 'ljump';
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   264
DefaultBinds[KeyNameToCode('space')]:= '+attack';
6909
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   265
DefaultBinds[KeyNameToCode('up')]:= '+up';
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   266
DefaultBinds[KeyNameToCode('down')]:= '+down';
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   267
DefaultBinds[KeyNameToCode('left')]:= '+left';
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   268
DefaultBinds[KeyNameToCode('right')]:= '+right';
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   269
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
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ad4f81fbfb76 touchinput works, invisible buttons added and initial support for chat
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   270
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   271
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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   272
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   273
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   274
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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   275
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
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   276
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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   277
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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   278
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SetDefaultBinds();
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end;
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   281
167
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   282
procedure SetBinds(var binds: TBinds);
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   283
begin
6654
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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   284
{$IFDEF MOBILE}
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   285
    binds:= binds; // avoid hint
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   286
    CurrentBinds:= DefaultBinds;
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   287
{$ELSE}
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    CurrentBinds:= binds;
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   289
{$ENDIF}
167
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   290
end;
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   291
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   292
procedure SetDefaultBinds;
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   293
begin
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    CurrentBinds:= DefaultBinds;
167
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   295
end;
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   296
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   297
procedure FreezeEnterKey;
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   298
begin
5100
951767beffc8 you can use esc to exit chat when input is empty
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   299
    tkbd[3]:= 1;
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a8aa06bae895 tiy new overlay graphics
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   300
    tkbd[13]:= 1;
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   301
    tkbd[27]:= 1;
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    tkbd[271]:= 1;
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end;
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var Controller: array [0..5] of PSDL_Joystick;
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procedure ControllerInit;
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var i, j: Integer;
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begin
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ControllerEnabled:= 0;
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{$IFDEF IPHONE}
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exit; // joystick subsystem disabled on iPhone
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{$ENDIF}
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SDL_InitSubSystem(SDL_INIT_JOYSTICK);
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ControllerNumControllers:= SDL_NumJoysticks();
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if ControllerNumControllers > 6 then
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    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
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                ControllerNumAxes[j]:= 20;
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            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
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            if ControllerNumHats[j] > 20 then
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                ControllerNumHats[j]:= 20;
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            if ControllerNumButtons[j] > 20 then
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                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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   363
            for i:= 0 to pred(ControllerNumButtons[j]) do
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   364
                ControllerButtons[j][i]:= 0;
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   365
            end;
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   366
        end;
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    // enable event generation/controller updating
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    SDL_JoystickEventState(1);
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   369
    end
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   370
else
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    WriteLnToConsole('Not using any game controller');
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end;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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   375
var
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    k: LongInt;
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   377
begin
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   378
    SDL_GetKeyState(@k);
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   379
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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   380
    ProcessKey(k +  axis*2, value > 20000);
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   381
    ProcessKey(k + (axis*2)+1, value < -20000);
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   382
end;
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   383
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   384
procedure ControllerHatEvent(joy, hat, value: Byte);
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   385
var
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   386
    k: LongInt;
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   387
begin
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   388
    SDL_GetKeyState(@k);
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   389
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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   390
    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
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   391
    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
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   392
    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
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   393
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
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   394
end;
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   395
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   396
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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diff changeset
   397
var
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diff changeset
   398
    k: LongInt;
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   399
begin
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   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
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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
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diff changeset
   402
    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
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6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   403
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   404
3038
4e48c276a468 In pascal unit is a namespace
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diff changeset
   405
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
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   406
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   407
    wheelUp:= false;
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   408
    wheelDown:= false;
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b9ca1bfca24f complete the replacement of init/free wrappers for every unit
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   409
end;
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diff changeset
   410
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   411
procedure freeModule;
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
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   412
var j: LongInt;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
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   413
begin
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8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
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diff changeset
   414
    // close gamepad controllers
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
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diff changeset
   415
    if ControllerEnabled > 0 then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
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diff changeset
   416
        for j:= 0 to pred(ControllerNumControllers) do
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
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diff changeset
   417
            SDL_JoystickClose(Controller[j]);
2716
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   418
end;
4
bcbd7adb4e4b - set svn:eol-style to native
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   419
bcbd7adb4e4b - set svn:eol-style to native
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diff changeset
   420
end.