author | Xeli |
Thu, 17 May 2012 20:01:56 +0200 | |
changeset 7088 | dbec9bae4de1 |
parent 7071 | c431a4a8ab0f |
child 7089 | 6c7210257945 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
6700 | 3 |
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
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{$INCLUDE "options.inc"} |
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||
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unit uInputHandler; |
4 | 22 |
interface |
4363 | 23 |
uses SDLh, uTypes; |
4 | 24 |
|
3038 | 25 |
procedure initModule; |
26 |
procedure freeModule; |
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|
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function KeyNameToCode(name: shortstring): word; |
4 | 29 |
procedure ProcessKbd; |
6917 | 30 |
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean); |
6992 | 31 |
procedure ProcessKey(event: TSDL_KeyboardEvent); inline; |
32 |
procedure ProcessKey(code: LongInt; KeyDown: boolean); |
|
33 |
||
4 | 34 |
procedure ResetKbd; |
948 | 35 |
procedure FreezeEnterKey; |
4 | 36 |
procedure InitKbdKeyTable; |
37 |
||
167 | 38 |
procedure SetBinds(var binds: TBinds); |
39 |
procedure SetDefaultBinds; |
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40 |
||
2428 | 41 |
procedure ControllerInit; |
42 |
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer); |
|
43 |
procedure ControllerHatEvent(joy, hat, value: Byte); |
|
44 |
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean); |
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45 |
||
4 | 46 |
implementation |
4403 | 47 |
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug; |
167 | 48 |
|
2436 | 49 |
var tkbd, tkbdn: TKeyboardState; |
6942 | 50 |
quitKeyCode: Byte; |
4 | 51 |
KeyNames: array [0..cKeyMaxIndex] of string[15]; |
6982 | 52 |
CurrentBinds: TBinds; |
3697 | 53 |
|
2905 | 54 |
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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|
4 | 63 |
procedure ProcessKbd; |
6992 | 64 |
//var i, j, k: LongInt; |
4 | 65 |
begin |
161 | 66 |
|
2428 | 67 |
// move cursor/camera |
68 |
// TODO: Scale on screen dimensions and/or axis value (game controller)? |
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6917 | 69 |
//TODO what is this for? |
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movecursor(5 * CursorMovementX, 5 * CursorMovementY); |
6917 | 71 |
end; |
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|
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procedure ProcessKey(code: LongInt; KeyDown: boolean); |
74 |
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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83 |
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 |
|
88 |
{$IFDEF DARWIN} |
|
89 |
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 |
6917 | 107 |
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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||
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline; |
6917 | 119 |
begin |
120 |
ProcessKey(event.keysym.sym, event.type_ = SDL_KEYDOWN); |
|
121 |
end; |
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procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean); |
|
124 |
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); |
|
136 |
end; |
|
4 | 137 |
end; |
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139 |
procedure ResetKbd; |
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var j, t: LongInt; |
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i: LongInt; |
142 |
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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183 |
end; |
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184 |
end; |
7049 | 185 |
*) |
3697 | 186 |
|
4850 | 187 |
// what is this final loop for? |
2436 | 188 |
for t:= 0 to cKeyMaxIndex do |
4850 | 189 |
tkbd[t]:= tkbdn[t] |
4 | 190 |
end; |
191 |
||
192 |
procedure InitKbdKeyTable; |
|
2428 | 193 |
var i, j, k, t: LongInt; |
4 | 194 |
s: string[15]; |
195 |
begin |
|
6917 | 196 |
//TODO in sdl13 this overrides some values (A and B) change indices to some other values at the back perhaps? |
6909 | 197 |
KeyNames[1]:= 'mousel'; |
198 |
KeyNames[2]:= 'mousem'; |
|
199 |
KeyNames[3]:= 'mouser'; |
|
200 |
KeyNames[4]:= 'wheelup'; |
|
201 |
KeyNames[5]:= 'wheeldown'; |
|
202 |
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203 |
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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212 |
s[t]:= '_'; |
6917 | 213 |
KeyNames[i]:= LowerCase(s) |
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214 |
end; |
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215 |
end; |
2613 | 216 |
|
7071 | 217 |
quitKeyCode:= KeyNameToCode(_S'q'); |
167 | 218 |
|
6909 | 219 |
// get the size of keyboard array |
220 |
SDL_GetKeyState(@k); |
|
221 |
||
2428 | 222 |
// Controller(s) |
223 |
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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226 |
begin |
4374 | 227 |
keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u'; |
228 |
keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd'; |
|
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inc(k, 2); |
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230 |
end; |
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for i:= 0 to Pred(ControllerNumHats[j]) do |
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232 |
begin |
4374 | 233 |
keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u'; |
234 |
keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r'; |
|
235 |
keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd'; |
|
236 |
keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l'; |
|
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inc(k, 4); |
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238 |
end; |
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239 |
for i:= 0 to Pred(ControllerNumButtons[j]) do |
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240 |
begin |
4374 | 241 |
keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i); |
2948
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|
242 |
inc(k, 1); |
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|
243 |
end; |
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|
244 |
end; |
2581 | 245 |
|
6917 | 246 |
DefaultBinds[KeyNameToCode('escape')]:= 'quit'; |
247 |
DefaultBinds[KeyNameToCode('grave')]:= 'history'; |
|
248 |
DefaultBinds[KeyNameToCode('delete')]:= 'rotmask'; |
|
2379 | 249 |
|
2606
ed687a8d081f
updated build files for macosx and optimization system
koda
parents:
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|
250 |
//numpad |
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|
251 |
//DefaultBinds[265]:= '+volup'; |
ed687a8d081f
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koda
parents:
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diff
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|
252 |
//DefaultBinds[256]:= '+voldown'; |
ed687a8d081f
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|
253 |
|
7071 | 254 |
DefaultBinds[KeyNameToCode(_S'0')]:= '+volup'; |
255 |
DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown'; |
|
256 |
DefaultBinds[KeyNameToCode(_S'c')]:= 'capture'; |
|
257 |
DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh'; |
|
258 |
DefaultBinds[KeyNameToCode(_S'p')]:= 'pause'; |
|
259 |
DefaultBinds[KeyNameToCode(_S's')]:= '+speedup'; |
|
260 |
DefaultBinds[KeyNameToCode(_S't')]:= 'chat'; |
|
261 |
DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm'; |
|
1051
dfdd5dfe97d4
Enable fullscreen switching back, now it's bound on F12
unc0rr
parents:
1022
diff
changeset
|
262 |
|
6909 | 263 |
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset'; |
264 |
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout'; |
|
265 |
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin'; |
|
2407
9f413bd5150e
- Fix mouse cursor bugs in net game (still has a bug near water)
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parents:
2379
diff
changeset
|
266 |
|
6909 | 267 |
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr'; |
1051
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changeset
|
268 |
|
2786 | 269 |
|
6917 | 270 |
DefaultBinds[KeyNameToCode('mousel')]:= '/put'; |
271 |
DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu'; |
|
272 |
DefaultBinds[KeyNameToCode('backspace')]:= 'hjump'; |
|
273 |
DefaultBinds[KeyNameToCode('tab')]:= 'switch'; |
|
274 |
DefaultBinds[KeyNameToCode('return')]:= 'ljump'; |
|
275 |
DefaultBinds[KeyNameToCode('space')]:= '+attack'; |
|
6909 | 276 |
DefaultBinds[KeyNameToCode('up')]:= '+up'; |
277 |
DefaultBinds[KeyNameToCode('down')]:= '+down'; |
|
278 |
DefaultBinds[KeyNameToCode('left')]:= '+left'; |
|
279 |
DefaultBinds[KeyNameToCode('right')]:= '+right'; |
|
280 |
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise'; |
|
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|
281 |
|
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|
282 |
|
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|
283 |
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left'; |
dbec9bae4de1
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|
284 |
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right'; |
dbec9bae4de1
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Xeli
parents:
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diff
changeset
|
285 |
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up'; |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
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diff
changeset
|
286 |
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down'; |
6909 | 287 |
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i); |
288 |
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
nemo
parents:
4046
diff
changeset
|
289 |
|
2754
ad4f81fbfb76
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koda
parents:
2716
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changeset
|
290 |
SetDefaultBinds(); |
4 | 291 |
end; |
292 |
||
167 | 293 |
procedure SetBinds(var binds: TBinds); |
294 |
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
Xeli
parents:
6580
diff
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|
295 |
{$IFDEF MOBILE} |
3971 | 296 |
binds:= binds; // avoid hint |
3663
8c28abf427f5
reduce the number of keywords used and switch to BMP format for screenshots
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|
297 |
CurrentBinds:= DefaultBinds; |
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|
298 |
{$ELSE} |
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|
299 |
CurrentBinds:= binds; |
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changeset
|
300 |
{$ENDIF} |
167 | 301 |
end; |
302 |
||
303 |
procedure SetDefaultBinds; |
|
304 |
begin |
|
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|
305 |
CurrentBinds:= DefaultBinds; |
167 | 306 |
end; |
307 |
||
948 | 308 |
procedure FreezeEnterKey; |
309 |
begin |
|
5100 | 310 |
tkbd[3]:= 1; |
3598 | 311 |
tkbd[13]:= 1; |
5100 | 312 |
tkbd[27]:= 1; |
3598 | 313 |
tkbd[271]:= 1; |
948 | 314 |
end; |
167 | 315 |
|
2591
c6597b65caea
other controls implementation + sdlh revisited (once again)
koda
parents:
2590
diff
changeset
|
316 |
var Controller: array [0..5] of PSDL_Joystick; |
3697 | 317 |
|
2428 | 318 |
procedure ControllerInit; |
319 |
var i, j: Integer; |
|
320 |
begin |
|
3663
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koda
parents:
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changeset
|
321 |
ControllerEnabled:= 0; |
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
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diff
changeset
|
322 |
{$IFDEF IPHONE} |
3663
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koda
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changeset
|
323 |
exit; // joystick subsystem disabled on iPhone |
3513
f589230fa21b
now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents:
3493
diff
changeset
|
324 |
{$ENDIF} |
2674
2fce032f2f95
lupdate + Palewolf's updated spanish translation + other patches of mine
koda
parents:
2671
diff
changeset
|
325 |
|
3663
8c28abf427f5
reduce the number of keywords used and switch to BMP format for screenshots
koda
parents:
3651
diff
changeset
|
326 |
SDL_InitSubSystem(SDL_INIT_JOYSTICK); |
2674
2fce032f2f95
lupdate + Palewolf's updated spanish translation + other patches of mine
koda
parents:
2671
diff
changeset
|
327 |
ControllerNumControllers:= SDL_NumJoysticks(); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
328 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
329 |
if ControllerNumControllers > 6 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
330 |
ControllerNumControllers:= 6; |
2428 | 331 |
|
4374 | 332 |
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers)); |
2428 | 333 |
|
334 |
if ControllerNumControllers > 0 then |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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parents:
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changeset
|
335 |
begin |
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changeset
|
336 |
for j:= 0 to pred(ControllerNumControllers) do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
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changeset
|
337 |
begin |
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changeset
|
338 |
WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j)); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
339 |
Controller[j]:= SDL_JoystickOpen(j); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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parents:
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changeset
|
340 |
if Controller[j] = nil then |
3f21a9dc93d0
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parents:
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changeset
|
341 |
WriteLnToConsole('* Failed to open game controller!') |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
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diff
changeset
|
342 |
else |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
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changeset
|
343 |
begin |
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|
344 |
ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]); |
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changeset
|
345 |
//ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]); |
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changeset
|
346 |
ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]); |
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parents:
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changeset
|
347 |
ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]); |
4374 | 348 |
WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j])); |
349 |
//WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j])); |
|
350 |
WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j])); |
|
351 |
WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j])); |
|
2948
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parents:
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changeset
|
352 |
ControllerEnabled:= 1; |
3697 | 353 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
354 |
if ControllerNumAxes[j] > 20 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
355 |
ControllerNumAxes[j]:= 20; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
356 |
//if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
357 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
358 |
if ControllerNumHats[j] > 20 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
359 |
ControllerNumHats[j]:= 20; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
360 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
361 |
if ControllerNumButtons[j] > 20 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6497
diff
changeset
|
362 |
ControllerNumButtons[j]:= 20; |
3697 | 363 |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
364 |
// reset all buttons/axes |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
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changeset
|
365 |
for i:= 0 to pred(ControllerNumAxes[j]) do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
366 |
ControllerAxes[j][i]:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
367 |
(*for i:= 0 to pred(ControllerNumBalls[j]) do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
368 |
begin |
3f21a9dc93d0
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unc0rr
parents:
2905
diff
changeset
|
369 |
ControllerBalls[j][i][0]:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
370 |
ControllerBalls[j][i][1]:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
371 |
end;*) |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
372 |
for i:= 0 to pred(ControllerNumHats[j]) do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
373 |
ControllerHats[j][i]:= SDL_HAT_CENTERED; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
374 |
for i:= 0 to pred(ControllerNumButtons[j]) do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
375 |
ControllerButtons[j][i]:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
376 |
end; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
377 |
end; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
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diff
changeset
|
378 |
// enable event generation/controller updating |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
379 |
SDL_JoystickEventState(1); |
3f21a9dc93d0
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unc0rr
parents:
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diff
changeset
|
380 |
end |
3697 | 381 |
else |
2948
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parents:
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changeset
|
382 |
WriteLnToConsole('Not using any game controller'); |
2428 | 383 |
end; |
384 |
||
385 |
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer); |
|
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
386 |
var |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
387 |
k: LongInt; |
2428 | 388 |
begin |
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
389 |
SDL_GetKeyState(@k); |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
390 |
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
Xeli
parents:
7071
diff
changeset
|
391 |
ProcessKey(k + axis*2, value > 20000); |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
392 |
ProcessKey(k + (axis*2)+1, value < -20000); |
2428 | 393 |
end; |
394 |
||
395 |
procedure ControllerHatEvent(joy, hat, value: Byte); |
|
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
396 |
var |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
397 |
k: LongInt; |
2428 | 398 |
begin |
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
399 |
SDL_GetKeyState(@k); |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
400 |
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
Xeli
parents:
7071
diff
changeset
|
401 |
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
Xeli
parents:
7071
diff
changeset
|
402 |
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
Xeli
parents:
7071
diff
changeset
|
403 |
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
Xeli
parents:
7071
diff
changeset
|
404 |
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0); |
2428 | 405 |
end; |
406 |
||
407 |
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean); |
|
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
408 |
var |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
409 |
k: LongInt; |
2428 | 410 |
begin |
7088
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
411 |
SDL_GetKeyState(@k); |
dbec9bae4de1
first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Xeli
parents:
7071
diff
changeset
|
412 |
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
Xeli
parents:
7071
diff
changeset
|
413 |
ProcessKey(k + ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed); |
2428 | 414 |
end; |
415 |
||
3038 | 416 |
procedure initModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2714
diff
changeset
|
417 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
418 |
wheelUp:= false; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2905
diff
changeset
|
419 |
wheelDown:= false; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2714
diff
changeset
|
420 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2714
diff
changeset
|
421 |
|
3038 | 422 |
procedure freeModule; |
7026
8d1724e1337e
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents:
6994
diff
changeset
|
423 |
var j: LongInt; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2714
diff
changeset
|
424 |
begin |
7026
8d1724e1337e
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents:
6994
diff
changeset
|
425 |
// close gamepad controllers |
8d1724e1337e
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents:
6994
diff
changeset
|
426 |
if ControllerEnabled > 0 then |
8d1724e1337e
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents:
6994
diff
changeset
|
427 |
for j:= 0 to pred(ControllerNumControllers) do |
8d1724e1337e
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents:
6994
diff
changeset
|
428 |
SDL_JoystickClose(Controller[j]); |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2714
diff
changeset
|
429 |
end; |
4 | 430 |
|
431 |
end. |