hedgewars/uInputHandler.pas
author Xeli
Thu, 07 Jun 2012 01:28:39 +0200
changeset 7192 e6c379b486d5
parent 7191 9419294e5f33
child 7193 65a022bf6bde
child 7194 d8e68cbca7ee
permissions -rw-r--r--
removed some writelns
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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; Modifier: shortstring = ''): LongInt;
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procedure MaskModifier(var code: LongInt; modifier: LongWord);
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procedure MaskModifier(Modifier: shortstring; var code: LongInt);
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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: array[0..cKbdMaxIndex] of boolean;
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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; Modifier: shortstring): LongInt;
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var code: LongInt;
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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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    MaskModifier(Modifier, code);
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    KeyNameToCode:= code;
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end;
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procedure MaskModifier(var code: LongInt; Modifier: LongWord);
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begin
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    code:= code or (modifier shl 10);
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end;
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procedure MaskModifier(Modifier: shortstring; var code: LongInt);
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var mod_ : shortstring;
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    ModifierCount, i: LongInt;
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    c : char;
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begin
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if Modifier = '' then exit;
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ModifierCount:= 0;
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for c in Modifier do
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    if(c = ':') then inc(ModifierCount);
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SplitByChar(Modifier, mod_, ':');//remove the first mod: part
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Modifier:= mod_;
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for i:= 0 to ModifierCount do
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    begin 
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    mod_:= '';
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    SplitByChar(Modifier, mod_, ':');
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    if (Modifier = 'lshift')                    then code:= code or (KMOD_LSHIFT shl 10);
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    if (Modifier = 'rshift')                    then code:= code or (KMOD_RSHIFT shl 10);
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    if (Modifier = 'lalt')                      then code:= code or (KMOD_LALT   shl 10);
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    if (Modifier = 'ralt')                      then code:= code or (KMOD_RALT   shl 10);
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    if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or (KMOD_LCTRL  shl 10);
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    if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or (KMOD_RCTRL  shl 10);
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    Modifier:= mod_;
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    end;
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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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if not(tkbd[code] xor KeyDown) then exit;
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tkbd[code]:= KeyDown;
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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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// 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 tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
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{$ELSE}
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    if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
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{$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 KeyDown 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 KeyDown 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] = '+') 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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    end
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end;
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
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var code: LongInt;
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begin
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    code:= event.keysym.sym;
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    MaskModifier(code, event.keysym.modifier);
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    ProcessKey(code, 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 t: LongInt;
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begin
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for t:= 0 to cKbdMaxIndex do
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    if tkbd[t] then
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        ProcessKey(t, False);
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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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    //WriteLnToConsole(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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DefaultBinds[KeyNameToCode('escape')]:= 'quit';
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DefaultBinds[KeyNameToCode('grave')]:= 'history';
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DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
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//numpad
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//DefaultBinds[265]:= '+volup';
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//DefaultBinds[256]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
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DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
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DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
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DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
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DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
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DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
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DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
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DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomin';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomout';
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
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DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
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DefaultBinds[KeyNameToCode('tab')]:= 'switch';
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DefaultBinds[KeyNameToCode('return')]:= 'ljump';
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DefaultBinds[KeyNameToCode('space')]:= '+attack';
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DefaultBinds[KeyNameToCode('up')]:= '+up';
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DefaultBinds[KeyNameToCode('down')]:= '+down';
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DefaultBinds[KeyNameToCode('left')]:= '+left';
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DefaultBinds[KeyNameToCode('right')]:= '+right';
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DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
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   264
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DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
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for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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for i:= 1 to 5  do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
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SetDefaultBinds();
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end;
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procedure SetBinds(var binds: TBinds);
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{$IFNDEF MOBILE}
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var
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    t: LongInt;
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{$ENDIF}
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begin
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{$IFDEF MOBILE}
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    binds:= binds; // avoid hint
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    CurrentBinds:= DefaultBinds;
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{$ELSE}
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for t:= 0 to cKbdMaxIndex do
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    if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
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        ProcessKey(t, False);
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    CurrentBinds:= binds;
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{$ENDIF}
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end;
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procedure SetDefaultBinds;
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begin
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    CurrentBinds:= DefaultBinds;
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end;
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procedure FreezeEnterKey;
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begin
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    tkbd[3]:= True;
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    tkbd[13]:= True;
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    tkbd[27]:= True;
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    tkbd[271]:= True;
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end;
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var Controller: array [0..5] of PSDL_Joystick;
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procedure ControllerInit;
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var i, j: Integer;
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begin
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ControllerEnabled:= 0;
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{$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: ' + shortstring(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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   338
            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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   341
            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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   348
            
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            if ControllerNumHats[j] > 20 then
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                ControllerNumHats[j]:= 20;
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   351
                
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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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   357
                ControllerAxes[j][i]:= 0;
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            (*for i:= 0 to pred(ControllerNumBalls[j]) do
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   359
                begin
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                ControllerBalls[j][i][0]:= 0;
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   361
                ControllerBalls[j][i][1]:= 0;
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   362
                end;*)
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   363
            for i:= 0 to pred(ControllerNumHats[j]) do
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   364
                ControllerHats[j][i]:= SDL_HAT_CENTERED;
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   365
            for i:= 0 to pred(ControllerNumButtons[j]) do
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   366
                ControllerButtons[j][i]:= 0;
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   367
            end;
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   368
        end;
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    // enable event generation/controller updating
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    SDL_JoystickEventState(1);
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   371
    end
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   372
else
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   373
    WriteLnToConsole('Not using any game controller');
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   374
end;
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   375
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   376
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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   377
var
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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   378
    k: LongInt;
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   379
begin
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   380
    SDL_GetKeyState(@k);
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   381
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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   382
    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
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diff changeset
   383
    ProcessKey(k + (axis*2)+1, value < -20000);
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   384
end;
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   385
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   386
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
   387
var
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
   388
    k: LongInt;
2428
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   389
begin
7088
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Xeli
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diff changeset
   390
    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
   391
    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
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diff changeset
   392
    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
   393
    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
   394
    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
   395
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
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   396
end;
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diff changeset
   397
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   398
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
   399
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
   400
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
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diff changeset
   401
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
   402
    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
   403
    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
   404
    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
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diff changeset
   405
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   406
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   407
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   408
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff changeset
   409
    wheelUp:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff changeset
   410
    wheelDown:= false;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   411
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   412
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   413
procedure freeModule;
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   414
var j: LongInt;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   415
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   416
    // close gamepad controllers
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   417
    if ControllerEnabled > 0 then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   418
        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
   419
            SDL_JoystickClose(Controller[j]);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   420
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   421
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   422
end.