hedgewars/uInputHandler.pas
author Wolfgang Steffens <WolfgangSteff@gmail.com>
Mon, 28 May 2012 10:38:27 +0200
changeset 7138 f8248bcba8f1
parent 7118 dcdbb6fcc924
child 7140 29948153fda2
permissions -rw-r--r--
moved generic matrix code to uMatrix.pas updated shader and client logic to use a mat4 rather than ftransform or gl_ModelViewProjectionMatrix.
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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: 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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tkbd[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 ((tkbd[KeyNameToCode('left_meta')] = 1) or (tkbd[KeyNameToCode('right_meta')] = 1)) then
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{$ELSE}
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    if ((tkbd[KeyNameToCode('left_ctrl')] = 1) or (tkbd[KeyNameToCode('right_ctrl')] = 1)) then
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{$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 (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] = '+') and not KeyDown 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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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 t: LongInt;
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begin
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for t:= 0 to cKeyMaxIndex do
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    if(tkbd[t] <> 0) 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');
167
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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';
2407
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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2786
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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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DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   228
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   229
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);
4131
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   233
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SetDefaultBinds();
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   235
end;
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   236
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procedure SetBinds(var binds: TBinds);
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   238
begin
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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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   239
{$IFDEF MOBILE}
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   240
    binds:= binds; // avoid hint
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    CurrentBinds:= DefaultBinds;
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{$ELSE}
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    CurrentBinds:= binds;
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{$ENDIF}
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   245
end;
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   246
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   247
procedure SetDefaultBinds;
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   248
begin
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    CurrentBinds:= DefaultBinds;
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   250
end;
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   251
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procedure FreezeEnterKey;
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   253
begin
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951767beffc8 you can use esc to exit chat when input is empty
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   254
    tkbd[3]:= 1;
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a8aa06bae895 tiy new overlay graphics
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parents: 3523
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   255
    tkbd[13]:= 1;
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   256
    tkbd[27]:= 1;
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    tkbd[271]:= 1;
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   258
end;
167
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   259
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   260
var Controller: array [0..5] of PSDL_Joystick;
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procedure ControllerInit;
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   263
var i, j: Integer;
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   264
begin
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   265
ControllerEnabled:= 0;
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   266
{$IFDEF IPHONE}
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exit; // joystick subsystem disabled on iPhone
3513
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koda
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   268
{$ENDIF}
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SDL_InitSubSystem(SDL_INIT_JOYSTICK);
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   271
ControllerNumControllers:= SDL_NumJoysticks();
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lovelacer
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lovelacer
parents: 6497
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   273
if ControllerNumControllers > 6 then
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   274
    ControllerNumControllers:= 6;
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WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
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6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   278
if ControllerNumControllers > 0 then
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   279
    begin
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   280
    for j:= 0 to pred(ControllerNumControllers) do
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   281
        begin
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        WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
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   283
        Controller[j]:= SDL_JoystickOpen(j);
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   284
        if Controller[j] = nil then
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   285
            WriteLnToConsole('* Failed to open game controller!')
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   286
        else
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   287
            begin
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   288
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
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   289
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
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diff changeset
   290
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
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   291
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   292
            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
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unC0Rr
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diff changeset
   293
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   294
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
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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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            for i:= 0 to pred(ControllerNumButtons[j]) do
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                ControllerButtons[j][i]:= 0;
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            end;
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        end;
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    // enable event generation/controller updating
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    SDL_JoystickEventState(1);
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    end
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else
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    WriteLnToConsole('Not using any game controller');
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end;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  axis*2, value > 20000);
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    ProcessKey(k + (axis*2)+1, value < -20000);
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end;
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procedure ControllerHatEvent(joy, hat, value: Byte);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP)   <> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
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end;
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
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end;
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procedure initModule;
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begin
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    wheelUp:= false;
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    wheelDown:= false;
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end;
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procedure freeModule;
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var j: LongInt;
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begin
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    // close gamepad controllers
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    if ControllerEnabled > 0 then
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        for j:= 0 to pred(ControllerNumControllers) do
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            SDL_JoystickClose(Controller[j]);
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end;
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end.