On pagenetgame, when window is too small the map/game options becomes a tabbed interface to allow for a few lines of chat to always be visible.
Restored HWForm's min height to 580.
Fixed the 2px alignment issue with the map list and map previews' top edges that unC0Rr was whining about. <3
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uInputHandler;
interface
uses SDLh, uTypes;
procedure initModule;
procedure freeModule;
function KeyNameToCode(name: shortstring): LongInt; inline;
function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
//procedure MaskModifier(var code: LongInt; modifier: LongWord);
procedure MaskModifier(Modifier: shortstring; var code: LongInt);
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
procedure ResetKbd;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;
procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;
procedure chDefaultBind(var id: shortstring);
procedure ControllerInit;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
procedure ControllerHatEvent(joy, hat, value: Byte);
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
implementation
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
const
LSHIFT = $0200;
RSHIFT = $0400;
LALT = $0800;
RALT = $1000;
LCTRL = $2000;
RCTRL = $4000;
var tkbd: array[0..cKbdMaxIndex] of boolean;
quitKeyCode, closeKeyCode: Byte;
KeyNames: array [0..cKeyMaxIndex] of string[15];
CurrentBinds: TBinds;
ControllerNumControllers: Integer;
ControllerEnabled: Integer;
ControllerNumAxes: array[0..5] of Integer;
//ControllerNumBalls: array[0..5] of Integer;
ControllerNumHats: array[0..5] of Integer;
ControllerNumButtons: array[0..5] of Integer;
//ControllerAxes: array[0..5] of array[0..19] of Integer;
//ControllerBalls: array[0..5] of array[0..19] of array[0..1] of Integer;
//ControllerHats: array[0..5] of array[0..19] of Byte;
//ControllerButtons: array[0..5] of array[0..19] of Byte;
usingDBinds: boolean;
function KeyNameToCode(name: shortstring): LongInt; inline;
begin
KeyNameToCode:= KeyNameToCode(name, '');
end;
function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
var code: LongInt;
begin
name:= LowerCase(name);
code:= cKeyMaxIndex;
while (code > 0) and (KeyNames[code] <> name) do dec(code);
MaskModifier(Modifier, code);
KeyNameToCode:= code;
end;
(*
procedure MaskModifier(var code: LongInt; Modifier: LongWord);
begin
if(Modifier and KMOD_LSHIFT) <> 0 then code:= code or LSHIFT;
if(Modifier and KMOD_RSHIFT) <> 0 then code:= code or LSHIFT;
if(Modifier and KMOD_LALT) <> 0 then code:= code or LALT;
if(Modifier and KMOD_RALT) <> 0 then code:= code or LALT;
if(Modifier and KMOD_LCTRL) <> 0 then code:= code or LCTRL;
if(Modifier and KMOD_RCTRL) <> 0 then code:= code or LCTRL;
end;
*)
procedure MaskModifier(Modifier: shortstring; var code: LongInt);
var mod_ : shortstring;
ModifierCount, i: LongInt;
begin
if Modifier = '' then exit;
ModifierCount:= 0;
for i:= 1 to Length(Modifier) do
if(Modifier[i] = ':') then inc(ModifierCount);
SplitByChar(Modifier, mod_, ':');//remove the first mod: part
Modifier:= mod_;
for i:= 0 to ModifierCount do
begin
mod_:= '';
SplitByChar(Modifier, mod_, ':');
if (Modifier = 'lshift') then code:= code or LSHIFT;
if (Modifier = 'rshift') then code:= code or RSHIFT;
if (Modifier = 'lalt') then code:= code or LALT;
if (Modifier = 'ralt') then code:= code or RALT;
if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or LCTRL;
if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or RCTRL;
Modifier:= mod_;
end;
end;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
var
Trusted: boolean;
s : string;
begin
if not(tkbd[code] xor KeyDown) then exit;
tkbd[code]:= KeyDown;
Trusted:= (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
and (CurrentHedgehog^.BotLevel = 0);
// ctrl/cmd + q to close engine and frontend
if(KeyDown and (code = quitKeyCode)) then
begin
{$IFDEF DARWIN}
if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
{$ELSE}
if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
{$ENDIF}
ParseCommand('halt', true);
end;
// ctrl/cmd + w to close engine
if(KeyDown and (code = closeKeyCode)) then
begin
{$IFDEF DARWIN}
// on OS X it this is expected behaviour
if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
{$ELSE}
// on other systems use this shortcut only if the keys are not bound to any command
if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
if ((CurrentBinds[KeyNameToCode('left_ctrl')] = '') or
(CurrentBinds[KeyNameToCode('right_ctrl')] = '')) and
(CurrentBinds[closeKeyCode] = '') then
{$ENDIF}
ParseCommand('forcequit', true);
end;
if CurrentBinds[code][0] <> #0 then
begin
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')) and (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) then bShowAmmoMenu:= false;
if KeyDown then
begin
ParseCommand(CurrentBinds[code], Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else if (CurrentBinds[code][1] = '+') then
begin
s:= CurrentBinds[code];
s[1]:= '-';
ParseCommand(s, Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end;
end
end;
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
var code: LongInt;
begin
code:= event.keysym.sym;
//MaskModifier(code, event.keysym.modifier);
ProcessKey(code, event.type_ = SDL_KEYDOWN);
end;
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
begin
case event.button of
SDL_BUTTON_LEFT:
ProcessKey(KeyNameToCode('mousel'), ButtonDown);
SDL_BUTTON_MIDDLE:
ProcessKey(KeyNameToCode('mousem'), ButtonDown);
SDL_BUTTON_RIGHT:
ProcessKey(KeyNameToCode('mouser'), ButtonDown);
SDL_BUTTON_WHEELDOWN:
ProcessKey(KeyNameToCode('wheeldown'), ButtonDown);
SDL_BUTTON_WHEELUP:
ProcessKey(KeyNameToCode('wheelup'), ButtonDown);
end;
end;
procedure ResetKbd;
var t: LongInt;
begin
for t:= 0 to cKbdMaxIndex do
if tkbd[t] then
ProcessKey(t, False);
end;
procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
s: string[15];
begin
//TODO in sdl13 this overrides some values (A and B) change indices to some other values at the back perhaps?
KeyNames[1]:= 'mousel';
KeyNames[2]:= 'mousem';
KeyNames[3]:= 'mouser';
KeyNames[4]:= 'wheelup';
KeyNames[5]:= 'wheeldown';
for i:= 6 to cKeyMaxIndex do
begin
s:= shortstring(sdl_getkeyname(i));
//WriteLnToConsole('uInputHandler - ' + IntToStr(i) + ': ' + s + ' ' + IntToStr(cKeyMaxIndex));
if s = 'unknown key' then KeyNames[i]:= ''
else
begin
for t:= 1 to Length(s) do
if s[t] = ' ' then
s[t]:= '_';
KeyNames[i]:= LowerCase(s)
end;
end;
quitKeyCode:= KeyNameToCode(_S'q');
closeKeyCode:= KeyNameToCode(_S'w');
// get the size of keyboard array
SDL_GetKeyState(@k);
// Controller(s)
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
inc(k, 1);
end;
end;
DefaultBinds[KeyNameToCode('escape')]:= 'quit';
DefaultBinds[KeyNameToCode(_S'`')]:= 'history';
DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';
DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
DefaultBinds[KeyNameToCode(_S'8')]:= 'mute';
DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
DefaultBinds[KeyNameToCode(_S'r')]:= 'record';
DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
DefaultBinds[KeyNameToCode('mousel')]:= '/put';
DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
DefaultBinds[KeyNameToCode('tab')]:= 'switch';
DefaultBinds[KeyNameToCode('return')]:= 'ljump';
DefaultBinds[KeyNameToCode('space')]:= '+attack';
DefaultBinds[KeyNameToCode('up')]:= '+up';
DefaultBinds[KeyNameToCode('down')]:= '+down';
DefaultBinds[KeyNameToCode('left')]:= '+left';
DefaultBinds[KeyNameToCode('right')]:= '+right';
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
for i:= 1 to 5 do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
SetDefaultBinds();
end;
procedure SetBinds(var binds: TBinds);
{$IFNDEF MOBILE}
var
t: LongInt;
{$ENDIF}
begin
{$IFDEF MOBILE}
binds:= binds; // avoid hint
CurrentBinds:= DefaultBinds;
{$ELSE}
for t:= 0 to cKbdMaxIndex do
if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
ProcessKey(t, False);
CurrentBinds:= binds;
{$ENDIF}
end;
procedure SetDefaultBinds;
begin
CurrentBinds:= DefaultBinds;
end;
procedure FreezeEnterKey;
begin
tkbd[3]:= True;
tkbd[13]:= True;
tkbd[27]:= True;
tkbd[271]:= True;
end;
var Controller: array [0..5] of PSDL_Joystick;
procedure ControllerInit;
var j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF IPHONE}
exit; // joystick subsystem disabled on iPhone
{$ENDIF}
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
ControllerNumControllers:= SDL_NumJoysticks();
if ControllerNumControllers > 6 then
ControllerNumControllers:= 6;
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
if ControllerNumControllers > 0 then
begin
for j:= 0 to pred(ControllerNumControllers) do
begin
WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j)));
Controller[j]:= SDL_JoystickOpen(j);
if Controller[j] = nil then
WriteLnToConsole('* Failed to open game controller!')
else
begin
ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
//ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
//WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
ControllerEnabled:= 1;
if ControllerNumAxes[j] > 20 then
ControllerNumAxes[j]:= 20;
//if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
if ControllerNumHats[j] > 20 then
ControllerNumHats[j]:= 20;
if ControllerNumButtons[j] > 20 then
ControllerNumButtons[j]:= 20;
(*// reset all buttons/axes
for i:= 0 to pred(ControllerNumAxes[j]) do
ControllerAxes[j][i]:= 0;
for i:= 0 to pred(ControllerNumBalls[j]) do
begin
ControllerBalls[j][i][0]:= 0;
ControllerBalls[j][i][1]:= 0;
end;
for i:= 0 to pred(ControllerNumHats[j]) do
ControllerHats[j][i]:= SDL_HAT_CENTERED;
for i:= 0 to pred(ControllerNumButtons[j]) do
ControllerButtons[j][i]:= 0;*)
end;
end;
// enable event generation/controller updating
SDL_JoystickEventState(1);
end
else
WriteLnToConsole('Not using any game controller');
end;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
var
k: LongInt;
begin
SDL_GetKeyState(@k);
k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
ProcessKey(k + axis*2, value > 20000);
ProcessKey(k + (axis*2)+1, value < -20000);
end;
procedure ControllerHatEvent(joy, hat, value: Byte);
var
k: LongInt;
begin
SDL_GetKeyState(@k);
k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP) <> 0);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0);
ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
end;
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
var
k: LongInt;
begin
SDL_GetKeyState(@k);
k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
ProcessKey(k + ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
end;
// Bind that isn't a team bind, but overrides defaultbinds.
// When first called, DefaultBinds is cleared, because we assume we are getting a full list of dbinds.
procedure chDefaultBind(var id: shortstring);
var KeyName, Modifier, tmp: shortstring;
b: LongInt;
begin
KeyName:= '';
Modifier:= '';
if (not usingDBinds) then
begin
usingDBinds:= true;
FillByte(DefaultBinds, SizeOf(DefaultBinds), 0);
end;
if (Pos('mod:', id) <> 0) then
begin
tmp:= '';
SplitBySpace(id, tmp);
Modifier:= id;
id:= tmp;
end;
SplitBySpace(id, KeyName);
if KeyName[1]='"' then
Delete(KeyName, 1, 1);
if KeyName[byte(KeyName[0])]='"' then
Delete(KeyName, byte(KeyName[0]), 1);
b:= KeyNameToCode(id, Modifier);
if b = 0 then
OutError(errmsgUnknownVariable + ' "' + id + '"', false)
else
DefaultBinds[b]:= KeyName;
end;
procedure initModule;
begin
usingDBinds:= false;
RegisterVariable('dbind', @chDefaultBind, true );
end;
procedure freeModule;
var j: LongInt;
begin
// close gamepad controllers
if ControllerEnabled > 0 then
for j:= 0 to pred(ControllerNumControllers) do
SDL_JoystickClose(Controller[j]);
end;
end.