hedgewars/uInputHandler.pas
author sheepluva
Mon, 21 Nov 2011 21:23:23 +0100
branch0.9.18
changeset 7911 98b806c1793d
parent 7876 a366fbe91b58
child 7946 a99a79bbd857
permissions -rw-r--r--
this should fix the highlighting failz with non-lowercase player names like the one CheezeMonkey ran into. there is a workaround: in the user dir put the playername in <playerNameWithCorrectCase>_highlight.txt
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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): LongInt; inline;
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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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const
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    LSHIFT = $0200;
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    RSHIFT = $0400;
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    LALT   = $0800;
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    RALT   = $1000;
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    LCTRL  = $2000;
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    RCTRL  = $4000; 
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var tkbd: array[0..cKbdMaxIndex] of boolean;
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    quitKeyCode, closeKeyCode: 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): LongInt; inline;
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begin
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    KeyNameToCode:= KeyNameToCode(name, '');
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end;
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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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(*
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procedure MaskModifier(var code: LongInt; Modifier: LongWord);
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begin
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    if(Modifier and KMOD_LSHIFT) <> 0 then code:= code or LSHIFT; 
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    if(Modifier and KMOD_RSHIFT) <> 0 then code:= code or LSHIFT; 
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    if(Modifier and KMOD_LALT) <> 0 then code:= code or LALT; 
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    if(Modifier and KMOD_RALT) <> 0 then code:= code or LALT; 
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    if(Modifier and KMOD_LCTRL) <> 0 then code:= code or LCTRL; 
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    if(Modifier and KMOD_RCTRL) <> 0 then code:= code or LCTRL; 
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end;
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*)
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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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begin
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if Modifier = '' then exit;
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ModifierCount:= 0;
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for i:= 1 to Length(Modifier) do
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    if(Modifier[i] = ':') 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 LSHIFT;
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    if (Modifier = 'rshift')                    then code:= code or RSHIFT;
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    if (Modifier = 'lalt')                      then code:= code or LALT;
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    if (Modifier = 'ralt')                      then code:= code or RALT;
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    if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or LCTRL;
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    if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or RCTRL;
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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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// ctrl/cmd + w to close engine
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if(KeyDown and (code = closeKeyCode)) then
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    begin
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{$IFDEF DARWIN}
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    // on OS X it this is expected behaviour
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    if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
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{$ELSE}
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    // on other systems use this shortcut only if the keys are not bound to any command
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    if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
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        if ((CurrentBinds[KeyNameToCode('left_ctrl')] = '') or
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            (CurrentBinds[KeyNameToCode('right_ctrl')] = '')) and
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            (CurrentBinds[closeKeyCode] = '') then
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{$ENDIF}
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        ParseCommand('forcequit', 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('uInputHandler - ' + 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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   233
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quitKeyCode:= KeyNameToCode(_S'q');
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closeKeyCode:= KeyNameToCode(_S'w');
167
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   236
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// get the size of keyboard array
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SDL_GetKeyState(@k);
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   239
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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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   251
        keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
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   252
        keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
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unC0Rr
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   253
        keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
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unC0Rr
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   254
        keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
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        inc(k, 4);
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   256
        end;
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    for i:= 0 to Pred(ControllerNumButtons[j]) do
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   258
        begin
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   259
        keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
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        inc(k, 1);
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   261
        end;
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    end;
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   263
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DefaultBinds[KeyNameToCode('escape')]:= 'quit';
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a366fbe91b58 Fix 440, used 'grave' rather than '`' in default binds
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DefaultBinds[KeyNameToCode(_S'`')]:= 'history';
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   266
DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
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   267
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   268
//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'8')]:= 'mute';
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DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
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   276
DefaultBinds[KeyNameToCode(_S'r')]:= 'record';
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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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smxx
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DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
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   292
DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
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   293
DefaultBinds[KeyNameToCode('tab')]:= 'switch';
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   294
DefaultBinds[KeyNameToCode('return')]:= 'ljump';
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   295
DefaultBinds[KeyNameToCode('space')]:= '+attack';
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   296
DefaultBinds[KeyNameToCode('up')]:= '+up';
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DefaultBinds[KeyNameToCode('down')]:= '+down';
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   298
DefaultBinds[KeyNameToCode('left')]:= '+left';
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   299
DefaultBinds[KeyNameToCode('right')]:= '+right';
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   300
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
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   301
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   302
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   303
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   304
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   305
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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diff changeset
   306
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
6909
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   307
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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   308
for i:= 1 to 5  do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
4131
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diff changeset
   309
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SetDefaultBinds();
4
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   311
end;
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   312
167
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procedure SetBinds(var binds: TBinds);
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   314
{$IFNDEF MOBILE}
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   315
var
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   316
    t: LongInt;
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   317
{$ENDIF}
167
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   318
begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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   319
{$IFDEF MOBILE}
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    binds:= binds; // avoid hint
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   321
    CurrentBinds:= DefaultBinds;
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   322
{$ELSE}
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   323
for t:= 0 to cKbdMaxIndex do
7184
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   324
    if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
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   325
        ProcessKey(t, False);
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   326
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    CurrentBinds:= binds;
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   328
{$ENDIF}
167
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   329
end;
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   330
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   331
procedure SetDefaultBinds;
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   332
begin
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   333
    CurrentBinds:= DefaultBinds;
167
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   334
end;
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   335
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   336
procedure FreezeEnterKey;
5d49a92c240a Fix chat behavior
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   337
begin
7141
ea6ad9a97fca change the array which represents the keyboard state to be a boolean array rather than byte array
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   338
    tkbd[3]:= True;
ea6ad9a97fca change the array which represents the keyboard state to be a boolean array rather than byte array
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   339
    tkbd[13]:= True;
ea6ad9a97fca change the array which represents the keyboard state to be a boolean array rather than byte array
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   340
    tkbd[27]:= True;
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   341
    tkbd[271]:= True;
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   342
end;
167
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parents: 161
diff changeset
   343
2591
c6597b65caea other controls implementation + sdlh revisited (once again)
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   344
var Controller: array [0..5] of PSDL_Joystick;
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   345
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procedure ControllerInit;
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   347
var i, j: Integer;
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   348
begin
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   349
ControllerEnabled:= 0;
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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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   350
{$IFDEF IPHONE}
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   351
exit; // joystick subsystem disabled on iPhone
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3493
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   352
{$ENDIF}
2674
2fce032f2f95 lupdate + Palewolf's updated spanish translation + other patches of mine
koda
parents: 2671
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   353
3663
8c28abf427f5 reduce the number of keywords used and switch to BMP format for screenshots
koda
parents: 3651
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   354
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
2674
2fce032f2f95 lupdate + Palewolf's updated spanish translation + other patches of mine
koda
parents: 2671
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   355
ControllerNumControllers:= SDL_NumJoysticks();
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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diff changeset
   356
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   357
if ControllerNumControllers > 6 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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diff changeset
   358
    ControllerNumControllers:= 6;
2428
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unc0rr
parents: 2407
diff changeset
   359
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   360
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
2428
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unc0rr
parents: 2407
diff changeset
   361
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   362
if ControllerNumControllers > 0 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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parents: 2905
diff changeset
   363
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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parents: 2905
diff changeset
   364
    for j:= 0 to pred(ControllerNumControllers) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   365
        begin
7151
ec15d9e1a7e3 pas2c stuff
unc0rr
parents: 7141
diff changeset
   366
        WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j)));
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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parents: 2905
diff changeset
   367
        Controller[j]:= SDL_JoystickOpen(j);
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diff changeset
   368
        if Controller[j] = nil then
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unc0rr
parents: 2905
diff changeset
   369
            WriteLnToConsole('* Failed to open game controller!')
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   370
        else
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diff changeset
   371
            begin
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   372
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   373
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   374
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   375
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   376
            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   377
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   378
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   379
            WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   380
            ControllerEnabled:= 1;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3663
diff changeset
   381
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   382
            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
   383
                ControllerNumAxes[j]:= 20;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   384
            //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
   385
            
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   386
            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
   387
                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
   388
                
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   389
            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
   390
                ControllerNumButtons[j]:= 20;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3663
diff changeset
   391
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   392
            // reset all buttons/axes
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   393
            for i:= 0 to pred(ControllerNumAxes[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   394
                ControllerAxes[j][i]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   395
            (*for i:= 0 to pred(ControllerNumBalls[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   396
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   397
                ControllerBalls[j][i][0]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   398
                ControllerBalls[j][i][1]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   399
                end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   400
            for i:= 0 to pred(ControllerNumHats[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   401
                ControllerHats[j][i]:= SDL_HAT_CENTERED;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   402
            for i:= 0 to pred(ControllerNumButtons[j]) do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   403
                ControllerButtons[j][i]:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   404
            end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   405
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   406
    // enable event generation/controller updating
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   407
    SDL_JoystickEventState(1);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   408
    end
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3663
diff changeset
   409
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   410
    WriteLnToConsole('Not using any game controller');
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   411
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   412
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   413
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
   414
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
   415
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   416
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
   417
    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
   418
    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
   419
    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
   420
    ProcessKey(k + (axis*2)+1, value < -20000);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   421
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   422
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   423
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
   424
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
   425
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   426
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
   427
    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
   428
    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
   429
    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
   430
    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
   431
    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
   432
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   433
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   434
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   435
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
   436
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
   437
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   438
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
   439
    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
   440
    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
   441
    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   442
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   443
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   444
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   445
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   446
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   447
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   448
procedure freeModule;
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   449
var j: LongInt;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   450
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   451
    // close gamepad controllers
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   452
    if ControllerEnabled > 0 then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   453
        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
   454
            SDL_JoystickClose(Controller[j]);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   455
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   456
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   457
end.