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
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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
*)
{$INCLUDE "options.inc"}
unit uKeys;
interface
uses SDLh, uTypes;
procedure initModule;
procedure freeModule;
function KeyNameToCode(name: shortstring): word;
procedure ProcessKbd;
procedure ResetKbd;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;
procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;
procedure ControllerInit;
procedure ControllerClose;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
procedure ControllerHatEvent(joy, hat, value: Byte);
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
{$IFDEF MOBILE}
procedure setiPhoneBinds;
{$ENDIF}
implementation
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
var tkbd, tkbdn: TKeyboardState;
KeyNames: array [0..cKeyMaxIndex] of string[15];
function KeyNameToCode(name: shortstring): word;
var code: Word;
begin
code:= cKeyMaxIndex;
while (code > 0) and (KeyNames[code] <> name) do dec(code);
KeyNameToCode:= code;
end;
procedure ProcessKbd;
var i, j, k: LongInt;
s: shortstring;
Trusted: boolean;
{$IFNDEF MOBILE}pkbd: PByteArray;{$ENDIF}
begin
hideAmmoMenu:= false;
Trusted:= (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
and (CurrentHedgehog^.BotLevel = 0);
// move cursor/camera
// TODO: Scale on screen dimensions and/or axis value (game controller)?
movecursor(5 * CursorMovementX, 5 * CursorMovementY);
k:= SDL_GetMouseState(nil, nil);
{$IFDEF MOBILE}
SDL_GetKeyState(@j);
{$ELSE}
pkbd:= SDL_GetKeyState(@j);
for i:= 6 to pred(j) do // first 6 will be overwritten
tkbdn[i]:= pkbd^[i];
{$ENDIF}
// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);
// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;
{$IFDEF MOBILE}
setiPhoneBinds();
{$ELSE}
// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
if ControllerAxes[j][i] > 20000 then
tkbdn[k + 0]:= 1
else
tkbdn[k + 0]:= 0;
if ControllerAxes[j][i] < -20000 then
tkbdn[k + 1]:= 1
else
tkbdn[k + 1]:= 0;
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
tkbdn[k]:= ControllerButtons[j][i];
inc(k, 1);
end;
end;
{$ENDIF}
// ctrl/cmd + q to close engine and frontend
{$IFDEF DARWIN}
if ((tkbdn[KeyNameToCode('left_meta')] = 1) or (tkbdn[KeyNameToCode('right_meta')] = 1)) then
{$ELSE}
if ((tkbdn[KeyNameToCode('left_ctrl')] = 1) or (tkbdn[KeyNameToCode('right_ctrl')] = 1)) then
{$ENDIF}
begin
if tkbdn[KeyNameToCode('q')] = 1 then ParseCommand ('halt', true)
end;
// now process strokes
for i:= 0 to cKeyMaxIndex do
if CurrentBinds[i][0] <> #0 then
begin
if (i > 3) and (tkbdn[i] <> 0) and not ((CurrentBinds[i] = 'put') or (CurrentBinds[i] = 'ammomenu') or (CurrentBinds[i] = '+cur_u') or (CurrentBinds[i] = '+cur_d') or (CurrentBinds[i] = '+cur_l') or (CurrentBinds[i] = '+cur_r')) then hideAmmoMenu:= true;
if (tkbd[i] = 0) and (tkbdn[i] <> 0) then
begin
ParseCommand(CurrentBinds[i], Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end
else if (CurrentBinds[i][1] = '+') and (tkbdn[i] = 0) and (tkbd[i] <> 0) then
begin
s:= CurrentBinds[i];
s[1]:= '-';
ParseCommand(s, Trusted);
if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
ParseCommand('gencmd R', true)
end;
tkbd[i]:= tkbdn[i]
end
end;
procedure ResetKbd;
var j, k, t: LongInt;
{$IFNDEF MOBILE}
i: LongInt;
pkbd: PByteArray;
{$ENDIF}
begin
k:= SDL_GetMouseState(nil, nil);
{$IFNDEF MOBILE}pkbd:={$ENDIF}SDL_GetKeyState(@j);
TryDo(j < cKeyMaxIndex, 'SDL keys number is more than expected (' + IntToStr(j) + ')', true);
{$IFNDEF MOBILE}
for i:= 1 to pred(j) do
tkbdn[i]:= pkbd^[i];
{$ENDIF}
// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);
// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;
{$IFDEF MOBILE}
setiPhoneBinds();
{$ELSE}
// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
if ControllerAxes[j][i] > 20000 then
tkbdn[k + 0]:= 1
else
tkbdn[k + 0]:= 0;
if ControllerAxes[j][i] < -20000 then
tkbdn[k + 1]:= 1
else
tkbdn[k + 1]:= 0;
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
tkbdn[k]:= ControllerButtons[j][i];
inc(k, 1);
end;
end;
{$ENDIF}
// what is this final loop for?
for t:= 0 to cKeyMaxIndex do
tkbd[t]:= tkbdn[t]
end;
procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
s: string[15];
begin
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));
//writeln(stdout,IntToStr(i) + ': ' + s);
if s = 'unknown key' then KeyNames[i]:= ''
else
begin
for t:= 1 to Length(s) do
if s[t] = ' ' then
s[t]:= '_';
KeyNames[i]:= s
end;
end;
//for i:= 0 to cKeyMaxIndex do writeln(stdout,IntToStr(i) + ': ' + KeyNames[i]);
// 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[ 27]:= 'quit';
DefaultBinds[ 96]:= 'history';
DefaultBinds[127]:= 'rotmask';
//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';
DefaultBinds[KeyNameToCode('0')]:= '+volup';
DefaultBinds[KeyNameToCode('9')]:= '+voldown';
DefaultBinds[KeyNameToCode('c')]:= 'capture';
DefaultBinds[KeyNameToCode('h')]:= 'findhh';
DefaultBinds[KeyNameToCode('p')]:= 'pause';
DefaultBinds[KeyNameToCode('s')]:= '+speedup';
DefaultBinds[KeyNameToCode('t')]:= 'chat';
DefaultBinds[KeyNameToCode('y')]:= 'confirm';
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
DefaultBinds[ 1]:= '/put';
DefaultBinds[ 3]:= 'ammomenu';
DefaultBinds[ 8]:= 'hjump';
DefaultBinds[ 9]:= 'switch';
DefaultBinds[13]:= 'ljump';
DefaultBinds[32]:= '+attack';
{$IFDEF MOBILE}
DefaultBinds[23]:= '+up';
DefaultBinds[24]:= '+down';
DefaultBinds[25]:= '+left';
DefaultBinds[26]:= '+right';
DefaultBinds[27]:= '+precise';
DefaultBinds[44]:= 'chat';
DefaultBinds[55]:= 'pause';
{$ELSE}
DefaultBinds[KeyNameToCode('up')]:= '+up';
DefaultBinds[KeyNameToCode('down')]:= '+down';
DefaultBinds[KeyNameToCode('left')]:= '+left';
DefaultBinds[KeyNameToCode('right')]:= '+right';
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
{$ENDIF}
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);
begin
{$IFDEF MOBILE}
binds:= binds; // avoid hint
CurrentBinds:= DefaultBinds;
{$ELSE}
CurrentBinds:= binds;
{$ENDIF}
end;
procedure SetDefaultBinds;
begin
CurrentBinds:= DefaultBinds;
end;
{$IFDEF MOBILE}
procedure setiPhoneBinds;
begin
tkbdn[ 1]:= ord(leftClick);
tkbdn[ 2]:= ord(middleClick);
tkbdn[ 3]:= ord(rightClick);
tkbdn[23]:= ord(upKey);
tkbdn[24]:= ord(downKey);
tkbdn[25]:= ord(leftKey);
tkbdn[26]:= ord(rightKey);
tkbdn[27]:= ord(preciseKey);
tkbdn[ 8]:= ord(backspaceKey);
tkbdn[ 9]:= ord(tabKey);
tkbdn[13]:= ord(enterKey);
tkbdn[32]:= ord(spaceKey);
tkbdn[44]:= ord(chatAction);
tkbdn[55]:= ord(pauseAction);
// set to false the keys that only need one stoke
leftClick:= false;
middleClick:= false;
rightClick:= false;
tabKey:= false;
enterKey:= false;
backspaceKey:= false;
chatAction:= false;
pauseAction:= false;
end;
{$ENDIF}
procedure FreezeEnterKey;
begin
tkbd[3]:= 1;
tkbd[13]:= 1;
tkbd[27]:= 1;
tkbd[271]:= 1;
end;
var Controller: array [0..5] of PSDL_Joystick;
procedure ControllerInit;
var i, j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF MOBILE}
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: ' + 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 ControllerClose;
var j: Integer;
begin
if ControllerEnabled > 0 then
for j:= 0 to pred(ControllerNumControllers) do
SDL_JoystickClose(Controller[j]);
end;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
begin
ControllerAxes[joy][axis]:= value;
end;
procedure ControllerHatEvent(joy, hat, value: Byte);
begin
ControllerHats[joy][hat]:= value;
end;
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
begin
if pressed then
ControllerButtons[joy][button]:= 1
else
ControllerButtons[joy][button]:= 0;
end;
procedure initModule;
begin
wheelUp:= false;
wheelDown:= false;
{$IFDEF HWLIBRARY}
// this function is called by HW_allKeysUp so be careful
// mouse emulation
leftClick:= false;
middleClick:= false;
rightClick:= false;
// arrow key emulation
upKey:= false;
downKey:= false;
rightKey:= false;
leftKey:= false;
preciseKey:= false;
// action key emulation
backspaceKey:= false;
spaceKey:= false;
enterKey:= false;
tabKey:= false;
// other key emulation
chatAction:= false;
pauseAction:= false;
{$ENDIF}
end;
procedure freeModule;
begin
end;
end.