hedgewars/uKeys.pas
author nemo
Mon, 02 Nov 2009 18:24:58 +0000
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parent 2591 c6597b65caea
child 2599 c7153d2348f3
permissions -rw-r--r--
A basic Spidey hat, leave hat on when roping.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2008 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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unit uKeys;
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interface
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uses uConsts, SDLh;
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{$INCLUDE options.inc}
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type TBinds = array[0..cKeyMaxIndex] of shortstring;
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type TKeyboardState = array[0..cKeyMaxIndex] of Byte;
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function  KeyNameToCode(name: string): word;
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procedure ProcessKbd;
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procedure ResetKbd;
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procedure FreezeEnterKey;
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procedure InitKbdKeyTable;
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procedure SetBinds(var binds: TBinds);
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procedure SetDefaultBinds;
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procedure ControllerInit;
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procedure ControllerClose;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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procedure ControllerHatEvent(joy, hat, value: Byte);
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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var	hideAmmoMenu: boolean;
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	wheelUp: boolean = false;
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	wheelDown: boolean = false;
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{$IFDEF TOUCHINPUT}
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        leftClick: boolean = false;
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        middleClick: boolean = false;
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        rightClick: boolean = false;
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	upKey: boolean = false;
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	downKey: boolean = false;
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	rightKey: boolean = false;
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	leftKey: boolean = false;
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	backspaceKey: boolean = false;
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	spaceKey: boolean = false;
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	enterKey: boolean = false;
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	tabKey: boolean = false;
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	isAttacking: boolean = false;
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	isWalking: boolean = false;
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{$ENDIF}
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{$IFDEF IPHONEOS}
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	theJoystick: PSDL_Joystick;
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{$ENDIF}
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	ControllerNumControllers: Integer;
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	ControllerEnabled: Integer;
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	ControllerNumAxes: array[0..5] of Integer;
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	//ControllerNumBalls: array[0..5] of Integer;
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	ControllerNumHats: array[0..5] of Integer;
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	ControllerNumButtons: array[0..5] of Integer;
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	ControllerAxes: array[0..5] of array[0..19] of Integer;
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	//ControllerBalls: array[0..5] of array[0..19] of array[0..1] of Integer;
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	ControllerHats: array[0..5] of array[0..19] of Byte;
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	ControllerButtons: array[0..5] of array[0..19] of Byte;
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implementation
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uses uTeams, uConsole, uMisc, uStore;
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const KeyNumber = 1024;
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var tkbd, tkbdn: TKeyboardState;
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    KeyNames: array [0..cKeyMaxIndex] of string[15];
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    DefaultBinds, CurrentBinds: TBinds;
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function KeyNameToCode(name: string): word;
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var Result: Word;
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begin
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Result:= cKeyMaxIndex;
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while (Result > 0) and (KeyNames[Result] <> name) do dec(Result);
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KeyNameToCode:= Result
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end;
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procedure ProcessKbd;
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var  i, j, k: LongInt;
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     s: shortstring;
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     pkbd: PByteArray;
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     Trusted: boolean;
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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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// move cursor/camera
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// TODO: Scale on screen dimensions and/or axis value (game controller)?
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movecursor(5 * CursorMovementX, 5 * CursorMovementY);
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{$IFDEF SDL13}
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pkbd := SDL_GetKeyboardState(@j);
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k    := SDL_GetMouseState(0, nil, nil);
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{$ELSE}
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pkbd := SDL_GetKeyState(@j);
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k    := SDL_GetMouseState(nil, nil);
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{$ENDIF}
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{$IFNDEF IPHONEOS}
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for i:= 6 to pred(j) do // first 6 will be overwritten
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	tkbdn[i]:= pkbd^[i];
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{$ENDIF}
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// mouse buttons
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{$IFDEF DARWIN}
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tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
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tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
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{$ELSE}
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tkbdn[1]:= (k and 1);
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tkbdn[3]:= ((k shr 2) and 1);
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{$ENDIF}
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tkbdn[2]:= ((k shr 1) and 1);
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// mouse wheels (see event loop in project file)
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tkbdn[4]:= ord(wheelDown);
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tkbdn[5]:= ord(wheelUp);
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wheelUp:= false;
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wheelDown:= false;
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{$IFDEF TOUCHINPUT}
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tkbdn[1]:= ord(leftClick);
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tkbdn[2]:= ord(middleClick);
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tkbdn[3]:= ord(rightClick);
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leftClick:= false;
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middleClick:= false;
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rightClick:= false;
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tkbdn[23]:= ord(upKey);
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tkbdn[24]:= ord(downKey);
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tkbdn[25]:= ord(leftKey);
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tkbdn[26]:= ord(rightKey);
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tkbdn[ 8]:= ord(backspaceKey);
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tkbdn[ 9]:= ord(tabKey);
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tkbdn[13]:= ord(enterKey);
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tkbdn[32]:= ord(spaceKey);
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upKey:= false;
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downKey:= false;
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if isWalking = false then rightKey:= false;
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if isWalking = false then leftKey:= false;
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if isAttacking = false then spaceKey:= false;
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tabKey:= false;
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enterKey:= false;
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backspaceKey:= false;
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{$ENDIF}
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// Controller(s)
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k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
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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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		if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
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		if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
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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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		tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
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		tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
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		tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
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		tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
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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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		tkbdn[k]:= ControllerButtons[j][i];
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		inc(k, 1);
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		end;
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	end;
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// now process strokes
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for i:= 0 to cKeyMaxIndex do
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if CurrentBinds[i][0] <> #0 then
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	begin
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	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;
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	if (tkbd[i] = 0) and (tkbdn[i] <> 0) then ParseCommand(CurrentBinds[i], Trusted)
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	else if (CurrentBinds[i][1] = '+')
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			and (tkbdn[i] = 0)
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			and (tkbd[i] <> 0) then
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			begin
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			s:= CurrentBinds[i];
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			s[1]:= '-';
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			ParseCommand(s, Trusted)
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			end;
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	tkbd[i]:= tkbdn[i]
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	end
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end;
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procedure ResetKbd;
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var i, j, k, t: LongInt;
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    pkbd: PByteArray;
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begin
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{$IFDEF SDL13}
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pkbd:= SDL_GetKeyboardState(@j);
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k:= SDL_GetMouseState(0, nil, nil);
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{$ELSE}
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pkbd:= SDL_GetKeyState(@j);
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k:= SDL_GetMouseState(nil, nil);
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{$ENDIF}
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TryDo(j < cKeyMaxIndex, 'SDL keys number is more than expected (' + inttostr(j) + ')', true);
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{$IFNDEF IPHONEOS}
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for i:= 1 to pred(j) do
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	tkbdn[i]:= pkbd^[i];
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{$ENDIF}
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// mouse buttons
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{$IFDEF DARWIN}
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tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
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tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
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{$ELSE}
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tkbdn[1]:= (k and 1);
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tkbdn[3]:= ((k shr 2) and 1);
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{$ENDIF}
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tkbdn[2]:= ((k shr 1) and 1);
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// mouse wheels (see event loop in project file)
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tkbdn[4]:= ord(wheelDown);
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tkbdn[5]:= ord(wheelUp);
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wheelUp:= false;
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wheelDown:= false;
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{$IFDEF IPHONEOS}
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tkbdn[1]:= ord(leftClick);
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tkbdn[2]:= ord(middleClick);
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tkbdn[3]:= ord(rightClick);
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leftClick:= false;
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middleClick:= false;
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rightClick:= false;
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tkbdn[23]:= ord(upKey);
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tkbdn[24]:= ord(downKey);
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tkbdn[25]:= ord(leftKey);
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tkbdn[26]:= ord(rightKey);
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tkbdn[ 8]:= ord(backspaceKey);
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tkbdn[ 9]:= ord(tabKey);
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tkbdn[13]:= ord(enterKey);
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tkbdn[32]:= ord(spaceKey);
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upKey:= false;
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downKey:= false;
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tabKey:= false;
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if isWalking = false then rightKey:= false;
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if isWalking = false then leftKey:= false;
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if isAttacking = false then spaceKey:= false;
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enterKey:= false;
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backspaceKey:= false;
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{$ENDIF}
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// Controller(s)
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k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
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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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		if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
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		if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
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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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		tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
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		tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
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		tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
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		tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
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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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		tkbdn[k]:= ControllerButtons[j][i];
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		inc(k, 1);
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		end;
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	end;
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for t:= 0 to cKeyMaxIndex do
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    tkbd[i]:= tkbdn[i]
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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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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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   312
    begin
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   313
    s:= SDL_GetKeyName(i);
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//	addfilelog(inttostr(i) + ' ' + s);
4
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   315
    if s = 'unknown key' then KeyNames[i]:= ''
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   316
       else begin
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   317
       for t:= 1 to Length(s) do
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   318
           if s[t] = ' ' then s[t]:= '_';
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   319
       KeyNames[i]:= s
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   320
       end;
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   321
    end;
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   322
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   323
{$IFDEF SDL13}
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   324
PByteArray(SDL_GetKeyboardState(@i));
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   325
{$ELSE}
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   326
SDL_GetKeyState(@i);
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   327
{$ENDIF}
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   328
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// Controller(s)
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k:= i;
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   331
for j:= 0 to Pred(ControllerNumControllers) do
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	begin
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   333
	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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   346
		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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10f03732ea60 convert 24 bits images to 32 (faster to manage)
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   353
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204e6b2885bc added little/big endian checks, added symbol for touch input, simplified iphoneos definitions
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   354
{$IFDEF TOUCHINPUT}
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   355
DefaultBinds[  1]:= '/put';
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e5e4ebf528b5 more updates on touch input/control
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   356
DefaultBinds[  3]:= 'ammomenu';
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   357
DefaultBinds[  8]:= 'hjump';
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e7e87e3c67db touch control completely revamped
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   358
DefaultBinds[  9]:= 'switch';
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   359
DefaultBinds[ 13]:= 'ljump';
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aeccc8f51d3f completes touch input/control (problems with moving camera)
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   360
DefaultBinds[ 23]:= '+up';
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   361
DefaultBinds[ 24]:= '+down';
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   362
DefaultBinds[ 25]:= '+left';
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   363
DefaultBinds[ 26]:= '+right';
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   364
DefaultBinds[ 32]:= '+attack';
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   365
{$ENDIF}
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   366
	
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d62b1f224982 - Implement zoom reset
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   367
DefaultBinds[ 27]:= 'quit';
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   368
DefaultBinds[ 96]:= 'history';
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   369
DefaultBinds[127]:= 'rotmask';
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   370
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   371
DefaultBinds[KeyNameToCode('0')]:= '+volup';
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   372
DefaultBinds[KeyNameToCode('9')]:= '+voldown';
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   373
DefaultBinds[KeyNameToCode('c')]:= 'capture';
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   374
DefaultBinds[KeyNameToCode('h')]:= 'findhh';
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   375
DefaultBinds[KeyNameToCode('p')]:= 'pause';
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   376
DefaultBinds[KeyNameToCode('s')]:= '+speedup';
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   377
DefaultBinds[KeyNameToCode('t')]:= 'chat';
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   378
DefaultBinds[KeyNameToCode('y')]:= 'confirm';
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dfdd5dfe97d4 Enable fullscreen switching back, now it's bound on F12
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diff changeset
   379
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9f413bd5150e - Fix mouse cursor bugs in net game (still has a bug near water)
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diff changeset
   380
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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   381
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
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   382
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';
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   383
1051
dfdd5dfe97d4 Enable fullscreen switching back, now it's bound on F12
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diff changeset
   384
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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   385
167
805fa9a27e9e "Trusted" binds
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   386
SetDefaultBinds
4
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diff changeset
   387
end;
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   388
167
805fa9a27e9e "Trusted" binds
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   389
procedure SetBinds(var binds: TBinds);
805fa9a27e9e "Trusted" binds
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diff changeset
   390
begin
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   391
CurrentBinds:= binds
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diff changeset
   392
end;
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   393
805fa9a27e9e "Trusted" binds
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   394
procedure SetDefaultBinds;
805fa9a27e9e "Trusted" binds
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diff changeset
   395
begin
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diff changeset
   396
CurrentBinds:= DefaultBinds
805fa9a27e9e "Trusted" binds
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diff changeset
   397
end;
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   398
948
5d49a92c240a Fix chat behavior
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diff changeset
   399
procedure FreezeEnterKey;
5d49a92c240a Fix chat behavior
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diff changeset
   400
begin
5d49a92c240a Fix chat behavior
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diff changeset
   401
tkbd[13]:= 1;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
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diff changeset
   402
tkbd[271]:= 1;
948
5d49a92c240a Fix chat behavior
unc0rr
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diff changeset
   403
end;
167
805fa9a27e9e "Trusted" binds
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diff changeset
   404
2591
c6597b65caea other controls implementation + sdlh revisited (once again)
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diff changeset
   405
var Controller: array [0..5] of PSDL_Joystick;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   406
	
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   407
procedure ControllerInit;
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diff changeset
   408
var i, j: Integer;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   409
begin
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   410
ControllerEnabled:= 0;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   411
ControllerNumControllers:= SDL_NumJoysticks;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   412
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   413
if ControllerNumControllers > 6 then ControllerNumControllers:= 6;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   414
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   415
WriteLnToConsole('Number of game controllers: ' + inttostr(ControllerNumControllers));
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   416
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   417
if ControllerNumControllers > 0 then
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   418
	begin
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   419
	for j:= 0 to pred(ControllerNumControllers) do
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   420
		begin
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   421
		WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   422
		Controller[j]:= SDL_JoystickOpen(j);
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   423
		if Controller[j] = nil then
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   424
			WriteLnToConsole('* Failed to open game controller!')
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   425
		else
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   426
			begin
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   427
			ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   428
			//ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   429
			ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
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diff changeset
   430
			ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
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diff changeset
   431
			WriteLnToConsole('* Number of axes: ' + inttostr(ControllerNumAxes[j]));
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   432
			//WriteLnToConsole('* Number of balls: ' + inttostr(ControllerNumBalls[j]));
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   433
			WriteLnToConsole('* Number of hats: ' + inttostr(ControllerNumHats[j]));
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   434
			WriteLnToConsole('* Number of buttons: ' + inttostr(ControllerNumButtons[j]));
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   435
			ControllerEnabled:= 1;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   436
			
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   437
			if ControllerNumAxes[j] > 20 then ControllerNumAxes[j]:= 20;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   438
			//if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   439
			if ControllerNumHats[j] > 20 then ControllerNumHats[j]:= 20;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   440
			if ControllerNumButtons[j] > 20 then ControllerNumButtons[j]:= 20;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   441
			
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   442
			// reset all buttons/axes
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   443
			for i:= 0 to pred(ControllerNumAxes[j]) do
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   444
				ControllerAxes[j][i]:= 0;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   445
			(*for i:= 0 to pred(ControllerNumBalls[j]) do
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   446
				begin
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   447
				ControllerBalls[j][i][0]:= 0;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   448
				ControllerBalls[j][i][1]:= 0;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   449
				end;*)
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   450
			for i:= 0 to pred(ControllerNumHats[j]) do
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   451
				ControllerHats[j][i]:= SDL_HAT_CENTERED;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   452
			for i:= 0 to pred(ControllerNumButtons[j]) do
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   453
				ControllerButtons[j][i]:= 0;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   454
			end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   455
		end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   456
	// enable event generation/controller updating
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   457
	SDL_JoystickEventState(1);
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   458
	end
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   459
else	
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   460
	WriteLnToConsole('Not using any game controller');
2591
c6597b65caea other controls implementation + sdlh revisited (once again)
koda
parents: 2590
diff changeset
   461
{$IFDEF IPHONEOS}
c6597b65caea other controls implementation + sdlh revisited (once again)
koda
parents: 2590
diff changeset
   462
theJoystick:= Controller[0];
c6597b65caea other controls implementation + sdlh revisited (once again)
koda
parents: 2590
diff changeset
   463
{$ENDIF}
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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parents: 2407
diff changeset
   464
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   465
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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diff changeset
   466
procedure ControllerClose;
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var j: Integer;
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begin
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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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   473
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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begin
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	ControllerAxes[joy][axis]:= value;
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end;
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   478
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procedure ControllerHatEvent(joy, hat, value: Byte);
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begin
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	ControllerHats[joy][hat]:= value;
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end;
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   483
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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begin
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	if pressed then ControllerButtons[joy][button]:= 1 else ControllerButtons[joy][button]:= 0;
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end;
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4
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initialization
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end.