hedgewars/uInputHandler.pas
author sheepluva
Wed, 18 Jun 2014 19:57:25 +0200
changeset 7380 8bf3ad5a6f13
parent 7202 2d78dc517c91
child 7231 f484455dd055
child 7403 e8d0b21efa82
permissions -rw-r--r--
closing wosteffs ancient debug commit head. default branch has been a dual-headed monster for long enough IMO
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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; 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: 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; 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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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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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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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(IntToStr(i) + ': ' + s + ' ' + IntToStr(cKeyMaxIndex));
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    if s = 'unknown key' then KeyNames[i]:= ''
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    else 
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        begin
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        for t:= 1 to Length(s) do
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            if s[t] = ' ' then
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                s[t]:= '_';
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        KeyNames[i]:= LowerCase(s)
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        end;
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    end;
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quitKeyCode:= KeyNameToCode(_S'q');
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// get the size of keyboard array
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SDL_GetKeyState(@k);
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// Controller(s)
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for j:= 0 to Pred(ControllerNumControllers) do
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    begin
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    for i:= 0 to Pred(ControllerNumAxes[j]) do
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        begin
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        keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
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        keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
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        inc(k, 2);
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        end;
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    for i:= 0 to Pred(ControllerNumHats[j]) do
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        begin
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        keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
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        keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
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        keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
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        keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
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        inc(k, 4);
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        end;
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    for i:= 0 to Pred(ControllerNumButtons[j]) do
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        begin
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        keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
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        inc(k, 1);
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        end;
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    end;
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DefaultBinds[KeyNameToCode('escape')]:= 'quit';
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DefaultBinds[KeyNameToCode('grave')]:= 'history';
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DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
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//numpad
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//DefaultBinds[265]:= '+volup';
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//DefaultBinds[256]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
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DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
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DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
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DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
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DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
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   255
DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
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   256
DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
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   257
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   258
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomin';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomout';
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   261
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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85f6425a4d74 Engine:
smxx
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   264
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   265
DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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   266
DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
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DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
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DefaultBinds[KeyNameToCode('tab')]:= 'switch';
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DefaultBinds[KeyNameToCode('return')]:= 'ljump';
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DefaultBinds[KeyNameToCode('space')]:= '+attack';
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DefaultBinds[KeyNameToCode('up')]:= '+up';
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DefaultBinds[KeyNameToCode('down')]:= '+down';
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DefaultBinds[KeyNameToCode('left')]:= '+left';
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DefaultBinds[KeyNameToCode('right')]:= '+right';
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DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
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   276
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DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   279
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   280
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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   281
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
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   282
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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   283
for i:= 1 to 5  do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
4131
e89d11f6361c add F1-F10 to the default binds to fix weapon selection in trainings/missions and such
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SetDefaultBinds();
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end;
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procedure SetBinds(var binds: TBinds);
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   289
{$IFNDEF MOBILE}
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var
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    t: LongInt;
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   292
{$ENDIF}
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   293
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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   294
{$IFDEF MOBILE}
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   295
    binds:= binds; // avoid hint
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   296
    CurrentBinds:= DefaultBinds;
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{$ELSE}
7191
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for t:= 0 to cKbdMaxIndex do
7184
211ab9e2cb15 only reset those keys which actually change their bindings
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   299
    if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
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        ProcessKey(t, False);
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    CurrentBinds:= binds;
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{$ENDIF}
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end;
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procedure SetDefaultBinds;
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begin
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    CurrentBinds:= DefaultBinds;
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end;
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procedure FreezeEnterKey;
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begin
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    tkbd[3]:= True;
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    tkbd[13]:= True;
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    tkbd[27]:= True;
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    tkbd[271]:= True;
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end;
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var Controller: array [0..5] of PSDL_Joystick;
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procedure ControllerInit;
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var i, j: Integer;
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begin
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ControllerEnabled:= 0;
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{$IFDEF IPHONE}
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exit; // joystick subsystem disabled on iPhone
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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)
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   327
{$ENDIF}
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SDL_InitSubSystem(SDL_INIT_JOYSTICK);
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ControllerNumControllers:= SDL_NumJoysticks();
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if ControllerNumControllers > 6 then
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    ControllerNumControllers:= 6;
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   334
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WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
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if ControllerNumControllers > 0 then
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    begin
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    for j:= 0 to pred(ControllerNumControllers) do
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        begin
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   341
        WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j)));
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        Controller[j]:= SDL_JoystickOpen(j);
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   343
        if Controller[j] = nil then
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            WriteLnToConsole('* Failed to open game controller!')
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        else
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            begin
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            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
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            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
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            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
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   350
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
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            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
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   352
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
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   353
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
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   354
            WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
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   355
            ControllerEnabled:= 1;
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   356
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            if ControllerNumAxes[j] > 20 then
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   358
                ControllerNumAxes[j]:= 20;
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   359
            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
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   360
            
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lovelacer
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   361
            if ControllerNumHats[j] > 20 then
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   362
                ControllerNumHats[j]:= 20;
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lovelacer
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   363
                
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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parents: 6497
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   364
            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
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   365
                ControllerNumButtons[j]:= 20;
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   366
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   367
            // reset all buttons/axes
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   368
            for i:= 0 to pred(ControllerNumAxes[j]) do
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   369
                ControllerAxes[j][i]:= 0;
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   370
            (*for i:= 0 to pred(ControllerNumBalls[j]) do
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   371
                begin
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   372
                ControllerBalls[j][i][0]:= 0;
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   373
                ControllerBalls[j][i][1]:= 0;
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   374
                end;*)
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   375
            for i:= 0 to pred(ControllerNumHats[j]) do
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   376
                ControllerHats[j][i]:= SDL_HAT_CENTERED;
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   377
            for i:= 0 to pred(ControllerNumButtons[j]) do
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   378
                ControllerButtons[j][i]:= 0;
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   379
            end;
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   380
        end;
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   381
    // enable event generation/controller updating
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   382
    SDL_JoystickEventState(1);
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   383
    end
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d5b30d6373fc remove trailing spaces from end of line
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diff changeset
   384
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   385
    WriteLnToConsole('Not using any game controller');
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   386
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   387
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
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   388
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
   389
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
   390
    k: LongInt;
2428
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unc0rr
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diff changeset
   391
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
   392
    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
   393
    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
   394
    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
   395
    ProcessKey(k + (axis*2)+1, value < -20000);
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   396
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   397
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
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diff changeset
   398
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
   399
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
   400
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   401
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
   402
    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
   403
    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
   404
    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
   405
    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
   406
    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
   407
    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
   408
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   409
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   410
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
   411
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
   412
    k: LongInt;
2428
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   413
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
   414
    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
   415
    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
   416
    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
   417
end;
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
parents: 2407
diff changeset
   418
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   419
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   420
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   421
    wheelUp:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2905
diff changeset
   422
    wheelDown:= false;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   423
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   424
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   425
procedure freeModule;
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   426
var j: LongInt;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   427
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   428
    // close gamepad controllers
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   429
    if ControllerEnabled > 0 then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6994
diff changeset
   430
        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
   431
            SDL_JoystickClose(Controller[j]);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2714
diff changeset
   432
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   433
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   434
end.