hedgewars/uInputHandler.pas
author Xeli
Mon, 28 May 2012 19:33:57 +0200
changeset 7141 ea6ad9a97fca
parent 7140 29948153fda2
child 7151 ec15d9e1a7e3
permissions -rw-r--r--
change the array which represents the keyboard state to be a boolean array rather than byte array
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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): word;
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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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var tkbd: array[0..cKeyMaxIndex] 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): word;
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var code: Word;
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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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    KeyNameToCode:= code;
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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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begin
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    ProcessKey(event.keysym.sym, 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 cKeyMaxIndex 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');
167
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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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DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
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DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
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DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomin';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomout';
2407
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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2786
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DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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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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   224
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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   229
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   231
DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   232
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   233
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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   234
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
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   235
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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   236
for i:= 1 to 5  do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
4131
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   237
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SetDefaultBinds();
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   239
end;
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   240
167
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   241
procedure SetBinds(var binds: TBinds);
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   242
begin
6654
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   243
{$IFDEF MOBILE}
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   244
    binds:= binds; // avoid hint
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    CurrentBinds:= DefaultBinds;
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   246
{$ELSE}
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    CurrentBinds:= binds;
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   248
{$ENDIF}
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   249
end;
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   250
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   251
procedure SetDefaultBinds;
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   252
begin
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    CurrentBinds:= DefaultBinds;
167
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   254
end;
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   255
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   256
procedure FreezeEnterKey;
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   257
begin
7141
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   258
    tkbd[3]:= True;
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   259
    tkbd[13]:= True;
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   260
    tkbd[27]:= True;
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   261
    tkbd[271]:= True;
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   262
end;
167
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   263
2591
c6597b65caea other controls implementation + sdlh revisited (once again)
koda
parents: 2590
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   264
var Controller: array [0..5] of PSDL_Joystick;
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   265
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   266
procedure ControllerInit;
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   267
var i, j: Integer;
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begin
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ControllerEnabled:= 0;
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   270
{$IFDEF IPHONE}
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exit; // joystick subsystem disabled on iPhone
3513
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koda
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   272
{$ENDIF}
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   273
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   274
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
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   275
ControllerNumControllers:= SDL_NumJoysticks();
6580
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lovelacer
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   276
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
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   277
if ControllerNumControllers > 6 then
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   278
    ControllerNumControllers:= 6;
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   279
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   280
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
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   281
6800f8aa0184 Huge Smaxx patch with some fixes by me:
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   282
if ControllerNumControllers > 0 then
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   283
    begin
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   284
    for j:= 0 to pred(ControllerNumControllers) do
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   285
        begin
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   286
        WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
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   287
        Controller[j]:= SDL_JoystickOpen(j);
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   288
        if Controller[j] = nil then
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   289
            WriteLnToConsole('* Failed to open game controller!')
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   290
        else
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   291
            begin
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   292
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
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   293
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
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diff changeset
   294
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
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diff changeset
   295
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   296
            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   297
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   298
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
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            WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
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            ControllerEnabled:= 1;
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            if ControllerNumAxes[j] > 20 then
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                ControllerNumAxes[j]:= 20;
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            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
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            if ControllerNumHats[j] > 20 then
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                ControllerNumHats[j]:= 20;
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            if ControllerNumButtons[j] > 20 then
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                ControllerNumButtons[j]:= 20;
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            // reset all buttons/axes
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            for i:= 0 to pred(ControllerNumAxes[j]) do
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                ControllerAxes[j][i]:= 0;
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            (*for i:= 0 to pred(ControllerNumBalls[j]) do
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                begin
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                ControllerBalls[j][i][0]:= 0;
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                ControllerBalls[j][i][1]:= 0;
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                end;*)
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            for i:= 0 to pred(ControllerNumHats[j]) do
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                ControllerHats[j][i]:= SDL_HAT_CENTERED;
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            for i:= 0 to pred(ControllerNumButtons[j]) do
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                ControllerButtons[j][i]:= 0;
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            end;
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        end;
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    // enable event generation/controller updating
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    SDL_JoystickEventState(1);
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    end
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else
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    WriteLnToConsole('Not using any game controller');
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end;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  axis*2, value > 20000);
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    ProcessKey(k + (axis*2)+1, value < -20000);
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end;
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procedure ControllerHatEvent(joy, hat, value: Byte);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP)   <> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
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end;
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
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end;
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procedure initModule;
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begin
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    wheelUp:= false;
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    wheelDown:= false;
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end;
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procedure freeModule;
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var j: LongInt;
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begin
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    // close gamepad controllers
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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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end.