(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uInputHandler;interfaceuses SDLh, uTypes;procedure initModule;procedure freeModule;function KeyNameToCode(name: shortstring): LongInt; inline;function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;//procedure MaskModifier(var code: LongInt; modifier: LongWord);procedure MaskModifier(Modifier: shortstring; var code: LongInt);procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);procedure ProcessKey(event: TSDL_KeyboardEvent); inline;procedure ProcessKey(code: LongInt; KeyDown: boolean);procedure ResetKbd;procedure FreezeEnterKey;procedure InitKbdKeyTable;procedure SetBinds(var binds: TBinds);procedure SetDefaultBinds;procedure chDefaultBind(var id: shortstring);procedure ControllerInit;procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);procedure ControllerHatEvent(joy, hat, value: Byte);procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);implementationuses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;const LSHIFT = $0200; RSHIFT = $0400; LALT = $0800; RALT = $1000; LCTRL = $2000; RCTRL = $4000; var tkbd: array[0..cKbdMaxIndex] of boolean; quitKeyCode, closeKeyCode: Byte; KeyNames: array [0..cKeyMaxIndex] of string[15]; CurrentBinds: TBinds; ControllerNumControllers: Integer; ControllerEnabled: Integer; ControllerNumAxes: array[0..5] of Integer; //ControllerNumBalls: array[0..5] of Integer; ControllerNumHats: array[0..5] of Integer; ControllerNumButtons: array[0..5] of Integer; //ControllerAxes: array[0..5] of array[0..19] of Integer; //ControllerBalls: array[0..5] of array[0..19] of array[0..1] of Integer; //ControllerHats: array[0..5] of array[0..19] of Byte; //ControllerButtons: array[0..5] of array[0..19] of Byte; usingDBinds: boolean;function KeyNameToCode(name: shortstring): LongInt; inline;begin KeyNameToCode:= KeyNameToCode(name, '');end;function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;var code: LongInt;begin name:= LowerCase(name); code:= cKeyMaxIndex; while (code > 0) and (KeyNames[code] <> name) do dec(code); MaskModifier(Modifier, code); KeyNameToCode:= code;end;(*procedure MaskModifier(var code: LongInt; Modifier: LongWord);begin if(Modifier and KMOD_LSHIFT) <> 0 then code:= code or LSHIFT; if(Modifier and KMOD_RSHIFT) <> 0 then code:= code or LSHIFT; if(Modifier and KMOD_LALT) <> 0 then code:= code or LALT; if(Modifier and KMOD_RALT) <> 0 then code:= code or LALT; if(Modifier and KMOD_LCTRL) <> 0 then code:= code or LCTRL; if(Modifier and KMOD_RCTRL) <> 0 then code:= code or LCTRL; end;*)procedure MaskModifier(Modifier: shortstring; var code: LongInt);var mod_ : shortstring; ModifierCount, i: LongInt;beginif Modifier = '' then exit;ModifierCount:= 0;for i:= 1 to Length(Modifier) do if(Modifier[i] = ':') then inc(ModifierCount);SplitByChar(Modifier, mod_, ':');//remove the first mod: partModifier:= mod_;for i:= 0 to ModifierCount do begin mod_:= ''; SplitByChar(Modifier, mod_, ':'); if (Modifier = 'lshift') then code:= code or LSHIFT; if (Modifier = 'rshift') then code:= code or RSHIFT; if (Modifier = 'lalt') then code:= code or LALT; if (Modifier = 'ralt') then code:= code or RALT; if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or LCTRL; if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or RCTRL; Modifier:= mod_; end;end;procedure ProcessKey(code: LongInt; KeyDown: boolean);var Trusted: boolean; s : string;beginif not(tkbd[code] xor KeyDown) then exit;tkbd[code]:= KeyDown;Trusted:= (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0);// ctrl/cmd + q to close engine and frontendif(KeyDown and (code = quitKeyCode)) then begin{$IFDEF DARWIN} if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then{$ELSE} if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then{$ENDIF} ParseCommand('halt', true); end;// ctrl/cmd + w to close engineif(KeyDown and (code = closeKeyCode)) then begin{$IFDEF DARWIN} // on OS X it this is expected behaviour if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then{$ELSE} // on other systems use this shortcut only if the keys are not bound to any command if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then if ((CurrentBinds[KeyNameToCode('left_ctrl')] = '') or (CurrentBinds[KeyNameToCode('right_ctrl')] = '')) and (CurrentBinds[closeKeyCode] = '') then{$ENDIF} ParseCommand('forcequit', true); end;if CurrentBinds[code][0] <> #0 then begin 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')) and (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) then bShowAmmoMenu:= false; if KeyDown then begin ParseCommand(CurrentBinds[code], Trusted); if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then ParseCommand('gencmd R', true) end else if (CurrentBinds[code][1] = '+') then begin s:= CurrentBinds[code]; s[1]:= '-'; ParseCommand(s, Trusted); if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then ParseCommand('gencmd R', true) end; endend;procedure ProcessKey(event: TSDL_KeyboardEvent); inline;var code: LongInt;begin code:= event.keysym.sym; //MaskModifier(code, event.keysym.modifier); ProcessKey(code, event.type_ = SDL_KEYDOWN);end;procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);begincase event.button of SDL_BUTTON_LEFT: ProcessKey(KeyNameToCode('mousel'), ButtonDown); SDL_BUTTON_MIDDLE: ProcessKey(KeyNameToCode('mousem'), ButtonDown); SDL_BUTTON_RIGHT: ProcessKey(KeyNameToCode('mouser'), ButtonDown); SDL_BUTTON_WHEELDOWN: ProcessKey(KeyNameToCode('wheeldown'), ButtonDown); SDL_BUTTON_WHEELUP: ProcessKey(KeyNameToCode('wheelup'), ButtonDown); end;end;procedure ResetKbd;var t: LongInt;beginfor t:= 0 to cKbdMaxIndex do if tkbd[t] then ProcessKey(t, False);end;procedure InitKbdKeyTable;var i, j, k, t: LongInt; s: string[15];begin//TODO in sdl13 this overrides some values (A and B) change indices to some other values at the back perhaps?KeyNames[1]:= 'mousel';KeyNames[2]:= 'mousem';KeyNames[3]:= 'mouser';KeyNames[4]:= 'wheelup';KeyNames[5]:= 'wheeldown';for i:= 6 to cKeyMaxIndex do begin s:= shortstring(sdl_getkeyname(i)); //WriteLnToConsole('uInputHandler - ' + IntToStr(i) + ': ' + s + ' ' + IntToStr(cKeyMaxIndex)); if s = 'unknown key' then KeyNames[i]:= '' else begin for t:= 1 to Length(s) do if s[t] = ' ' then s[t]:= '_'; KeyNames[i]:= LowerCase(s) end; end;quitKeyCode:= KeyNameToCode(_S'q');closeKeyCode:= KeyNameToCode(_S'w');// get the size of keyboard arraySDL_GetKeyState(@k);// Controller(s)for j:= 0 to Pred(ControllerNumControllers) do begin for i:= 0 to Pred(ControllerNumAxes[j]) do begin keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u'; keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd'; inc(k, 2); end; for i:= 0 to Pred(ControllerNumHats[j]) do begin keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u'; keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r'; keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd'; keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l'; inc(k, 4); end; for i:= 0 to Pred(ControllerNumButtons[j]) do begin keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i); inc(k, 1); end; end;DefaultBinds[KeyNameToCode('escape')]:= 'quit';DefaultBinds[KeyNameToCode(_S'`')]:= 'history';DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';//numpad//DefaultBinds[265]:= '+volup';//DefaultBinds[256]:= '+voldown';DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';DefaultBinds[KeyNameToCode(_S'8')]:= 'mute';DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';DefaultBinds[KeyNameToCode(_S'r')]:= 'record';DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';DefaultBinds[KeyNameToCode(_S't')]:= 'chat';DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';DefaultBinds[KeyNameToCode('mousel')]:= '/put';DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';DefaultBinds[KeyNameToCode('tab')]:= 'switch';DefaultBinds[KeyNameToCode('return')]:= 'ljump';DefaultBinds[KeyNameToCode('space')]:= '+attack';DefaultBinds[KeyNameToCode('up')]:= '+up';DefaultBinds[KeyNameToCode('down')]:= '+down';DefaultBinds[KeyNameToCode('left')]:= '+left';DefaultBinds[KeyNameToCode('right')]:= '+right';DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);for i:= 1 to 5 do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);SetDefaultBinds();end;procedure SetBinds(var binds: TBinds);{$IFNDEF MOBILE}var t: LongInt;{$ENDIF}begin{$IFDEF MOBILE} binds:= binds; // avoid hint CurrentBinds:= DefaultBinds;{$ELSE} for t:= 0 to cKbdMaxIndex do if (CurrentBinds[t] <> binds[t]) and tkbd[t] then ProcessKey(t, False); CurrentBinds:= binds;{$ENDIF}end;procedure SetDefaultBinds;begin CurrentBinds:= DefaultBinds;end;procedure FreezeEnterKey;begin tkbd[3]:= True; tkbd[13]:= True; tkbd[27]:= True; tkbd[271]:= True;end;var Controller: array [0..5] of PSDL_Joystick;procedure ControllerInit;var j: Integer;beginControllerEnabled:= 0;{$IFDEF IPHONE}exit; // joystick subsystem disabled on iPhone{$ENDIF}SDL_InitSubSystem(SDL_INIT_JOYSTICK);ControllerNumControllers:= SDL_NumJoysticks();if ControllerNumControllers > 6 then ControllerNumControllers:= 6;WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));if ControllerNumControllers > 0 then begin for j:= 0 to pred(ControllerNumControllers) do begin WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j))); Controller[j]:= SDL_JoystickOpen(j); if Controller[j] = nil then WriteLnToConsole('* Failed to open game controller!') else begin ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]); //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]); ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]); ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]); WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j])); //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j])); WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j])); WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j])); ControllerEnabled:= 1; if ControllerNumAxes[j] > 20 then ControllerNumAxes[j]:= 20; //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20; if ControllerNumHats[j] > 20 then ControllerNumHats[j]:= 20; if ControllerNumButtons[j] > 20 then ControllerNumButtons[j]:= 20; (*// reset all buttons/axes for i:= 0 to pred(ControllerNumAxes[j]) do ControllerAxes[j][i]:= 0; for i:= 0 to pred(ControllerNumBalls[j]) do begin ControllerBalls[j][i][0]:= 0; ControllerBalls[j][i][1]:= 0; end; for i:= 0 to pred(ControllerNumHats[j]) do ControllerHats[j][i]:= SDL_HAT_CENTERED; for i:= 0 to pred(ControllerNumButtons[j]) do ControllerButtons[j][i]:= 0;*) end; end; // enable event generation/controller updating SDL_JoystickEventState(1); endelse WriteLnToConsole('Not using any game controller');end;procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);var k: LongInt;begin SDL_GetKeyState(@k); k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2); ProcessKey(k + axis*2, value > 20000); ProcessKey(k + (axis*2)+1, value < -20000);end;procedure ControllerHatEvent(joy, hat, value: Byte);var k: LongInt;begin SDL_GetKeyState(@k); k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2); ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP) <> 0); ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0); ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0); ProcessKey(k + ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);end;procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);var k: LongInt;begin SDL_GetKeyState(@k); k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2); ProcessKey(k + ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);end;// Bind that isn't a team bind, but overrides defaultbinds.// When first called, DefaultBinds is cleared, because we assume we are getting a full list of dbinds.procedure chDefaultBind(var id: shortstring);var KeyName, Modifier, tmp: shortstring; b: LongInt;beginKeyName:= '';Modifier:= '';if (not usingDBinds) then begin usingDBinds:= true; FillByte(DefaultBinds, SizeOf(DefaultBinds), 0); end;if (Pos('mod:', id) <> 0) then begin tmp:= ''; SplitBySpace(id, tmp); Modifier:= id; id:= tmp; end;SplitBySpace(id, KeyName);if KeyName[1]='"' then Delete(KeyName, 1, 1);if KeyName[byte(KeyName[0])]='"' then Delete(KeyName, byte(KeyName[0]), 1);b:= KeyNameToCode(id, Modifier);if b = 0 then OutError(errmsgUnknownVariable + ' "' + id + '"', false)else DefaultBinds[b]:= KeyName;end;procedure initModule;begin usingDBinds:= false; RegisterVariable('dbind', @chDefaultBind, true );end;procedure freeModule;var j: LongInt;begin // close gamepad controllers if ControllerEnabled > 0 then for j:= 0 to pred(ControllerNumControllers) do SDL_JoystickClose(Controller[j]);end;end.