hedgewars/uKeys.pas
author nemo
Tue, 09 Nov 2010 22:40:38 -0500
changeset 4233 b4ad20bfe310
parent 4131 e89d11f6361c
child 4359 83ef50815535
permissions -rw-r--r--
make weapons on rope/parachute/UFO inherit momentum of the hog. needs testing of course

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uKeys;
interface
uses uConsts, SDLh;

type TBinds = array[0..cKeyMaxIndex] of shortstring;
type TKeyboardState = array[0..cKeyMaxIndex] of Byte;

procedure initModule;
procedure freeModule;

function  KeyNameToCode(name: shortstring): word;
procedure ProcessKbd;
procedure ResetKbd;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;

procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;

procedure ControllerInit;
procedure ControllerClose;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
procedure ControllerHatEvent(joy, hat, value: Byte);
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);

var hideAmmoMenu: boolean;
    wheelUp: boolean;
    wheelDown: boolean;

    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;

    DefaultBinds, CurrentBinds: TBinds;

    coeff: LongInt;
{$IFDEF HWLIBRARY}
    leftClick: boolean;
    middleClick: boolean;
    rightClick: boolean;

    upKey: boolean;
    downKey: boolean;
    rightKey: boolean;
    leftKey: boolean;
    preciseKey: boolean;

    backspaceKey: boolean;
    spaceKey: boolean;
    enterKey: boolean;
    tabKey: boolean;

    chatAction: boolean;
    pauseAction: boolean;

{$IFDEF IPHONEOS}
procedure setiPhoneBinds;
{$ENDIF}
{$ENDIF}
implementation
uses uTeams, uConsole, uMisc;
//const KeyNumber = 1024;

var tkbd, tkbdn: TKeyboardState;
    KeyNames: array [0..cKeyMaxIndex] of string[15];

function KeyNameToCode(name: shortstring): word;
var code: Word;
begin
    code:= cKeyMaxIndex;
    while (code > 0) and (KeyNames[code] <> name) do dec(code);
    KeyNameToCode:= code;
end;


procedure ProcessKbd;
var  i, j, k: LongInt;
     s: shortstring;
     Trusted: boolean;
{$IFNDEF IPHONEOS}pkbd: PByteArray;{$ENDIF}
begin
hideAmmoMenu:= false;
Trusted:= (CurrentTeam <> nil)
          and (not CurrentTeam^.ExtDriven)
          and (CurrentHedgehog^.BotLevel = 0);

// move cursor/camera
// TODO: Scale on screen dimensions and/or axis value (game controller)?
movecursor(coeff * CursorMovementX, coeff * CursorMovementY);

k:= SDL_GetMouseState(nil, nil);

{$IFDEF IPHONEOS}
SDL_GetKeyState(@j);
{$ELSE}
pkbd:= SDL_GetKeyState(@j);
for i:= 6 to pred(j) do // first 6 will be overwritten
    tkbdn[i]:= pkbd^[i];
{$ENDIF}

// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);

// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;

{$IFDEF IPHONEOS}
setiPhoneBinds();
{$ENDIF}

// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
    begin
    for i:= 0 to Pred(ControllerNumAxes[j]) do
        begin
        if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
        if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
        inc(k, 2);
        end;
    for i:= 0 to Pred(ControllerNumHats[j]) do
        begin
        tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
        tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
        tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
        tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
        inc(k, 4);
        end;
    for i:= 0 to Pred(ControllerNumButtons[j]) do
        begin
        tkbdn[k]:= ControllerButtons[j][i];
        inc(k, 1);
        end;
    end;

// now process strokes
for i:= 0 to cKeyMaxIndex do
if CurrentBinds[i][0] <> #0 then
    begin
    if (i > 3) and (tkbdn[i] <> 0) and not ((CurrentBinds[i] = 'put') or (CurrentBinds[i] = 'ammomenu') or (CurrentBinds[i] = '+cur_u') or (CurrentBinds[i] = '+cur_d') or (CurrentBinds[i] = '+cur_l') or (CurrentBinds[i] = '+cur_r')) then hideAmmoMenu:= true;
    if (tkbd[i] = 0) and (tkbdn[i] <> 0) then ParseCommand(CurrentBinds[i], Trusted)
    else if (CurrentBinds[i][1] = '+')
            and (tkbdn[i] = 0)
            and (tkbd[i] <> 0) then
            begin
            s:= CurrentBinds[i];
            s[1]:= '-';
            ParseCommand(s, Trusted)
            end;
    tkbd[i]:= tkbdn[i]
    end
end;

procedure ResetKbd;
var i, j, k, t: LongInt;
{$IFNDEF IPHONEOS}pkbd: PByteArray;{$ENDIF}
begin

k:= SDL_GetMouseState(nil, nil);
{$IFNDEF IPHONEOS}pkbd:={$ENDIF}SDL_GetKeyState(@j);

TryDo(j < cKeyMaxIndex, 'SDL keys number is more than expected (' + inttostr(j) + ')', true);

{$IFNDEF IPHONEOS}
for i:= 1 to pred(j) do
    tkbdn[i]:= pkbd^[i];
{$ENDIF}

// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);

// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;

{$IFDEF IPHONEOS}
setiPhoneBinds();
{$ENDIF}

// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
    begin
    for i:= 0 to Pred(ControllerNumAxes[j]) do
        begin
        if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
        if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
        inc(k, 2);
        end;
    for i:= 0 to Pred(ControllerNumHats[j]) do
        begin
        tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
        tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
        tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
        tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
        inc(k, 4);
        end;
    for i:= 0 to Pred(ControllerNumButtons[j]) do
        begin
        tkbdn[k]:= ControllerButtons[j][i];
        inc(k, 1);
        end;
    end;

for t:= 0 to cKeyMaxIndex do
    tkbd[i]:= tkbdn[i]
end;

procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
    s: string[15];
begin
KeyNames[1]:= 'mousel';
KeyNames[2]:= 'mousem';
KeyNames[3]:= 'mouser';
KeyNames[4]:= 'wheelup';
KeyNames[5]:= 'wheeldown';

for i:= 6 to cKeyMaxIndex do
    begin
    s:= shortstring(sdl_getkeyname(i));
    //writeln(stdout,inttostr(i) + ': ' + s);
    if s = 'unknown key' then KeyNames[i]:= ''
    else 
        begin
        for t:= 1 to Length(s) do
            if s[t] = ' ' then s[t]:= '_';
        KeyNames[i]:= s
        end;
    end;

//for i:= 0 to cKeyMaxIndex do writeln(stdout,inttostr(i) + ': ' + KeyNames[i]);

// get the size of keyboard array
SDL_GetKeyState(@k);

// Controller(s)
for j:= 0 to Pred(ControllerNumControllers) do
    begin
    for i:= 0 to Pred(ControllerNumAxes[j]) do
        begin
        keynames[k + 0]:= 'j' + inttostr(j) + 'a' + inttostr(i) + 'u';
        keynames[k + 1]:= 'j' + inttostr(j) + 'a' + inttostr(i) + 'd';
        inc(k, 2);
        end;
    for i:= 0 to Pred(ControllerNumHats[j]) do
        begin
        keynames[k + 0]:= 'j' + inttostr(j) + 'h' + inttostr(i) + 'u';
        keynames[k + 1]:= 'j' + inttostr(j) + 'h' + inttostr(i) + 'r';
        keynames[k + 2]:= 'j' + inttostr(j) + 'h' + inttostr(i) + 'd';
        keynames[k + 3]:= 'j' + inttostr(j) + 'h' + inttostr(i) + 'l';
        inc(k, 4);
        end;
    for i:= 0 to Pred(ControllerNumButtons[j]) do
        begin
        keynames[k]:= 'j' + inttostr(j) + 'b' + inttostr(i);
        inc(k, 1);
        end;
    end;

DefaultBinds[ 27]:= 'quit';
DefaultBinds[ 96]:= 'history';
DefaultBinds[127]:= 'rotmask';

//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';

DefaultBinds[KeyNameToCode('0')]:= '+volup';
DefaultBinds[KeyNameToCode('9')]:= '+voldown';
DefaultBinds[KeyNameToCode('c')]:= 'capture';
DefaultBinds[KeyNameToCode('h')]:= 'findhh';
DefaultBinds[KeyNameToCode('p')]:= 'pause';
DefaultBinds[KeyNameToCode('s')]:= '+speedup';
DefaultBinds[KeyNameToCode('t')]:= 'chat';
DefaultBinds[KeyNameToCode('y')]:= 'confirm';

DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';

DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';


DefaultBinds[ 1]:= '/put';
DefaultBinds[ 3]:= 'ammomenu';
DefaultBinds[ 8]:= 'hjump';
DefaultBinds[ 9]:= 'switch';
DefaultBinds[13]:= 'ljump';
DefaultBinds[32]:= '+attack';
{$IFDEF IPHONEOS}
DefaultBinds[23]:= '+up';
DefaultBinds[24]:= '+down';
DefaultBinds[25]:= '+left';
DefaultBinds[26]:= '+right';
DefaultBinds[27]:= '+precise';
DefaultBinds[44]:= 'chat';
DefaultBinds[55]:= 'pause';
{$ELSE}
DefaultBinds[KeyNameToCode('up')]:= '+up';
DefaultBinds[KeyNameToCode('down')]:= '+down';
DefaultBinds[KeyNameToCode('left')]:= '+left';
DefaultBinds[KeyNameToCode('right')]:= '+right';
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
{$ENDIF}

for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+inttostr(i))]:= 'slot '+inttostr(i);

SetDefaultBinds();
end;

procedure SetBinds(var binds: TBinds);
begin
{$IFDEF IPHONEOS}
    binds:= binds; // avoid hint
    CurrentBinds:= DefaultBinds;
{$ELSE}
    CurrentBinds:= binds;
{$ENDIF}
end;

procedure SetDefaultBinds;
begin
    CurrentBinds:= DefaultBinds;
end;

{$IFDEF IPHONEOS}
procedure setiPhoneBinds;
begin
    tkbdn[ 1]:= ord(leftClick);
    tkbdn[ 2]:= ord(middleClick);
    tkbdn[ 3]:= ord(rightClick);

    tkbdn[23]:= ord(upKey);
    tkbdn[24]:= ord(downKey);
    tkbdn[25]:= ord(leftKey);
    tkbdn[26]:= ord(rightKey);
    tkbdn[27]:= ord(preciseKey);

    tkbdn[ 8]:= ord(backspaceKey);
    tkbdn[ 9]:= ord(tabKey);
    tkbdn[13]:= ord(enterKey);
    tkbdn[32]:= ord(spaceKey);

    tkbdn[44]:= ord(chatAction);
    tkbdn[55]:= ord(pauseAction);

    // set to false the keys that only need one stoke
    leftClick:= false;
    middleClick:= false;
    rightClick:= false;

    tabKey:= false;
    enterKey:= false;
    backspaceKey:= false;

    chatAction:= false;
    pauseAction:= false;
end;
{$ENDIF}

procedure FreezeEnterKey;
begin
    tkbd[13]:= 1;
    tkbd[271]:= 1;
end;

var Controller: array [0..5] of PSDL_Joystick;

procedure ControllerInit;
var i, j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF IPHONEOS}
exit; // joystick subsystem disabled on iPhone
{$ENDIF}

SDL_InitSubSystem(SDL_INIT_JOYSTICK);
ControllerNumControllers:= SDL_NumJoysticks();
if ControllerNumControllers > 6 then ControllerNumControllers:= 6;

WriteLnToConsole('Number of game controllers: ' + inttostr(ControllerNumControllers));

if ControllerNumControllers > 0 then
    begin
    for j:= 0 to pred(ControllerNumControllers) do
        begin
        WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
        Controller[j]:= SDL_JoystickOpen(j);
        if Controller[j] = nil then
            WriteLnToConsole('* Failed to open game controller!')
        else
            begin
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
            WriteLnToConsole('* Number of axes: ' + inttostr(ControllerNumAxes[j]));
            //WriteLnToConsole('* Number of balls: ' + inttostr(ControllerNumBalls[j]));
            WriteLnToConsole('* Number of hats: ' + inttostr(ControllerNumHats[j]));
            WriteLnToConsole('* Number of buttons: ' + inttostr(ControllerNumButtons[j]));
            ControllerEnabled:= 1;

            if ControllerNumAxes[j] > 20 then ControllerNumAxes[j]:= 20;
            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
            if ControllerNumHats[j] > 20 then ControllerNumHats[j]:= 20;
            if ControllerNumButtons[j] > 20 then ControllerNumButtons[j]:= 20;

            // reset all buttons/axes
            for i:= 0 to pred(ControllerNumAxes[j]) do
                ControllerAxes[j][i]:= 0;
            (*for i:= 0 to pred(ControllerNumBalls[j]) do
                begin
                ControllerBalls[j][i][0]:= 0;
                ControllerBalls[j][i][1]:= 0;
                end;*)
            for i:= 0 to pred(ControllerNumHats[j]) do
                ControllerHats[j][i]:= SDL_HAT_CENTERED;
            for i:= 0 to pred(ControllerNumButtons[j]) do
                ControllerButtons[j][i]:= 0;
            end;
        end;
    // enable event generation/controller updating
    SDL_JoystickEventState(1);
    end
else
    WriteLnToConsole('Not using any game controller');
end;

procedure ControllerClose;
var j: Integer;
begin
    if ControllerEnabled > 0 then
        for j:= 0 to pred(ControllerNumControllers) do
            SDL_JoystickClose(Controller[j]);
end;

procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
begin
    ControllerAxes[joy][axis]:= value;
end;

procedure ControllerHatEvent(joy, hat, value: Byte);
begin
    ControllerHats[joy][hat]:= value;
end;

procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
begin
    if pressed then ControllerButtons[joy][button]:= 1
    else ControllerButtons[joy][button]:= 0;
end;

procedure initModule;
begin
    wheelUp:= false;
    wheelDown:= false;
    coeff:= 5;
{$IFDEF HWLIBRARY}
    // this function is called by HW_allKeysUp so be careful

    // mouse emulation
    leftClick:= false;
    middleClick:= false;
    rightClick:= false;

    // arrow key emulation
    upKey:= false;
    downKey:= false;
    rightKey:= false;
    leftKey:= false;
    preciseKey:= false;

    // action key emulation
    backspaceKey:= false;
    spaceKey:= false;
    enterKey:= false;
    tabKey:= false;

    // other key emulation
    chatAction:= false;
    pauseAction:= false;
{$ENDIF}
end;

procedure freeModule;
begin

end;

end.