Files
fs2open.github.com/code/scripting/api/objs/controls.cpp
T
1fa6e00f39 Controls 4 and 5 - Multi-joy and Preset Files (#2958)
* Updates the AxisInverted hooks to use the new CC_bind.  Currently assumes only Joy0, so this may need further tweaking or replacement

* * Add ability to claim up to 4 joysticks for player use, using the launcher (via registry or fs2_open.ini) or the new menu system
* Hack into existing control polling system to get the new primary/secondary binding schema to work.  This should be reworked into a reverse-lookup system.
* Finally break the mouse loose from overlapping with Joystick binidngs
* Fix bug where joy button wouldn't register on search function
* Fix bug with mousewheel not always decaying as it should.
* Fix rebase conflict with selecting item during search mode

* Fix bug where mouse buttons were incorrectly labeled.

* Move some enums around

* Fix bug with joy axis labels being displayed as buttons.
* Fix possible bug where Other conflict axis wouldn't clear
* Updated default joystick axis text. A new strings.tbl will need to be supplied for localization support

* Deprecate nAxisInverted ADE functions and replace with AxisInverted(int, int, bool)

* Merge Axis mappings into Control_config
* More utility functions for CC_bind and CCB
* Adds another ADE function for inverting the axis action, instead of individual bindings
* Hacks to get plr file to compile.  Currently slices out many of the new features like secondary axis and the mouse axis, and the additional joystick bindings (joy1, joy2, joy3)

* Fix bug with uncontrollable spin (slopily)
* Fix some warnings
* Add flags for Hats and Balls for future implementation

* Fix bug where inverting an axis would trigger an assert

* Fix bug where joy wasn't detected as present

* Most axis actions should be relative, instead of absolute
* Hopefully optimize joy_get_unscaled_reading
* Properly break out of double-for search function for search and bind modes in config menu
* Refactor control_get_axes_readings to provide more consistent behavior
* Use JOY_REL_THROTTLE instead of Action::REL_THROTTLE when indexing into Control_config

* Bank axis has a default binding, Throttle does not.

* Fix bug where conflicts weren't being detected.
Fix bug where default presets weren't being detectd

* Elegantly break out of double fors with goto.
Fix bug with bind mode not detecting axis

* Save new binding scheme to playerfile
* Add cid_assign() to standardize cid assignment with shorts
* Add write and read handlers for int8_t

* Remove saving controls to csg.  This will be replaced by presets.

* Fix bug with reading pilotfile

* Use "Joy-n" instead of "joystick n" to match default identifiers in config menu

* Fix bug with CC_TYPE_TRIGGER controls always marked as used, if not bound with a key.
Fix bug with Joy-0 btn 1 triggering multiple controls that are not bound to it.

* Improve readibility of the joy info output to log
* Message when a joystick connects and using legacy system.
* Fix bug where system joystick 0 was mapped in pJoystick that should've been nullptr

* Fix bug where *not* having a joystick will cause bind mode in the config menu to immediately cancel.

* Add reverse lookup functions for actions.  mActionToVal[] does string -> int, mValToAction() does int -> string

* Add the foundation for writing the presets files.
* Adds a bunch of reverse lookup functions to get the stringified version of various enums, etc.
* presets.h and presets.cpp are in something of a barebones at this point

* Add new subdir for preset files 'player/presets'
* add utility for finding the distance of a bitfield/bitmask.  Used to translate mouse button masks into mouse button id's
* Write PresetFileHandler as standalone, instead of a subclass.  Still mostly a copy of JSONFileHandler
* Make functions to map and reverse-map the bindings for use with the preset files and ultimately the ControlConfigDefaults.tbl as well

* Check presets from file to see if they are duplicate with an existing preset.

* Check for uniqueness of presets fron controlconfigdefaults.tbl before adding them, and warn the user if there are duplicates.

* Rename the test functions into proper load/save.
* save function has some standard checks
* load function is called on init
* make finding duplicates its own function outside of the preset label rendering function
* Initial draft of saving presets in-game

* Fix bug where all loaded presets were thought to be duplicate of defaults.

* Fix bug where preset cycling would get stuck on the first preset other than default

* Fix bug where saving a mouse button saves the wrong textified string.

* Prevent preset names from being too long.
* Crash still occurs if the name is too long, as if set outside of FSO
* Workaround text running off the popups in 640x480.  Doesn't look as nice, sadly

* CSG's now track preset names instead of containing bindings
* remake control_config_reset_defaults() into control_config_use_preset()
* provide a function to get the currently selected preset.

* Do PLR backward compatibility, hopefully.

* PLR now tracks presets instead of saving the bindings.

* On Loading pre PLR3 or CSG6 data, create a new preset.

* Strip off file extension before saving preset files. Jason.json.json just looks dumb

* Add "-joy_info" commandline option.  Will output SDL joystick info of all detected joysticks to stdout

* Fix non-standard behavior with registry_read_string().
* Returning NULL instead of the default value, or an empty string, will trigger an access violation with SCP_string and other string copy functions.

* Modify io::joystick::init() to take an optional param, no_register, to use with -joy_info

* Address CI complaints

* Address CI issues 2.

* Supress preset duplicate warning if in unit tests.

* Address scripting unittest failure due to incorrect argument type. (Ints don't technically exist in LUA)

* Use Mouse enums instead of Joy enums or magic numbers

* More signed/unsigned madness

* Address CI issues 3

* Address gcc-5 issues. (No auto in lambdas)
* Fix bug with bit_distance()

* Address gcc-5 issues 2

* Address clang issues

* Address clang-tidy issues

* Address clang-tidy issues in undosys.  May need to be cherry picked to Controls2.

* Address clang-tidy issues

* Improve logic of preset name prompt.

* Fix bug with selected presets not being saved

* No, a cstr is not a std::string.
* Can't use i there because its already defined.

* Fix bug where CSG's wouldn't save selected preset
* Fix bug where presets wouldn't be loaded correctly from player files
* Fix bug where loaded preset files would not update the preset cycle position correctly

* Some QoL changes for the preset name prompt

* Address Appveyor issues.

* Add forward compatibility for player file.  This is required because currently any "missing" data in the pilotfile will trigger an Error, and crash FSO.

* Fix bug where mouse X axis was unusable.
Apparently stating that MOUSE_Z_AXIS IS MOUSE_Z_AXIS doesn't get the point across.

* Address CI issues.

* Address CI issues.
* sel default assigned to -1
* static_cast enum to an int

* Assimilate -joy_info int -get_flags, replacing the existing method that launchers use to get joystick information.

* Add '\n' to PST log messages.

* Change logic of checking joystick .ini keys:  Should the multi-joy key not be found, try legacy joy key.

* Add some more missing '\n' to mprintf messages.

* Notify the player when converting to the new multi-joy system. (Using ReleaseWarning for now...)
* Warn the player if a preset defined in their .PLR could not be found.

* Actually disable control items without a valid tab, instead of relying on the fact that they're disabled  by default.

* Add CC_preset::is_duplicate_of() method to make checking for preset uniqueness less of a brain teaser.
* Doxy the first_override param of control_config_common_read_section

* Adds the os::dialogs::Information() method, which displays an information-only dialog in similar format to Warning and Error dialogs.  Does not throw Warning nor Error exceptions
* load_player now uses os::dialogs::Information() instead of ::ReleaseWarning, thus not halting unit tests.

* Breaks retail localization support for Joystick and Mice labels - This is because the new multi-joy axis end up very confusing "Joy-0 Joystick/Mouse X Axis"
* Renames Joy_axis_text to Axis_text, intended to be used both by joysticks and the mouse.
* Moves mouse axis and button labels into an array to ease future XSTR support
* Adds asserts to ensure indices are within the array sizes of label arrays
* Adds XSTR indices for Axis labels, mouse buttons, and mouse wheels.

* Seperates conflict check comparisons from equality comparisons.
*  Conflict checks can ignore certain combinations of CC_bind::flag's; i.e. an Axis bound to a different control but is inverted or relative will still cause a conflict with another control that has the same axis
*  Equality comparisons is exact equality, allowing presets to check if binds have the same binding and flag configurations.

* More UI string changes and localization
* Tweaks positioning of top button labels in CC menu
* Adds the following XSTR's:
1659 "Preset: %s"
1660 "Preset: custom"
1661 "Next Preset"

* Fix bug where mouse axis turned into mouse button when inverting control by its control name.
* Fix bug with the new conflict checking subroutine not working with non-axis controls

* Address CI issues.

* Don't trigger modal popups while in unit tests.

* Address clang tidy issues
* use nullptr
* be consistent with conditional style
* use booleans to stuff debug states, methods with just Assertions in it will trigger a false positive on clang tidy
* use string::empty() instead of checking for "".

* Remove dead code of -joy_info.  Functionality has been merged with -get_flags

* Address clang-tidy [readability-simplify-boolean-expr]
--z64 says "I don't like it!"

* fix axis check

* Implement revised axis action virtvars for scripting. Also protect against a control mismatch in the CSG file due to a script-inverted control

* Encapsulate CC_bind properly
* Add mouse and joystick cid's to AxisInverted description

* Update translate_key() and its user to correctly translate multijoy bindings for training messages.

* Prompt user trying to escape from config menu when they have changes.
* Remove dead function.

* Fix crash during training missions due to key translation that would overflow internal buffer.
* Went back with cstring as return value instead of SCP string, because caller would need a significant refactor
* Update doxy of the textify functions

* Unify textify_scancode() and textify_scancode_universal() to ensure common code path.

* Add "Multijoy" entry to json caps. (For Knossos)

* Make CI happy.
* Remove unused lambda captures.

* Instead of overwrite during plr2 => plr3 conversion, try to use the existing preset file.

* Fix conditional for checking if file exists within presets::save_preset_file()

* Revert Majority of PR#3739
* PLR and CSG versions are incremented past versions set by 3739
* Forward compatibility feature of #3739 (Only save sexp containers into the CSG if they are used) is removed

* Remove forward compatibilty of PLR file when going in between pre- and post-Controls5 FSO versions
* Add missing startSection() and endSection() for csg_write_controls()

* Fix clang-tidy error #1

* Fix clang-tidy error #2

* fix clandy tidy error #1 part 2/2

* Fix clang tidy error 3

Co-authored-by: Goober5000 <[email protected]>
Co-authored-by: Tyler Blount <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
Co-authored-by: BMagnu <[email protected]>
2022-01-04 12:01:32 -06:00

365 lines
11 KiB
C++

//
//
#include "controls.h"
#include "enums.h"
#include "io/mouse.h"
#include "io/cursor.h"
#include "graphics/2d.h"
#include "globalincs/systemvars.h"
#include "gamesequence/gamesequence.h"
#include "controlconfig/controlsconfig.h"
#include "headtracking/headtracking.h"
extern int mouse_inited;
namespace scripting {
namespace api {
//**********LIBRARY: Controls library
ADE_LIB(l_Mouse, "Controls", "io", "Controls library");
ADE_FUNC(getMouseX, l_Mouse, NULL, "Gets Mouse X pos", "number", "Mouse x position, or 0 if mouse is not initialized yet")
{
if(!mouse_inited)
return ade_set_error(L, "i", 0);
int x;
mouse_get_pos(&x, NULL);
return ade_set_args(L, "i", x);
}
ADE_FUNC(getMouseY, l_Mouse, NULL, "Gets Mouse Y pos", "number", "Mouse y position, or 0 if mouse is not initialized yet")
{
if(!mouse_inited)
return ade_set_error(L, "i", 0);
int y;
mouse_get_pos(NULL, &y);
return ade_set_args(L, "i", y);
}
ADE_FUNC(isMouseButtonDown,
l_Mouse,
"enumeration buttonCheck1 /* MOUSE_*_BUTTON */, [ enumeration buttonCheck2 /* MOUSE_*_BUTTON */, enumeration "
"buttonCheck3 /* MOUSE_*_BUTTON */ ]",
"Returns whether the specified mouse buttons are up or down",
"boolean",
"Whether specified mouse buttons are down, or false if mouse is not initialized yet")
{
if(!mouse_inited)
return ade_set_error(L, "b", false);
enum_h *e[3] = {NULL, NULL, NULL};
ade_get_args(L, "o|oo", l_Enum.GetPtr(&e[0]), l_Enum.GetPtr(&e[1]), l_Enum.GetPtr(&e[2])); //Like a snake!
bool rtn = false;
int check_flags = 0;
for(int i = 0; i < 3; i++)
{
if(e[i] == NULL)
break;
if(e[i]->index == LE_MOUSE_LEFT_BUTTON)
check_flags |= MOUSE_LEFT_BUTTON;
if(e[i]->index == LE_MOUSE_MIDDLE_BUTTON)
check_flags |= MOUSE_MIDDLE_BUTTON;
if(e[i]->index == LE_MOUSE_RIGHT_BUTTON)
check_flags |= MOUSE_RIGHT_BUTTON;
}
if(mouse_down(check_flags))
rtn = true;
return ade_set_args(L, "b", rtn);
}
static int AxisActionInverted_sub(int AxisAction, lua_State* L)
{
// z64: If so desired, it may be possible to have two inversion states, one set by the player in the config menu,
// and one set by scripting. Essentially, the CCI will have its own inversion flag in addition to the inversion
// flags to both bindings. Thus, its possible for the player to invert one binding while keeping the other
// binding normal instead of having the script try to set each bind's inversion state individually.
bool b;
if (!ade_get_args(L, "*|b", &b))
return ade_set_error(L, "b", false);
if ((AxisAction < JOY_HEADING_AXIS) || (AxisAction > JOY_REL_THROTTLE_AXIS))
return ade_set_error(L, "b", false); // invalid IoActionId
auto& item = Control_config[AxisAction];
if (ADE_SETTING_VAR)
item.invert(b);
if (item.is_inverted())
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_VIRTVAR_DEPRECATED(XAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the X-axis action is inverted", "boolean", "True/false", gameversion::version(21, 6), "Deprecated in favor of HeadingAxisInverted")
{
return AxisActionInverted_sub(JOY_HEADING_AXIS, L);
}
ADE_VIRTVAR_DEPRECATED(YAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the Y-axis action is inverted", "boolean", "True/false", gameversion::version(21, 6), "Deprecated in favor of PitchAxisInverted")
{
return AxisActionInverted_sub(JOY_PITCH_AXIS, L);
}
ADE_VIRTVAR_DEPRECATED(ZAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the Z-axis action is inverted", "boolean", "True/false", gameversion::version(21, 6), "Deprecated in favor of BankAxisInverted")
{
return AxisActionInverted_sub(JOY_BANK_AXIS, L);
}
ADE_VIRTVAR(HeadingAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the heading axis action is inverted", "boolean", "True/false")
{
return AxisActionInverted_sub(JOY_HEADING_AXIS, L);
}
ADE_VIRTVAR(PitchAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the pitch axis action is inverted", "boolean", "True/false")
{
return AxisActionInverted_sub(JOY_PITCH_AXIS, L);
}
ADE_VIRTVAR(BankAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the bank axis action is inverted", "boolean", "True/false")
{
return AxisActionInverted_sub(JOY_BANK_AXIS, L);
}
ADE_VIRTVAR(AbsoluteThrottleAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the absolute throttle axis action is inverted", "boolean", "True/false")
{
return AxisActionInverted_sub(JOY_ABS_THROTTLE_AXIS, L);
}
ADE_VIRTVAR(RelativeThrottleAxisInverted, l_Mouse, "boolean inverted", "Gets or sets whether the relative throttle axis action is inverted", "boolean", "True/false")
{
return AxisActionInverted_sub(JOY_REL_THROTTLE_AXIS, L);
}
ADE_FUNC(AxisInverted, l_Mouse, "number cid, number axis, boolean inverted", "Gets or sets the given Joystick or Mouse axis inversion state. Mouse cid = -1, Joystick cid = [0, 3]", "boolean", "True/false")
{
int joy = CID_NONE;
int axis = -1;
bool inverted = false;
int n = ade_get_args(L, "ii|b", &joy, &axis, &inverted);
if (n == 0)
return ade_set_error(L, "b", false); // no arguments passed
if ((joy < CID_JOY0) || (CID_JOY_MAX <= joy) || (joy != CID_MOUSE))
return ade_set_error(L, "b", false); // Invalid cid
if ((axis < 0) || (axis > JOY_NUM_AXES))
return ade_set_error(L, "b", false); // invalid axis
// Find the binding that has the given joy.
// This is a bit obtuse since inversion is on the config side instead of on the joystick side
CC_bind *A = nullptr;
for (int i = JOY_HEADING_AXIS; i <= JOY_REL_THROTTLE_AXIS; ++i)
{
CC_bind B(static_cast<CID>(joy), static_cast<short>(axis), CCF_AXIS);
A = Control_config[i].find(B);
if (A != nullptr)
break;
// the binding we're looking for could be inverted
CC_bind C(static_cast<CID>(joy), static_cast<short>(axis), CCF_AXIS | CCF_INVERTED);
A = Control_config[i].find(C);
if (A != nullptr)
break;
}
// TODO Should this be an error or silent false?
if (A == nullptr)
return ade_set_error(L, "b", false); // Axis not bound
if (n > 2)
{
A->invert(inverted);
}
if (A->is_inverted())
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(setCursorImage, l_Mouse, "string filename", "Sets mouse cursor image, and allows you to lock/unlock the image. (A locked cursor may only be changed with the unlock parameter)", "boolean", "true if successful, false otherwise")
{
using namespace io::mouse;
if(!mouse_inited || !Gr_inited)
return ade_set_error(L, "b", false);
if (Is_standalone)
return ade_set_error(L, "b", false);
const char* s = nullptr;
enum_h *u = NULL; // This isn't used anymore
if(!ade_get_args(L, "s|o", &s, l_Enum.GetPtr(&u)))
return ade_set_error(L, "b", false);
Cursor* cursor = CursorManager::get()->loadCursor(s);
if (cursor == NULL)
{
return ade_set_error(L, "b", false);
}
CursorManager::get()->setCurrentCursor(cursor);
return ade_set_args(L, "b", true);
}
ADE_FUNC(setCursorHidden, l_Mouse, "boolean hide, [boolean grab]", "Hides the cursor when <i>hide</i> is true, otherwise shows it. <i>grab</i> determines if "
"the mouse will be restricted to the window. Set this to true when hiding the cursor while in game. By default grab will be true when we are in the game play state, false otherwise.", NULL, NULL)
{
if(!mouse_inited)
return ADE_RETURN_NIL;
bool b = false;
bool grab = gameseq_get_state() == GS_STATE_GAME_PLAY;
ade_get_args(L, "b|b", &b, &grab);
io::mouse::CursorManager::get()->showCursor(!b, grab);
return ADE_RETURN_NIL;
}
ADE_FUNC(forceMousePosition, l_Mouse, "number x, number y", "function to force mouse position", "boolean", "if the operation succeeded or not")
{
if(!mouse_inited)
return ADE_RETURN_FALSE;
if(!Gr_inited)
return ADE_RETURN_FALSE;
int x, y;
if (!(ade_get_args(L, "ii", &x, &y)))
return ADE_RETURN_FALSE;
if (!((x >= 0) && (x <= gr_screen.max_w)))
return ADE_RETURN_FALSE;
if (!((y >= 0) && (y <= gr_screen.max_h)))
return ADE_RETURN_FALSE;
mouse_set_pos(x, y);
return ADE_RETURN_TRUE;
}
ADE_VIRTVAR(MouseControlStatus, l_Mouse, "boolean", "Gets and sets the retail mouse control status", "boolean", "if the retail mouse is on or off")
{
if(!mouse_inited)
return ADE_RETURN_NIL;
bool newVal = false;
if (!ade_get_args(L, "*|b", &newVal))
return ADE_RETURN_NIL;
if (ADE_SETTING_VAR)
{
if (newVal)
{
Use_mouse_to_fly = true;
}
else
{
Use_mouse_to_fly = false;
}
}
if (Use_mouse_to_fly)
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(getMouseSensitivity, l_Mouse, NULL, "Gets mouse sensitivity setting", "number", "Mouse sensitivity in range of 0-9")
{
return ade_set_args(L, "i", Mouse_sensitivity);
}
ADE_FUNC(getJoySensitivity, l_Mouse, NULL, "Gets joystick sensitivity setting", "number", "Joystick sensitivity in range of 0-9")
{
return ade_set_args(L, "i", Joy_sensitivity);
}
ADE_FUNC(getJoyDeadzone, l_Mouse, NULL, "Gets joystick deadzone setting", "number", "Joystick deadzone in range of 0-9")
{
return ade_set_args(L, "i", Joy_dead_zone_size / 5);
}
//trackir funcs
ADE_FUNC(updateTrackIR, l_Mouse, NULL, "Updates Tracking Data. Call before using get functions", "boolean", "Checks if trackir is available and updates variables, returns true if successful, otherwise false")
{
if( !headtracking::isEnabled() )
return ADE_RETURN_FALSE;
if (!headtracking::query())
return ADE_RETURN_FALSE;
return ADE_RETURN_TRUE;
}
ADE_FUNC(getTrackIRPitch, l_Mouse, NULL, "Gets pitch axis from last update", "number", "Pitch value -1 to 1, or 0 on failure")
{
if (!headtracking::isEnabled())
return ade_set_error(L, "f", 0.0f);
return ade_set_args( L, "f", headtracking::getStatus()->pitch);
}
ADE_FUNC(getTrackIRYaw, l_Mouse, NULL, "Gets yaw axis from last update", "number", "Yaw value -1 to 1, or 0 on failure")
{
if (!headtracking::isEnabled())
return ade_set_error(L, "f", 0.0f);
return ade_set_args(L, "f", headtracking::getStatus()->yaw);
}
ADE_FUNC(getTrackIRRoll, l_Mouse, NULL, "Gets roll axis from last update", "number", "Roll value -1 to 1, or 0 on failure")
{
if (!headtracking::isEnabled())
return ade_set_error(L, "f", 0.0f);
return ade_set_args(L, "f", headtracking::getStatus()->roll);
}
ADE_FUNC(getTrackIRX, l_Mouse, NULL, "Gets x position from last update", "number", "X value -1 to 1, or 0 on failure")
{
if (!headtracking::isEnabled())
return ade_set_error(L, "f", 0.0f);
return ade_set_args(L, "f", headtracking::getStatus()->x);
}
ADE_FUNC(getTrackIRY, l_Mouse, NULL, "Gets y position from last update", "number", "Y value -1 to 1, or 0 on failure")
{
if (!headtracking::isEnabled())
return ade_set_error(L, "f", 0.0f);
return ade_set_args(L, "f", headtracking::getStatus()->y);
}
ADE_FUNC(getTrackIRZ, l_Mouse, NULL, "Gets z position from last update", "number", "Z value -1 to 1, or 0 on failure")
{
if (!headtracking::isEnabled() )
return ade_set_error(L, "f", 0.0f);
return ade_set_args(L, "f", headtracking::getStatus()->z);
}
}
}