mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 17:52:08 -10:00
* 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]>
693 lines
17 KiB
C++
693 lines
17 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "controlconfig/controlsconfig.h" //For textify scancode
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#include "globalincs/pstypes.h"
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#include "graphics/2d.h"
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#include "io/key.h"
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#include "math/fix.h"
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#include "io/timer.h"
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#include "localization/localize.h"
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#include "scripting/scripting.h"
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#include "cmdline/cmdline.h"
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#define THREADED // to use the proper set of macros
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#include "osapi/osapi.h"
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#define KEY_BUFFER_SIZE 16
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//-------- Variable accessed by outside functions ---------
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ubyte keyd_buffer_type; // 0=No buffer, 1=buffer ASCII, 2=buffer scans
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ubyte keyd_repeat;
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uint keyd_last_pressed;
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uint keyd_last_released;
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ubyte keyd_pressed[NUM_KEYS];
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int keyd_time_when_last_pressed;
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typedef struct keyboard {
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ushort keybuffer[KEY_BUFFER_SIZE];
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uint time_pressed[KEY_BUFFER_SIZE];
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uint TimeKeyWentDown[NUM_KEYS];
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uint TimeKeyHeldDown[NUM_KEYS];
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uint TimeKeyDownChecked[NUM_KEYS];
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uint NumDowns[NUM_KEYS];
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uint NumUps[NUM_KEYS];
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int down_check[NUM_KEYS]; // nonzero if has been pressed yet this mission
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uint keyhead, keytail;
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} keyboard;
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keyboard key_data;
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int key_inited = 0;
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SDL_mutex* key_lock;
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//int Backspace_debug=1; // global flag that will enable/disable the backspace key from stopping execution
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// This flag was created since the backspace key is also used to correct mistakes
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// when typing in your pilots callsign. This global flag is checked before execution
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// is stopped.
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SCP_map<int, int> SDLtoFS2;
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int ascii_table[SIZE_OF_ASCII_TABLE] =
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{ 255, 255, '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=',255,255,
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'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', '[', ']', 255, 255,
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'a', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';', 39, '`',
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255, '\\', 'z', 'x', 'c', 'v', 'b', 'n', 'm', ',', '.', '/', 255,'*',
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255, ' ', 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,255,255,
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255, 255, 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255 };
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int shifted_ascii_table[SIZE_OF_ASCII_TABLE] =
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{ 255, 255, '!', '@', '#', '$', '%', '^', '&', '*', '(', ')', '_', '+',255,255,
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'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', '{', '}', 255, 255,
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'A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', ':', '"', '~',
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255, '|', 'Z', 'X', 'C', 'V', 'B', 'N', 'M', '<', '>', '?', 255,255,
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255, ' ', 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,255,255,
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255, 255, 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255 };
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static int Key_numlock_was_on = 0; // Flag to indicate whether NumLock is on at start
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int Cheats_enabled = 0;
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int Key_normal_game = 0;
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namespace
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{
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bool key_down_event_handler(const SDL_Event& e)
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{
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if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
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return false;
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}
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if (SDLtoFS2[e.key.keysym.scancode]) {
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key_mark(SDLtoFS2[e.key.keysym.scancode], 1, 0);
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return true;
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}
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return false;
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}
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bool key_up_event_handler(const SDL_Event& e)
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{
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if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
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return false;
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}
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if (SDLtoFS2[e.key.keysym.scancode]) {
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key_mark(SDLtoFS2[e.key.keysym.scancode], 0, 0);
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return true;
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}
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return false;
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}
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}
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void FillSDLArray ()
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{
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SDLtoFS2[SDL_SCANCODE_0] = KEY_0;
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SDLtoFS2[SDL_SCANCODE_1] = KEY_1;
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SDLtoFS2[SDL_SCANCODE_2] = KEY_2;
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SDLtoFS2[SDL_SCANCODE_3] = KEY_3;
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SDLtoFS2[SDL_SCANCODE_4] = KEY_4;
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SDLtoFS2[SDL_SCANCODE_5] = KEY_5;
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SDLtoFS2[SDL_SCANCODE_6] = KEY_6;
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SDLtoFS2[SDL_SCANCODE_7] = KEY_7;
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SDLtoFS2[SDL_SCANCODE_8] = KEY_8;
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SDLtoFS2[SDL_SCANCODE_9] = KEY_9;
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SDLtoFS2[SDL_SCANCODE_A] = KEY_A;
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SDLtoFS2[SDL_SCANCODE_B] = KEY_B;
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SDLtoFS2[SDL_SCANCODE_C] = KEY_C;
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SDLtoFS2[SDL_SCANCODE_D] = KEY_D;
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SDLtoFS2[SDL_SCANCODE_E] = KEY_E;
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SDLtoFS2[SDL_SCANCODE_F] = KEY_F;
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SDLtoFS2[SDL_SCANCODE_G] = KEY_G;
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SDLtoFS2[SDL_SCANCODE_H] = KEY_H;
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SDLtoFS2[SDL_SCANCODE_I] = KEY_I;
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SDLtoFS2[SDL_SCANCODE_J] = KEY_J;
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SDLtoFS2[SDL_SCANCODE_K] = KEY_K;
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SDLtoFS2[SDL_SCANCODE_L] = KEY_L;
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SDLtoFS2[SDL_SCANCODE_M] = KEY_M;
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SDLtoFS2[SDL_SCANCODE_N] = KEY_N;
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SDLtoFS2[SDL_SCANCODE_O] = KEY_O;
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SDLtoFS2[SDL_SCANCODE_P] = KEY_P;
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SDLtoFS2[SDL_SCANCODE_Q] = KEY_Q;
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SDLtoFS2[SDL_SCANCODE_R] = KEY_R;
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SDLtoFS2[SDL_SCANCODE_S] = KEY_S;
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SDLtoFS2[SDL_SCANCODE_T] = KEY_T;
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SDLtoFS2[SDL_SCANCODE_U] = KEY_U;
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SDLtoFS2[SDL_SCANCODE_V] = KEY_V;
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SDLtoFS2[SDL_SCANCODE_W] = KEY_W;
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SDLtoFS2[SDL_SCANCODE_X] = KEY_X;
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SDLtoFS2[SDL_SCANCODE_Y] = KEY_Y;
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SDLtoFS2[SDL_SCANCODE_Z] = KEY_Z;
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SDLtoFS2[SDL_SCANCODE_MINUS] = KEY_MINUS;
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SDLtoFS2[SDL_SCANCODE_EQUALS] = KEY_EQUAL;
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SDLtoFS2[SDL_SCANCODE_SLASH] = KEY_DIVIDE; // No idea - DDOI
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SDLtoFS2[SDL_SCANCODE_BACKSLASH] = KEY_SLASH;
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SDLtoFS2[SDL_SCANCODE_NONUSBACKSLASH] = KEY_SLASH_UK;
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SDLtoFS2[SDL_SCANCODE_COMMA] = KEY_COMMA;
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SDLtoFS2[SDL_SCANCODE_PERIOD] = KEY_PERIOD;
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SDLtoFS2[SDL_SCANCODE_SEMICOLON] = KEY_SEMICOL;
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SDLtoFS2[SDL_SCANCODE_LEFTBRACKET] = KEY_LBRACKET;
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SDLtoFS2[SDL_SCANCODE_RIGHTBRACKET] = KEY_RBRACKET;
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SDLtoFS2[SDL_SCANCODE_GRAVE] = KEY_LAPOSTRO;
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SDLtoFS2[SDL_SCANCODE_APOSTROPHE] = KEY_RAPOSTRO;
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SDLtoFS2[SDL_SCANCODE_ESCAPE] = KEY_ESC;
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SDLtoFS2[SDL_SCANCODE_RETURN] = KEY_ENTER;
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SDLtoFS2[SDL_SCANCODE_BACKSPACE] = KEY_BACKSP;
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SDLtoFS2[SDL_SCANCODE_TAB] = KEY_TAB;
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SDLtoFS2[SDL_SCANCODE_SPACE] = KEY_SPACEBAR;
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SDLtoFS2[SDL_SCANCODE_NUMLOCKCLEAR] = KEY_NUMLOCK;
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SDLtoFS2[SDL_SCANCODE_SCROLLLOCK] = KEY_SCROLLOCK;
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SDLtoFS2[SDL_SCANCODE_CAPSLOCK] = KEY_CAPSLOCK;
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SDLtoFS2[SDL_SCANCODE_LSHIFT] = KEY_LSHIFT;
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SDLtoFS2[SDL_SCANCODE_RSHIFT] = KEY_RSHIFT;
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SDLtoFS2[SDL_SCANCODE_LALT] = KEY_LALT;
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SDLtoFS2[SDL_SCANCODE_RALT] = KEY_RALT;
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SDLtoFS2[SDL_SCANCODE_LCTRL] = KEY_LCTRL;
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SDLtoFS2[SDL_SCANCODE_RCTRL] = KEY_RCTRL;
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SDLtoFS2[SDL_SCANCODE_F1] = KEY_F1;
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SDLtoFS2[SDL_SCANCODE_F2] = KEY_F2;
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SDLtoFS2[SDL_SCANCODE_F3] = KEY_F3;
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SDLtoFS2[SDL_SCANCODE_F4] = KEY_F4;
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SDLtoFS2[SDL_SCANCODE_F5] = KEY_F5;
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SDLtoFS2[SDL_SCANCODE_F6] = KEY_F6;
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SDLtoFS2[SDL_SCANCODE_F7] = KEY_F7;
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SDLtoFS2[SDL_SCANCODE_F8] = KEY_F8;
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SDLtoFS2[SDL_SCANCODE_F9] = KEY_F9;
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SDLtoFS2[SDL_SCANCODE_F10] = KEY_F10;
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SDLtoFS2[SDL_SCANCODE_F11] = KEY_F11;
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SDLtoFS2[SDL_SCANCODE_F12] = KEY_F12;
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SDLtoFS2[SDL_SCANCODE_KP_0] = KEY_PAD0;
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SDLtoFS2[SDL_SCANCODE_KP_1] = KEY_PAD1;
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SDLtoFS2[SDL_SCANCODE_KP_2] = KEY_PAD2;
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SDLtoFS2[SDL_SCANCODE_KP_3] = KEY_PAD3;
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SDLtoFS2[SDL_SCANCODE_KP_4] = KEY_PAD4;
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SDLtoFS2[SDL_SCANCODE_KP_5] = KEY_PAD5;
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SDLtoFS2[SDL_SCANCODE_KP_6] = KEY_PAD6;
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SDLtoFS2[SDL_SCANCODE_KP_7] = KEY_PAD7;
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SDLtoFS2[SDL_SCANCODE_KP_8] = KEY_PAD8;
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SDLtoFS2[SDL_SCANCODE_KP_9] = KEY_PAD9;
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SDLtoFS2[SDL_SCANCODE_KP_MINUS] = KEY_PADMINUS;
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SDLtoFS2[SDL_SCANCODE_KP_PLUS] = KEY_PADPLUS;
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SDLtoFS2[SDL_SCANCODE_KP_PERIOD] = KEY_PADPERIOD;
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SDLtoFS2[SDL_SCANCODE_KP_DIVIDE] = KEY_PADDIVIDE;
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SDLtoFS2[SDL_SCANCODE_KP_MULTIPLY] = KEY_PADMULTIPLY;
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SDLtoFS2[SDL_SCANCODE_KP_ENTER] = KEY_PADENTER;
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SDLtoFS2[SDL_SCANCODE_INSERT] = KEY_INSERT;
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SDLtoFS2[SDL_SCANCODE_HOME] = KEY_HOME;
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SDLtoFS2[SDL_SCANCODE_PAGEUP] = KEY_PAGEUP;
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SDLtoFS2[SDL_SCANCODE_DELETE] = KEY_DELETE;
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SDLtoFS2[SDL_SCANCODE_END] = KEY_END;
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SDLtoFS2[SDL_SCANCODE_PAGEDOWN] = KEY_PAGEDOWN;
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SDLtoFS2[SDL_SCANCODE_UP] = KEY_UP;
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SDLtoFS2[SDL_SCANCODE_DOWN] = KEY_DOWN;
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SDLtoFS2[SDL_SCANCODE_LEFT] = KEY_LEFT;
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SDLtoFS2[SDL_SCANCODE_RIGHT] = KEY_RIGHT;
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SDLtoFS2[SDL_SCANCODE_PRINTSCREEN] = KEY_PRINT_SCRN;
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SDLtoFS2[SDL_SCANCODE_PAUSE] = KEY_PAUSE;
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// SDLtoFS2[SDL_SCANCODE_BREAK] = KEY_BREAK;
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}
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int key_numlock_is_on()
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{
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const Uint8 *state = SDL_GetKeyboardState(NULL);
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return state[SDL_SCANCODE_NUMLOCKCLEAR];
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}
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void key_turn_off_numlock()
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{
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}
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void key_turn_on_numlock()
|
|
{
|
|
|
|
}
|
|
|
|
// Convert a BIOS scancode to ASCII.
|
|
// If scancode >= 127, returns 255, meaning there is no corresponding ASCII code.
|
|
// Uses ascii_table and shifted_ascii_table to translate scancode to ASCII.
|
|
int key_to_ascii(int keycode )
|
|
{
|
|
int shifted;
|
|
|
|
if ( !key_inited ) return 255;
|
|
|
|
shifted = keycode & KEY_SHIFTED;
|
|
keycode &= 0xFF;
|
|
|
|
if ( keycode>=127 )
|
|
return 255;
|
|
|
|
if (shifted)
|
|
return shifted_ascii_table[keycode];
|
|
else
|
|
return ascii_table[keycode];
|
|
}
|
|
|
|
// Flush the keyboard buffer.
|
|
// Clear the keyboard array (keyd_pressed).
|
|
void key_flush()
|
|
{
|
|
int i;
|
|
uint CurTime;
|
|
|
|
if ( !key_inited ) return;
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
key_data.keyhead = key_data.keytail = 0;
|
|
|
|
//Clear the keyboard buffer
|
|
for (i=0; i<KEY_BUFFER_SIZE; i++ ) {
|
|
key_data.keybuffer[i] = 0;
|
|
key_data.time_pressed[i] = 0;
|
|
}
|
|
|
|
//Clear the keyboard array
|
|
|
|
CurTime = timer_get_milliseconds();
|
|
|
|
|
|
for (i=0; i<NUM_KEYS; i++ ) {
|
|
keyd_pressed[i] = 0;
|
|
key_data.TimeKeyDownChecked[i] = CurTime;
|
|
key_data.TimeKeyWentDown[i] = CurTime;
|
|
key_data.TimeKeyHeldDown[i] = 0;
|
|
key_data.NumDowns[i]=0;
|
|
key_data.NumUps[i]=0;
|
|
}
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
}
|
|
|
|
// A nifty function which performs the function:
|
|
// n = (n+1) % KEY_BUFFER_SIZE
|
|
// (assuming positive values of n).
|
|
int add_one( int n )
|
|
{
|
|
n++;
|
|
if ( n >= KEY_BUFFER_SIZE ) n=0;
|
|
return n;
|
|
}
|
|
|
|
// Returns 1 if character waiting... 0 otherwise
|
|
int key_checkch()
|
|
{
|
|
int is_one_waiting = 0;
|
|
|
|
if ( !key_inited ) return 0;
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
if (key_data.keytail != key_data.keyhead){
|
|
is_one_waiting = 1;
|
|
}
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
|
|
return is_one_waiting;
|
|
}
|
|
|
|
// Return key scancode if a key has been pressed,
|
|
// else return 0.
|
|
// Reads keys out of the key buffer and updates keyhead.
|
|
|
|
//WMC - Added so scripting can get at keys.
|
|
int Current_key_down = 0;
|
|
int key_inkey()
|
|
{
|
|
int key = 0;
|
|
|
|
if ( !key_inited ) return 0;
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
if (key_data.keytail!=key_data.keyhead) {
|
|
key = key_data.keybuffer[key_data.keyhead];
|
|
key_data.keyhead = add_one(key_data.keyhead);
|
|
}
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
|
|
Current_key_down = key;
|
|
|
|
return key;
|
|
}
|
|
|
|
// If not installed, uses BIOS and returns getch();
|
|
// Else returns pending key (or waits for one if none waiting).
|
|
int key_getch()
|
|
{
|
|
int dummy=0;
|
|
int in;
|
|
|
|
if ( !key_inited ) return 0;
|
|
|
|
while (!key_checkch()){
|
|
os_poll();
|
|
|
|
dummy++;
|
|
}
|
|
in = key_inkey();
|
|
|
|
return in;
|
|
}
|
|
|
|
// Set global shift_status with modifier results (shift, ctrl, alt).
|
|
uint key_get_shift_status()
|
|
{
|
|
unsigned int shift_status = 0;
|
|
|
|
if ( !key_inited ) return 0;
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] )
|
|
shift_status |= KEY_SHIFTED;
|
|
|
|
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] )
|
|
shift_status |= KEY_ALTED;
|
|
|
|
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] )
|
|
shift_status |= KEY_CTRLED;
|
|
|
|
#ifndef NDEBUG
|
|
if (keyd_pressed[KEY_DEBUG_KEY])
|
|
shift_status |= KEY_DEBUGGED;
|
|
#else
|
|
if (keyd_pressed[KEY_DEBUG_KEY]) {
|
|
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
|
|
if ((Cheats_enabled) && Key_normal_game) {
|
|
mprintf(("Debug key\n"));
|
|
shift_status |= KEY_DEBUGGED1;
|
|
}
|
|
}
|
|
#endif
|
|
SDL_UnlockMutex( key_lock );
|
|
|
|
return shift_status;
|
|
}
|
|
|
|
// Returns amount of time key (specified by "code") has been down since last call.
|
|
// Returns float, unlike key_down_time() which returns a fix.
|
|
float key_down_timef(uint scancode)
|
|
{
|
|
uint time_down, time;
|
|
uint delta_time;
|
|
|
|
if ( !key_inited ) {
|
|
return 0.0f;
|
|
}
|
|
|
|
if (scancode >= NUM_KEYS) {
|
|
return 0.0f;
|
|
}
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
time = timer_get_milliseconds();
|
|
delta_time = time - key_data.TimeKeyDownChecked[scancode];
|
|
key_data.TimeKeyDownChecked[scancode] = time;
|
|
|
|
if ( delta_time <= 1 ) {
|
|
key_data.TimeKeyWentDown[scancode] = time;
|
|
if (keyd_pressed[scancode]) {
|
|
SDL_UnlockMutex( key_lock );
|
|
return 1.0f;
|
|
} else {
|
|
SDL_UnlockMutex( key_lock );
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
if ( !keyd_pressed[scancode] ) {
|
|
time_down = key_data.TimeKeyHeldDown[scancode];
|
|
key_data.TimeKeyHeldDown[scancode] = 0;
|
|
} else {
|
|
time_down = time - key_data.TimeKeyWentDown[scancode];
|
|
key_data.TimeKeyWentDown[scancode] = time;
|
|
}
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
|
|
return i2fl(time_down) / i2fl(delta_time);
|
|
}
|
|
|
|
// Returns number of times key has went from up to down since last call.
|
|
int key_down_count(int scancode)
|
|
{
|
|
int n;
|
|
|
|
if ( !key_inited ) return 0;
|
|
if ((scancode<0)|| (scancode>=NUM_KEYS)) return 0;
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
n = key_data.NumDowns[scancode];
|
|
key_data.NumDowns[scancode] = 0;
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
|
|
return n;
|
|
}
|
|
|
|
// Add a key up or down code to the key buffer. state=1 -> down, state=0 -> up
|
|
// latency => time difference in ms between when key was actually pressed and now
|
|
//void key_mark( uint code, int state )
|
|
void key_mark( uint code, int state, uint latency )
|
|
{
|
|
uint scancode, breakbit, temp, event_time;
|
|
ushort keycode;
|
|
|
|
if ( !key_inited ) return;
|
|
|
|
SDL_LockMutex( key_lock );
|
|
|
|
// If running in the UK, need to translate their wacky slash scancode to ours
|
|
if ( code == KEY_SLASH_UK ) {
|
|
code = KEY_SLASH;
|
|
}
|
|
|
|
Assert( code < NUM_KEYS );
|
|
|
|
event_time = timer_get_milliseconds() - latency;
|
|
// event_time = timeGetTime() - latency;
|
|
|
|
// Read in scancode
|
|
scancode = code & (NUM_KEYS-1);
|
|
breakbit = !state;
|
|
|
|
if (breakbit) {
|
|
// Key going up
|
|
keyd_last_released = scancode;
|
|
keyd_pressed[scancode] = 0;
|
|
key_data.NumUps[scancode]++;
|
|
|
|
// What is the point of this code? "temp" is never used!
|
|
temp = 0;
|
|
temp |= keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT];
|
|
temp |= keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT];
|
|
temp |= keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL];
|
|
temp |= keyd_pressed[KEY_DEBUG_KEY];
|
|
|
|
if (event_time < key_data.TimeKeyWentDown[scancode]) {
|
|
key_data.TimeKeyHeldDown[scancode] = 0;
|
|
} else {
|
|
key_data.TimeKeyHeldDown[scancode] += event_time - key_data.TimeKeyWentDown[scancode];
|
|
}
|
|
|
|
Current_key_down = scancode;
|
|
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] ) {
|
|
Current_key_down |= KEY_SHIFTED;
|
|
}
|
|
|
|
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] ) {
|
|
Current_key_down |= KEY_ALTED;
|
|
}
|
|
|
|
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] ) {
|
|
Current_key_down |= KEY_CTRLED;
|
|
}
|
|
|
|
if (Script_system.IsActiveAction(CHA_KEYRELEASED)) {
|
|
Script_system.SetHookVar("Key", 's', textify_scancode(Current_key_down, true));
|
|
Script_system.RunCondition(CHA_KEYRELEASED);
|
|
Script_system.RemHookVar("Key");
|
|
}
|
|
} else {
|
|
// Key going down
|
|
keyd_last_pressed = scancode;
|
|
keyd_time_when_last_pressed = event_time;
|
|
if (!keyd_pressed[scancode]) {
|
|
// First time down
|
|
key_data.TimeKeyWentDown[scancode] = event_time;
|
|
keyd_pressed[scancode] = 1;
|
|
key_data.NumDowns[scancode]++;
|
|
key_data.down_check[scancode]++;
|
|
|
|
//WMC - For scripting
|
|
Current_key_down = scancode;
|
|
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] ) {
|
|
Current_key_down |= KEY_SHIFTED;
|
|
}
|
|
|
|
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] ) {
|
|
Current_key_down |= KEY_ALTED;
|
|
}
|
|
|
|
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] ) {
|
|
Current_key_down |= KEY_CTRLED;
|
|
}
|
|
|
|
if (Script_system.IsActiveAction(CHA_KEYPRESSED)) {
|
|
// We use the universal value here to keep the scripting interface consistent regardless of the current language
|
|
Script_system.SetHookVar("Key", 's', textify_scancode(Current_key_down, true));
|
|
Script_system.RunCondition(CHA_KEYPRESSED);
|
|
Script_system.RemHookVar("Key");
|
|
}
|
|
} else if (!keyd_repeat) {
|
|
// Don't buffer repeating key if repeat mode is off
|
|
scancode = 0xAA;
|
|
}
|
|
|
|
if ( scancode!=0xAA ) {
|
|
keycode = (unsigned short)scancode;
|
|
|
|
if ( keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT] ) {
|
|
keycode |= KEY_SHIFTED;
|
|
}
|
|
|
|
if ( keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT] ) {
|
|
keycode |= KEY_ALTED;
|
|
}
|
|
|
|
if ( keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL] ) {
|
|
keycode |= KEY_CTRLED;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
if ( keyd_pressed[KEY_DEBUG_KEY] ) {
|
|
keycode |= KEY_DEBUGGED;
|
|
}
|
|
#else
|
|
if ( keyd_pressed[KEY_DEBUG_KEY] ) {
|
|
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
|
|
if (Cheats_enabled && Key_normal_game) {
|
|
keycode |= KEY_DEBUGGED1;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
if ( keycode ) {
|
|
temp = key_data.keytail+1;
|
|
if ( temp >= KEY_BUFFER_SIZE ) temp=0;
|
|
|
|
if (temp!=key_data.keyhead) {
|
|
key_data.keybuffer[key_data.keytail] = keycode;
|
|
key_data.time_pressed[key_data.keytail] = keyd_time_when_last_pressed;
|
|
key_data.keytail = temp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
}
|
|
|
|
void key_close()
|
|
{
|
|
if ( !key_inited ) return;
|
|
|
|
if ( Key_numlock_was_on ) {
|
|
key_turn_on_numlock();
|
|
Key_numlock_was_on = 0;
|
|
}
|
|
|
|
key_inited = 0;
|
|
|
|
SDL_DestroyMutex( key_lock );
|
|
}
|
|
|
|
void key_init()
|
|
{
|
|
// Initialize queue
|
|
if ( key_inited ) return;
|
|
key_inited = 1;
|
|
|
|
key_lock = SDL_CreateMutex();
|
|
|
|
SDL_LockMutex(key_lock);
|
|
|
|
FillSDLArray();
|
|
|
|
keyd_time_when_last_pressed = timer_get_milliseconds();
|
|
keyd_buffer_type = 1;
|
|
keyd_repeat = 1;
|
|
|
|
// Clear the keyboard array
|
|
key_flush();
|
|
|
|
SDL_UnlockMutex( key_lock );
|
|
|
|
os::events::addEventListener(SDL_KEYDOWN, os::events::DEFAULT_LISTENER_WEIGHT, key_down_event_handler);
|
|
os::events::addEventListener(SDL_KEYUP, os::events::DEFAULT_LISTENER_WEIGHT, key_up_event_handler);
|
|
|
|
atexit(key_close);
|
|
}
|
|
|
|
void key_level_init()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<NUM_KEYS; i++)
|
|
key_data.down_check[i] = 0;
|
|
}
|
|
|
|
void key_lost_focus()
|
|
{
|
|
if ( !key_inited ) return;
|
|
|
|
key_flush();
|
|
}
|
|
|
|
void key_got_focus()
|
|
{
|
|
if ( !key_inited ) return;
|
|
|
|
key_flush();
|
|
}
|