mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
427 lines
13 KiB
C++
427 lines
13 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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/*
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* Game library
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* Copyright (c) 1997-1999, CroTeam.
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*/
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#include "stdafx.h"
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extern CGame *_pGame;
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/*
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* Default constructor
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*/
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CControls::CControls(void)
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{
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// buttons are all none anyway (empty list)
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// switch axes actions to defaults
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SwitchAxesToDefaults();
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}
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/*
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* Default destructor
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*/
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CControls::~CControls(void)
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{
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// for each action in the original list
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FORDELETELIST(CButtonAction, ba_lnNode, ctrl_lhButtonActions, itButtonAction)
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{
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// delete button action
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delete( &*itButtonAction);
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}
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}
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// Assignment operator.
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CControls &CControls::operator=(CControls &ctrlOriginal)
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{
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// remove old button actions
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{FORDELETELIST(CButtonAction, ba_lnNode, ctrl_lhButtonActions, itButtonAction) {
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delete &*itButtonAction;
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}}
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// for each action in the original list
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{FOREACHINLIST(CButtonAction, ba_lnNode, ctrlOriginal.ctrl_lhButtonActions, itButtonAction) {
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// create and copy button action
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AddButtonAction() = *itButtonAction;
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}}
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// for all axis-type actions
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for( INDEX iAxisAction=0; iAxisAction<AXIS_ACTIONS_CT; iAxisAction++) {
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// copy it
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ctrl_aaAxisActions[iAxisAction] = ctrlOriginal.ctrl_aaAxisActions[iAxisAction];
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}
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// copy global settings
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ctrl_fSensitivity = ctrlOriginal.ctrl_fSensitivity;
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ctrl_bInvertLook = ctrlOriginal.ctrl_bInvertLook;
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ctrl_bSmoothAxes = ctrlOriginal.ctrl_bSmoothAxes;
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return *this;
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}
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/*
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* Switches button and axis action mounters to defaults
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*/
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void CControls::SwitchAxesToDefaults(void)
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{
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// for all axis-type actions
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for( INDEX iAxisAction=0; iAxisAction<AXIS_ACTIONS_CT; iAxisAction++)
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{
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// set axis action none
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ctrl_aaAxisActions[ iAxisAction].aa_iAxisAction = AXIS_NONE;
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ctrl_aaAxisActions[ iAxisAction].aa_fSensitivity = 50;
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ctrl_aaAxisActions[ iAxisAction].aa_fDeadZone = 0;
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ctrl_aaAxisActions[ iAxisAction].aa_bInvert = FALSE;
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ctrl_aaAxisActions[ iAxisAction].aa_bRelativeControler = TRUE;
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ctrl_aaAxisActions[ iAxisAction].aa_bSmooth = FALSE;
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ctrl_aaAxisActions[ iAxisAction].aa_fLastReading = 0.0f;
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}
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// set default controlers for some axis-type actions
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// mouse left/right motion
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ctrl_aaAxisActions[ AXIS_TURN_LR].aa_iAxisAction = MOUSE_X_AXIS;
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ctrl_aaAxisActions[ AXIS_TURN_LR].aa_fSensitivity = 45;
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ctrl_aaAxisActions[ AXIS_TURN_LR].aa_bInvert = FALSE;
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ctrl_aaAxisActions[ AXIS_TURN_LR].aa_bRelativeControler = TRUE;
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// mouse up/down motion
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ctrl_aaAxisActions[ AXIS_TURN_UD].aa_iAxisAction = MOUSE_Y_AXIS;
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ctrl_aaAxisActions[ AXIS_TURN_UD].aa_fSensitivity = 45;
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ctrl_aaAxisActions[ AXIS_TURN_UD].aa_bInvert = TRUE;
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ctrl_aaAxisActions[ AXIS_TURN_UD].aa_bRelativeControler = TRUE;
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ctrl_fSensitivity = 50;
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ctrl_bInvertLook = FALSE;
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ctrl_bSmoothAxes = TRUE;
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}
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void CControls::SwitchToDefaults(void)
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{
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// copy controls from initial player
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try
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{
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CControls ctrlDefaultControls;
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ctrlDefaultControls.Load_t( CTString("Data\\Defaults\\InitialControls.ctl"));
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*this = ctrlDefaultControls;
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}
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catch( char *strError)
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{
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(void) strError;
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}
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}
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/*
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* Depending on axis attributes and type (rotation or translation),
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* calculates axis influence factors for all axis actions
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*/
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void CControls::CalculateInfluencesForAllAxis(void)
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{
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FLOAT fSensitivityGlobal = (FLOAT)pow(1.2, (ctrl_fSensitivity-50.0)*1.0/5.0);
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FLOAT fBaseDelta; // different for rotations and translations
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// for all axis actions
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for( INDEX iAxisAction=0; iAxisAction<AXIS_ACTIONS_CT; iAxisAction++)
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{
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fBaseDelta = 1.0f;
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// apply invert factor
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if( ctrl_aaAxisActions[ iAxisAction].aa_bInvert ||
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( (iAxisAction==AXIS_TURN_UD||iAxisAction==AXIS_LOOK_UD) && ctrl_bInvertLook) ) {
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// negative factor
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fBaseDelta = -fBaseDelta;
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}
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FLOAT fSensitivityLocal = (FLOAT)pow(2.0, (ctrl_aaAxisActions[ iAxisAction].aa_fSensitivity-50.0)*1.0/5.0);
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// calculate influence for current axis
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ctrl_aaAxisActions[ iAxisAction].aa_fAxisInfluence = fBaseDelta * fSensitivityGlobal * fSensitivityLocal;
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}
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}
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INDEX DIKForName( CTString strKeyName)
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{
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if( strKeyName == "None") return KID_NONE;
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for( INDEX iButton=0; iButton<MAX_OVERALL_BUTTONS; iButton++)
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{
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if( _pInput->GetButtonName( iButton) == strKeyName) return iButton;
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}
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return KID_NONE;
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}
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CTString ReadTextLine(CTStream &strm, const CTString &strKeyword, BOOL bTranslate)
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{
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CTString strLine;
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strm.GetLine_t(strLine);
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strLine.TrimSpacesLeft();
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if (!strLine.RemovePrefix(strKeyword)) {
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return "???";
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}
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strLine.TrimSpacesLeft();
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if (bTranslate) {
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strLine.RemovePrefix("TTRS");
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}
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strLine.TrimSpacesLeft();
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strLine.TrimSpacesRight();
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return strLine;
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}
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void CControls::Load_t( CTFileName fnFile)
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{
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char achrLine[ 1024];
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char achrName[ 1024];
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char achrID[ 1024];
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char achrActionName[ 1024];
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// open script file for reading
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CTFileStream strmFile;
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strmFile.Open_t( fnFile);
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// if file can be opened for reading remove old button actions
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{FORDELETELIST(CButtonAction, ba_lnNode, ctrl_lhButtonActions, itButtonAction) {
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delete &*itButtonAction;
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}}
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do
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{
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achrLine[0] = 0;
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achrID[0] = 0;
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strmFile.GetLine_t( achrLine, 1024);
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sscanf( achrLine, "%s", achrID);
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// if name
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if( CTString( achrID) == "Name") {
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// name is obsolete, just skip it
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sscanf( achrLine, "%*[^\"]\"%1024[^\"]\"", achrName);
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// if this is button action
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} else if( CTString( achrID) == "Button") {
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// create and read button action
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CButtonAction &baNew = AddButtonAction();
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baNew.ba_strName = ReadTextLine(strmFile, "Name:", TRUE);
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baNew.ba_iFirstKey = DIKForName( ReadTextLine(strmFile, "Key1:", FALSE));
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baNew.ba_iSecondKey = DIKForName( ReadTextLine(strmFile, "Key2:", FALSE));
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baNew.ba_strCommandLineWhenPressed = ReadTextLine(strmFile, "Pressed:", FALSE);
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baNew.ba_strCommandLineWhenReleased = ReadTextLine(strmFile, "Released:", FALSE);
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// if this is axis action
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} else if( CTString( achrID) == "Axis") {
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char achrAxis[ 1024];
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achrAxis[ 0] = 0;
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char achrIfInverted[ 1024];
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achrIfInverted[ 0] = 0;
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char achrIfRelative[ 1024];
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achrIfRelative[ 0] = 0;
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char achrIfSmooth[ 1024];
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achrIfSmooth[ 0] = 0;
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achrActionName[ 0] = 0;
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FLOAT fSensitivity = 50;
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FLOAT fDeadZone = 0;
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sscanf( achrLine, "%*[^\"]\"%1024[^\"]\"%*[^\"]\"%1024[^\"]\" %g %g %1024s %1024s",
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achrActionName, achrAxis, &fSensitivity, &fDeadZone, achrIfInverted, achrIfRelative, achrIfSmooth);
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// find action axis
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INDEX iActionAxisNo = -1;
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{for( INDEX iAxis=0; iAxis<AXIS_ACTIONS_CT; iAxis++){
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if( CTString(_pGame->gm_astrAxisNames[iAxis]) == achrActionName)
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{
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iActionAxisNo = iAxis;
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break;
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}
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}}
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// find controller axis
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INDEX iCtrlAxisNo = -1;
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{for( INDEX iAxis=0; iAxis<MAX_OVERALL_AXES; iAxis++) {
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if( _pInput->GetAxisName( iAxis) == achrAxis)
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{
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iCtrlAxisNo = iAxis;
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break;
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}
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}}
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// if valid axis found
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if( iActionAxisNo!=-1 && iCtrlAxisNo!=-1) {
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// set it
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ctrl_aaAxisActions[ iActionAxisNo].aa_iAxisAction = iCtrlAxisNo;
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ctrl_aaAxisActions[ iActionAxisNo].aa_fSensitivity = fSensitivity;
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ctrl_aaAxisActions[ iActionAxisNo].aa_fDeadZone = fDeadZone;
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ctrl_aaAxisActions[ iActionAxisNo].aa_bInvert = ( CTString( "Inverted") == achrIfInverted);
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ctrl_aaAxisActions[ iActionAxisNo].aa_bRelativeControler = ( CTString( "Relative") == achrIfRelative);
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ctrl_aaAxisActions[ iActionAxisNo].aa_bSmooth = ( CTString( "Smooth") == achrIfRelative);
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}
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// read global parameters
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} else if( CTString( achrID) == "GlobalInvertLook") {
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ctrl_bInvertLook = TRUE;
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} else if( CTString( achrID) == "GlobalDontInvertLook") {
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ctrl_bInvertLook = FALSE;
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} else if( CTString( achrID) == "GlobalSmoothAxes") {
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ctrl_bSmoothAxes = TRUE;
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} else if( CTString( achrID) == "GlobalDontSmoothAxes") {
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ctrl_bSmoothAxes = FALSE;
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} else if( CTString( achrID) == "GlobalSensitivity") {
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sscanf( achrLine, "GlobalSensitivity %g", &ctrl_fSensitivity);
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}
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}
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while( !strmFile.AtEOF());
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/*
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// search for talk button
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BOOL bHasTalk = FALSE;
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BOOL bHasT = FALSE;
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FOREACHINLIST( CButtonAction, ba_lnNode, ctrl_lhButtonActions, itba) {
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CButtonAction &ba = *itba;
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if (ba.ba_strName=="Talk") {
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bHasTalk = TRUE;
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}
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if (ba.ba_iFirstKey==KID_T) {
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bHasT = TRUE;
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}
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if (ba.ba_iSecondKey==KID_T) {
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bHasT = TRUE;
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}
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}
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// if talk button not found
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if (!bHasTalk) {
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// add it
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CButtonAction &baNew = AddButtonAction();
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baNew.ba_strName = "Talk";
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baNew.ba_iFirstKey = KID_NONE;
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baNew.ba_iSecondKey = KID_NONE;
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baNew.ba_strCommandLineWhenPressed = " con_bTalk=1;";
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baNew.ba_strCommandLineWhenReleased = "";
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// if T key is not bound to anything
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if (!bHasT) {
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// bind it to talk
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baNew.ba_iFirstKey = KID_T;
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// if we couldn't bind it
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} else {
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// put it to the top of the list
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baNew.ba_lnNode.Remove();
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ctrl_lhButtonActions.AddHead(baNew.ba_lnNode);
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}
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}
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*/
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CalculateInfluencesForAllAxis();
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}
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void CControls::Save_t( CTFileName fnFile)
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{
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CTString strLine;
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// create file
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CTFileStream strmFile;
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strmFile.Create_t( fnFile, CTStream::CM_TEXT);
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// write button actions
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FOREACHINLIST( CButtonAction, ba_lnNode, ctrl_lhButtonActions, itba)
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{
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strLine.PrintF("Button\n Name: TTRS %s\n Key1: %s\n Key2: %s",
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itba->ba_strName,
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_pInput->GetButtonName( itba->ba_iFirstKey),
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_pInput->GetButtonName( itba->ba_iSecondKey) );
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strmFile.PutLine_t( strLine);
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// export pressed command
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strLine.PrintF(" Pressed: %s", itba->ba_strCommandLineWhenPressed);
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{for( INDEX iLetter = 0; strLine[ iLetter] != 0; iLetter++)
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{
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// delete EOL-s
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if( (strLine[ iLetter] == 0x0d) || (strLine[ iLetter] == 0x0a) )
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{
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((char*)(const char*)strLine)[ iLetter] = ' ';
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}
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}}
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strmFile.PutLine_t( strLine);
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// export released command
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strLine.PrintF(" Released: %s", itba->ba_strCommandLineWhenReleased);
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{for( INDEX iLetter = 0; strLine[ iLetter] != 0; iLetter++)
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{
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// delete EOL-s
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if( (strLine[ iLetter] == 0x0d) || (strLine[ iLetter] == 0x0a) )
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{
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((char*)(const char*)strLine)[ iLetter] = ' ';
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}
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}}
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strmFile.PutLine_t( strLine);
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}
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// write axis actions
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for( INDEX iAxis=0; iAxis<AXIS_ACTIONS_CT; iAxis++)
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{
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CTString strIfInverted;
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CTString strIfRelative;
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CTString strIfSmooth;
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if( ctrl_aaAxisActions[iAxis].aa_bInvert) {
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strIfInverted = "Inverted";
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} else {
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strIfInverted = "NotInverted";
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}
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if( ctrl_aaAxisActions[iAxis].aa_bRelativeControler) {
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strIfRelative = "Relative";
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} else {
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strIfRelative = "Absolute";
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}
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if( ctrl_aaAxisActions[iAxis].aa_bSmooth) {
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strIfSmooth = "Smooth";
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} else {
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strIfSmooth = "NotSmooth";
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}
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strLine.PrintF("Axis \"%s\" \"%s\" %g %g %s %s %s",
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_pGame->gm_astrAxisNames[iAxis],
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_pInput->GetAxisName(ctrl_aaAxisActions[iAxis].aa_iAxisAction),
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ctrl_aaAxisActions[ iAxis].aa_fSensitivity,
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ctrl_aaAxisActions[ iAxis].aa_fDeadZone,
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strIfInverted,
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strIfRelative,
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strIfSmooth);
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strmFile.PutLine_t( strLine);
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}
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// write global parameters
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if (ctrl_bInvertLook) {
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strmFile.PutLine_t( "GlobalInvertLook");
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} else {
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strmFile.PutLine_t( "GlobalDontInvertLook");
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}
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if (ctrl_bSmoothAxes) {
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strmFile.PutLine_t( "GlobalSmoothAxes");
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} else {
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strmFile.PutLine_t( "GlobalDontSmoothAxes");
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}
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strmFile.FPrintF_t("GlobalSensitivity %g\n", ctrl_fSensitivity);
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}
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// check if these controls use any joystick
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BOOL CControls::UsesJoystick(void)
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{
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// for each button
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FOREACHINLIST( CButtonAction, ba_lnNode, ctrl_lhButtonActions, itba) {
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CButtonAction &ba = *itba;
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if (ba.ba_iFirstKey>=FIRST_JOYBUTTON || ba.ba_iSecondKey>=FIRST_JOYBUTTON) {
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return TRUE;
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}
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}
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// write axis actions
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for( INDEX iAxis=0; iAxis<AXIS_ACTIONS_CT; iAxis++)
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{
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if (ctrl_aaAxisActions[iAxis].aa_iAxisAction>=FIRST_JOYAXIS) {
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return TRUE;
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}
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}
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return FALSE;
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}
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