- use an array to store the buttons.

This puts a lot less knowledge about the game's features into the low level code.
This commit is contained in:
Christoph Oelckers 2020-04-11 18:09:51 +02:00
commit 8dacdf2951
13 changed files with 405 additions and 251 deletions

View file

@ -32,21 +32,24 @@
**
*/
#include "doomtype.h"
#include "doomdef.h"
#include "c_dispatch.h"
#include <stdint.h>
#include "cmdlib.h"
#include "keydef.h"
#include "c_commandline.h"
#include "c_bind.h"
#include "g_level.h"
#include "hu_stuff.h"
#include "c_dispatch.h"
#include "configfile.h"
#include "d_event.h"
#include "filesystem.h"
#include "templates.h"
#include "dobject.h"
#include "vm.h"
#include "i_time.h"
#include "menu/menu.h"
#include "v_text.h"
#include "printf.h"
#include "sc_man.h"
#include "c_cvars.h"
#include "d_event.h"
#include "hu_stuff.h" // for chatmodeon
const char *KeyNames[NUM_KEYS] =
{
@ -705,9 +708,17 @@ void ReadBindings(int lump, bool override)
//
//=============================================================================
void C_BindDefaults ()
void C_SetDefaultKeys(const char* baseconfig)
{
int lump, lastlump = 0;
auto lump = fileSystem.CheckNumForFullName("engine/commonbinds.txt");
if (lump >= 0) ReadBindings(lump, true);
int lastlump = 0;
while ((lump = fileSystem.FindLumpFullName(baseconfig, &lastlump)) != -1)
{
if (fileSystem.GetFileContainer(lump) > 0) break;
ReadBindings(lump, true);
}
while ((lump = fileSystem.FindLump("DEFBINDS", &lastlump)) != -1)
{
@ -715,15 +726,41 @@ void C_BindDefaults ()
}
}
CCMD(binddefaults)
//=============================================================================
//
//
//
//=============================================================================
CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
void C_BindDefaults()
{
C_BindDefaults ();
C_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
}
void C_SetDefaultBindings ()
CCMD(controlpreset)
{
C_UnbindAll ();
C_BindDefaults ();
if (argv.argc() < 2)
{
Printf("Usage: Controlpreset {0,1,2}\n");
return;
}
int v = atoi(argv[1]);
if (v < 0 || v > 2) return;
cl_defaultconfiguration = v;
C_BindDefaults();
}
CCMD(binddefaults)
{
C_BindDefaults();
}
void C_SetDefaultBindings()
{
C_UnbindAll();
C_BindDefaults();
}
//=============================================================================
@ -781,13 +818,13 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
dclick = false;
}
if (ev->type == EV_KeyUp && binding[0] != '+')
{
return false;
}
if (!binding.IsEmpty() && (chatmodeon == 0 || ev->data1 < 256))
{
if (ev->type == EV_KeyUp && binding[0] != '+')
{
return false;
}
char *copy = binding.LockBuffer();
if (ev->type == EV_KeyUp)

View file

@ -4,6 +4,7 @@
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -39,76 +40,118 @@
#include "cmdlib.h"
#include "c_console.h"
FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
Button_Forward, Button_Right, Button_Left, Button_MoveDown,
Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
Button_Zoom, Button_Reload,
Button_User1, Button_User2, Button_User3, Button_User4,
Button_AM_PanLeft, Button_AM_PanRight, Button_AM_PanDown, Button_AM_PanUp,
Button_AM_ZoomIn, Button_AM_ZoomOut;
ButtonMap buttonMap;
// To add new actions, go to the console and type "key <action name>".
// This will give you the key value to use in the first column. Then
// insert your new action into this list so that the keys remain sorted
// in ascending order. No two keys can be identical. If yours matches
// an existing key, change the name of your action.
FActionMap ActionMaps[] =
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::SetButtons(const char** names, int count)
{
{ &Button_AM_PanLeft, 0x0d52d67b, "am_panleft"},
{ &Button_User2, 0x125f5226, "user2" },
{ &Button_Jump, 0x1eefa611, "jump" },
{ &Button_Right, 0x201f1c55, "right" },
{ &Button_Zoom, 0x20ccc4d5, "zoom" },
{ &Button_Back, 0x23a99cd7, "back" },
{ &Button_AM_ZoomIn, 0x41df90c2, "am_zoomin"},
{ &Button_Reload, 0x426b69e7, "reload" },
{ &Button_LookDown, 0x4463f43a, "lookdown" },
{ &Button_AM_ZoomOut, 0x51f7a334, "am_zoomout"},
{ &Button_User4, 0x534c30ee, "user4" },
{ &Button_Attack, 0x5622bf42, "attack" },
{ &Button_User1, 0x577712d0, "user1" },
{ &Button_Klook, 0x57c25cb2, "klook" },
{ &Button_Forward, 0x59f3e907, "forward" },
{ &Button_MoveDown, 0x6167ce99, "movedown" },
{ &Button_AltAttack, 0x676885b8, "altattack" },
{ &Button_MoveLeft, 0x6fa41b84, "moveleft" },
{ &Button_MoveRight, 0x818f08e6, "moveright" },
{ &Button_AM_PanRight, 0x8197097b, "am_panright"},
{ &Button_AM_PanUp, 0x8d89955e, "am_panup"} ,
{ &Button_Mlook, 0xa2b62d8b, "mlook" },
{ &Button_Crouch, 0xab2c3e71, "crouch" },
{ &Button_Left, 0xb000b483, "left" },
{ &Button_LookUp, 0xb62b1e49, "lookup" },
{ &Button_User3, 0xb6f8fe92, "user3" },
{ &Button_Strafe, 0xb7e6a54b, "strafe" },
{ &Button_AM_PanDown, 0xce301c81, "am_pandown"},
{ &Button_ShowScores, 0xd5897c73, "showscores" },
{ &Button_Speed, 0xe0ccb317, "speed" },
{ &Button_Use, 0xe0cfc260, "use" },
{ &Button_MoveUp, 0xfdd701c7, "moveup" },
};
#define NUM_ACTIONS countof(ActionMaps)
// FindButton scans through the actionbits[] array
// for a matching key and returns an index or -1 if
// the key could not be found. This uses binary search,
// so actionbits[] must be sorted in ascending order.
FButtonStatus *FindButton (unsigned int key)
{
const FActionMap *bit;
bit = BinarySearch<FActionMap, unsigned int>
(ActionMaps, NUM_ACTIONS, &FActionMap::Key, key);
return bit ? bit->Button : NULL;
Buttons.Resize(count);
NumToName.Resize(count);
NameToNum.Clear();
for(int i = 0; i < count; i++)
{
Buttons[i] = {};
NameToNum.Insert(names[i], i);
NumToName[i] = names[i];
}
}
//=============================================================================
//
//
//
//=============================================================================
int ButtonMap::ListActionCommands (const char *pattern)
{
char matcher[32];
int count = 0;
for (auto& btn : NumToName)
{
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "+%s", btn.GetChars()), matcher)))
{
Printf ("+%s\n", btn.GetChars());
count++;
}
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "-%s", btn.GetChars()), matcher)))
{
Printf ("-%s\n", btn.GetChars());
count++;
}
}
return count;
}
//=============================================================================
//
//
//
//=============================================================================
int ButtonMap::FindButtonIndex (const char *key, int funclen) const
{
if (!key) return -1;
FName name = funclen == -1? FName(key, true) : FName(key, funclen, true);
if (name == NAME_None) return -1;
auto res = NameToNum.CheckKey(name);
if (!res) return -1;
return *res;
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ResetButtonTriggers ()
{
for (auto &button : Buttons)
{
button.ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ResetButtonStates ()
{
for (auto &btn : Buttons)
{
if (!btn.bReleaseLock)
{
btn.ReleaseKey (0);
}
btn.ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
bool FButtonStatus::PressKey (int keynum)
{
int i, open;
@ -149,6 +192,12 @@ bool FButtonStatus::PressKey (int keynum)
return !wasdown;
}
//=============================================================================
//
//
//
//=============================================================================
bool FButtonStatus::ReleaseKey (int keynum)
{
int i, numdown, match;
@ -193,64 +242,22 @@ bool FButtonStatus::ReleaseKey (int keynum)
return wasdown && !bDown;
}
void ResetButtonTriggers ()
{
for (int i = NUM_ACTIONS-1; i >= 0; --i)
{
ActionMaps[i].Button->ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
void ResetButtonStates ()
{
for (int i = NUM_ACTIONS-1; i >= 0; --i)
{
FButtonStatus *button = ActionMaps[i].Button;
if (button != &Button_Mlook && button != &Button_Klook)
{
button->ReleaseKey (0);
}
button->ResetTriggers ();
}
}
int ListActionCommands (const char *pattern)
{
char matcher[16];
unsigned int i;
int count = 0;
for (i = 0; i < NUM_ACTIONS; ++i)
{
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "+%s", ActionMaps[i].Name), matcher)))
{
Printf ("+%s\n", ActionMaps[i].Name);
count++;
}
if (pattern == NULL || CheckWildcards (pattern,
(mysnprintf (matcher, countof(matcher), "-%s", ActionMaps[i].Name), matcher)))
{
Printf ("-%s\n", ActionMaps[i].Name);
count++;
}
}
return count;
}
void AddButtonTabCommands()
void ButtonMap::AddButtonTabCommands()
{
// Add all the action commands for tab completion
for (int i = 0; i < NUM_ACTIONS; i++)
for (auto& btn : NumToName)
{
char tname[16];
strcpy (&tname[1], ActionMaps[i].Name);
strcpy (&tname[1], btn.GetChars());
tname[0] = '+';
C_AddTabCommand (tname);
tname[0] = '-';
C_AddTabCommand (tname);
}
}
}

View file

@ -1,15 +1,21 @@
#pragma once
#include <stdint.h>
#include "tarray.h"
#include "name.h"
// Actions
struct FButtonStatus
{
enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
uint16_t Keys[MAX_KEYS];
uint8_t bDown; // Button is down right now
uint8_t bWentDown; // Button went down this tic
uint8_t bWentUp; // Button went up this tic
uint8_t padTo16Bytes;
bool bDown; // Button is down right now
bool bWentDown; // Button went down this tic
bool bWentUp; // Button went up this tic
bool bReleaseLock; // Lock ReleaseKey call in ResetButtonStates
void (*PressHandler)(); // for optional game-side customization
void (*ReleaseHandler)();
bool PressKey (int keynum); // Returns true if this key caused the button to be pressed.
bool ReleaseKey (int keynum); // Returns true if this key is no longer pressed.
@ -17,27 +23,59 @@ struct FButtonStatus
void Reset () { bDown = bWentDown = bWentUp = false; }
};
struct FActionMap
class ButtonMap
{
FButtonStatus* Button;
unsigned int Key; // value from passing Name to MakeKey()
char Name[12];
TArray<FButtonStatus> Buttons;
TArray<FString> NumToName; // The internal name of the button
TMap<FName, int> NameToNum;
public:
void SetButtons(const char** names, int count);
int NumButtons() const
{
return Buttons.Size();
}
int FindButtonIndex(const char* func, int funclen = -1) const;
FButtonStatus* FindButton(const char* func, int funclen = -1)
{
int index = FindButtonIndex(func, funclen);
return index > -1 ? &Buttons[index] : nullptr;
}
FButtonStatus* GetButton(int index)
{
return &Buttons[index];
}
void ResetButtonTriggers(); // Call ResetTriggers for all buttons
void ResetButtonStates(); // Same as above, but also clear bDown
int ListActionCommands(const char* pattern);
void AddButtonTabCommands();
bool ButtonDown(int x) const
{
return Buttons[x].bDown;
}
bool ButtonPressed(int x) const
{
return Buttons[x].bWentDown;
}
bool ButtonReleased(int x) const
{
return Buttons[x].bWentUp;
}
void ClearButton(int x)
{
Buttons[x].Reset();
}
};
extern FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
Button_Forward, Button_Right, Button_Left, Button_MoveDown,
Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
Button_Zoom, Button_Reload,
Button_User1, Button_User2, Button_User3, Button_User4,
Button_AM_PanLeft, Button_AM_PanRight, Button_AM_PanDown, Button_AM_PanUp,
Button_AM_ZoomIn, Button_AM_ZoomOut;
extern bool ParsingKeyConf, UnsafeExecutionContext;
void ResetButtonTriggers (); // Call ResetTriggers for all buttons
void ResetButtonStates (); // Same as above, but also clear bDown
FButtonStatus *FindButton (unsigned int key);
void AddButtonTabCommands();
extern FActionMap ActionMaps[];
extern ButtonMap buttonMap;

View file

@ -51,11 +51,6 @@
#include "c_buttons.h"
#include "findfile.h"
// Todo: Get rid of
#include "d_net.h"
#include "d_main.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
@ -176,7 +171,6 @@ FString StoredWarp;
FConsoleCommand* Commands[FConsoleCommand::HASH_SIZE];
CVAR (Bool, lookspring, true, CVAR_ARCHIVE); // Generate centerview when -mlook encountered?
// PRIVATE DATA DEFINITIONS ------------------------------------------------
@ -242,22 +236,18 @@ void C_DoCommand (const char *cmd, int keynum)
// Check if this is an action
if (*beg == '+' || *beg == '-')
{
FButtonStatus *button;
button = FindButton (MakeKey (beg + 1, end - beg - 1));
if (button != NULL)
auto button = buttonMap.FindButton(beg + 1, int(end - beg - 1));
if (button != nullptr)
{
if (*beg == '+')
{
button->PressKey (keynum);
if (button->PressHandler) button->PressHandler();
}
else
{
button->ReleaseKey (keynum);
if (button == &Button_Mlook && lookspring)
{
Net_WriteByte (DEM_CENTERVIEW);
}
if (button->ReleaseHandler) button->ReleaseHandler();
}
return;
}
@ -468,14 +458,6 @@ FConsoleCommand* FConsoleCommand::FindByName (const char* name)
FConsoleCommand::FConsoleCommand (const char *name, CCmdRun runFunc)
: m_RunFunc (runFunc)
{
static bool firstTime = true;
if (firstTime)
{
firstTime = false;
AddButtonTabCommands();
}
int ag = strcmp (name, "kill");
if (ag == 0)
ag=0;
@ -848,14 +830,12 @@ CCMD (alias)
}
}
int ListActionCommands(const char* pattern);
CCMD (cmdlist)
{
int count;
const char *filter = (argv.argc() == 1 ? NULL : argv[1]);
count = ListActionCommands (filter);
count = buttonMap.ListActionCommands (filter);
count += DumpHash (Commands, false, filter);
Printf ("%d commands\n", count);
}