- use an array to store the buttons.
This puts a lot less knowledge about the game's features into the low level code.
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13 changed files with 405 additions and 251 deletions
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@ -4,6 +4,7 @@
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -39,76 +40,118 @@
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#include "cmdlib.h"
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#include "c_console.h"
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FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
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Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
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Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
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Button_Forward, Button_Right, Button_Left, Button_MoveDown,
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
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Button_Zoom, Button_Reload,
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Button_User1, Button_User2, Button_User3, Button_User4,
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Button_AM_PanLeft, Button_AM_PanRight, Button_AM_PanDown, Button_AM_PanUp,
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Button_AM_ZoomIn, Button_AM_ZoomOut;
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ButtonMap buttonMap;
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// To add new actions, go to the console and type "key <action name>".
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// This will give you the key value to use in the first column. Then
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// insert your new action into this list so that the keys remain sorted
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// in ascending order. No two keys can be identical. If yours matches
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// an existing key, change the name of your action.
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FActionMap ActionMaps[] =
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::SetButtons(const char** names, int count)
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{
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{ &Button_AM_PanLeft, 0x0d52d67b, "am_panleft"},
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{ &Button_User2, 0x125f5226, "user2" },
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{ &Button_Jump, 0x1eefa611, "jump" },
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{ &Button_Right, 0x201f1c55, "right" },
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{ &Button_Zoom, 0x20ccc4d5, "zoom" },
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{ &Button_Back, 0x23a99cd7, "back" },
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{ &Button_AM_ZoomIn, 0x41df90c2, "am_zoomin"},
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{ &Button_Reload, 0x426b69e7, "reload" },
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{ &Button_LookDown, 0x4463f43a, "lookdown" },
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{ &Button_AM_ZoomOut, 0x51f7a334, "am_zoomout"},
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{ &Button_User4, 0x534c30ee, "user4" },
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{ &Button_Attack, 0x5622bf42, "attack" },
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{ &Button_User1, 0x577712d0, "user1" },
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{ &Button_Klook, 0x57c25cb2, "klook" },
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{ &Button_Forward, 0x59f3e907, "forward" },
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{ &Button_MoveDown, 0x6167ce99, "movedown" },
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{ &Button_AltAttack, 0x676885b8, "altattack" },
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{ &Button_MoveLeft, 0x6fa41b84, "moveleft" },
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{ &Button_MoveRight, 0x818f08e6, "moveright" },
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{ &Button_AM_PanRight, 0x8197097b, "am_panright"},
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{ &Button_AM_PanUp, 0x8d89955e, "am_panup"} ,
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{ &Button_Mlook, 0xa2b62d8b, "mlook" },
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{ &Button_Crouch, 0xab2c3e71, "crouch" },
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{ &Button_Left, 0xb000b483, "left" },
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{ &Button_LookUp, 0xb62b1e49, "lookup" },
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{ &Button_User3, 0xb6f8fe92, "user3" },
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{ &Button_Strafe, 0xb7e6a54b, "strafe" },
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{ &Button_AM_PanDown, 0xce301c81, "am_pandown"},
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{ &Button_ShowScores, 0xd5897c73, "showscores" },
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{ &Button_Speed, 0xe0ccb317, "speed" },
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{ &Button_Use, 0xe0cfc260, "use" },
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{ &Button_MoveUp, 0xfdd701c7, "moveup" },
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};
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#define NUM_ACTIONS countof(ActionMaps)
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// FindButton scans through the actionbits[] array
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// for a matching key and returns an index or -1 if
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// the key could not be found. This uses binary search,
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// so actionbits[] must be sorted in ascending order.
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FButtonStatus *FindButton (unsigned int key)
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{
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const FActionMap *bit;
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bit = BinarySearch<FActionMap, unsigned int>
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(ActionMaps, NUM_ACTIONS, &FActionMap::Key, key);
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return bit ? bit->Button : NULL;
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Buttons.Resize(count);
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NumToName.Resize(count);
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NameToNum.Clear();
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for(int i = 0; i < count; i++)
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{
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Buttons[i] = {};
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NameToNum.Insert(names[i], i);
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NumToName[i] = names[i];
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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int ButtonMap::ListActionCommands (const char *pattern)
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{
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char matcher[32];
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int count = 0;
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for (auto& btn : NumToName)
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{
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "+%s", btn.GetChars()), matcher)))
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{
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Printf ("+%s\n", btn.GetChars());
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count++;
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}
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "-%s", btn.GetChars()), matcher)))
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{
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Printf ("-%s\n", btn.GetChars());
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count++;
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}
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}
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return count;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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int ButtonMap::FindButtonIndex (const char *key, int funclen) const
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{
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if (!key) return -1;
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FName name = funclen == -1? FName(key, true) : FName(key, funclen, true);
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if (name == NAME_None) return -1;
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auto res = NameToNum.CheckKey(name);
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if (!res) return -1;
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return *res;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::ResetButtonTriggers ()
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{
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for (auto &button : Buttons)
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{
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button.ResetTriggers ();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::ResetButtonStates ()
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{
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for (auto &btn : Buttons)
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{
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if (!btn.bReleaseLock)
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{
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btn.ReleaseKey (0);
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}
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btn.ResetTriggers ();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool FButtonStatus::PressKey (int keynum)
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{
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int i, open;
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@ -149,6 +192,12 @@ bool FButtonStatus::PressKey (int keynum)
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return !wasdown;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool FButtonStatus::ReleaseKey (int keynum)
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{
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int i, numdown, match;
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@ -193,64 +242,22 @@ bool FButtonStatus::ReleaseKey (int keynum)
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return wasdown && !bDown;
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}
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void ResetButtonTriggers ()
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{
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for (int i = NUM_ACTIONS-1; i >= 0; --i)
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{
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ActionMaps[i].Button->ResetTriggers ();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ResetButtonStates ()
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{
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for (int i = NUM_ACTIONS-1; i >= 0; --i)
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{
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FButtonStatus *button = ActionMaps[i].Button;
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if (button != &Button_Mlook && button != &Button_Klook)
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{
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button->ReleaseKey (0);
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}
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button->ResetTriggers ();
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}
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}
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int ListActionCommands (const char *pattern)
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{
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char matcher[16];
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unsigned int i;
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int count = 0;
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for (i = 0; i < NUM_ACTIONS; ++i)
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{
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "+%s", ActionMaps[i].Name), matcher)))
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{
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Printf ("+%s\n", ActionMaps[i].Name);
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count++;
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}
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "-%s", ActionMaps[i].Name), matcher)))
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{
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Printf ("-%s\n", ActionMaps[i].Name);
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count++;
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}
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}
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return count;
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}
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void AddButtonTabCommands()
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void ButtonMap::AddButtonTabCommands()
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{
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// Add all the action commands for tab completion
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for (int i = 0; i < NUM_ACTIONS; i++)
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for (auto& btn : NumToName)
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{
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char tname[16];
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strcpy (&tname[1], ActionMaps[i].Name);
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strcpy (&tname[1], btn.GetChars());
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tname[0] = '+';
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C_AddTabCommand (tname);
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tname[0] = '-';
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C_AddTabCommand (tname);
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}
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}
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}
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