mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-12-18 10:37:53 +01:00
Player controls: added mouse and game controller remapping.
Fixed duplicate button id.
This commit is contained in:
parent
d06aa1c736
commit
06b760e8dd
5 changed files with 302 additions and 217 deletions
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@ -13,7 +13,7 @@ optionsStruct options::Options{};
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std::map<std::string, std::string> options::settings{};
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std::map<std::string, std::string> options::settings{};
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ControlsStruct options::RebindControls{};
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ControlsStruct options::RebindControls{};
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bool options::ShowDialog = false;
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bool options::ShowDialog = false;
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const ControlRef* options::ControlWaitingForKey = nullptr;
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GameInput* options::ControlWaitingForInput = nullptr;
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const ControlRef options::Controls[6]
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const ControlRef options::Controls[6]
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{
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{
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{"Left Flipper", RebindControls.LeftFlipper},
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{"Left Flipper", RebindControls.LeftFlipper},
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@ -43,24 +43,50 @@ void options::init()
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ImGui::EndFrame();
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ImGui::EndFrame();
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}
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}
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Options.KeyDft.LeftFlipper = SDLK_z;
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Options.Key = Options.KeyDft =
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Options.KeyDft.RightFlipper = SDLK_SLASH;
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{
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Options.KeyDft.Plunger = SDLK_SPACE;
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{
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Options.KeyDft.LeftTableBump = SDLK_x;
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{InputTypes::Keyboard, SDLK_z},
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Options.KeyDft.RightTableBump = SDLK_PERIOD;
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{InputTypes::Mouse, SDL_BUTTON_LEFT},
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Options.KeyDft.BottomTableBump = SDLK_UP;
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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Options.Key = Options.KeyDft;
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},
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{
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{InputTypes::Keyboard, SDLK_SLASH},
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{InputTypes::Mouse, SDL_BUTTON_RIGHT},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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},
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{
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{InputTypes::Keyboard, SDLK_SPACE},
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{InputTypes::Mouse, SDL_BUTTON_MIDDLE},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_A},
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},
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{
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{InputTypes::Keyboard, SDLK_x},
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{InputTypes::Mouse, SDL_BUTTON_X1},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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},
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{
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{InputTypes::Keyboard, SDLK_PERIOD},
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{InputTypes::Mouse, SDL_BUTTON_X2},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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},
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{
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{InputTypes::Keyboard, SDLK_UP},
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{InputTypes::Mouse, SDL_BUTTON_X2 + 1},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_UP},
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},
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};
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GetInput("Left Flipper key", Options.Key.LeftFlipper);
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GetInput("Right Flipper key", Options.Key.RightFlipper);
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GetInput("Plunger key", Options.Key.Plunger);
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GetInput("Left Table Bump key", Options.Key.LeftTableBump);
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GetInput("Right Table Bump key", Options.Key.RightTableBump);
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GetInput("Bottom Table Bump key", Options.Key.BottomTableBump);
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Options.Sounds = get_int("Sounds", true);
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Options.Sounds = get_int("Sounds", true);
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Options.Music = get_int("Music", false);
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Options.Music = get_int("Music", false);
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Options.FullScreen = get_int("FullScreen", false);
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Options.FullScreen = get_int("FullScreen", false);
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Options.Players = get_int("Players", 1);
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Options.Players = get_int("Players", 1);
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Options.Key.LeftFlipper = get_int("Left Flipper key", Options.Key.LeftFlipper);
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Options.Key.RightFlipper = get_int("Right Flipper key", Options.Key.RightFlipper);
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Options.Key.Plunger = get_int("Plunger key", Options.Key.Plunger);
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Options.Key.LeftTableBump = get_int("Left Table Bump key", Options.Key.LeftTableBump);
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Options.Key.RightTableBump = get_int("Right Table Bump key", Options.Key.RightTableBump);
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Options.Key.BottomTableBump = get_int("Bottom Table Bump key", Options.Key.BottomTableBump);
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Options.UniformScaling = get_int("Uniform scaling", true);
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Options.UniformScaling = get_int("Uniform scaling", true);
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ImGui::GetIO().FontGlobalScale = get_float("UI Scale", 1.0f);
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ImGui::GetIO().FontGlobalScale = get_float("UI Scale", 1.0f);
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Options.Resolution = get_int("Screen Resolution", -1);
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Options.Resolution = get_int("Screen Resolution", -1);
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@ -83,16 +109,17 @@ void options::init()
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void options::uninit()
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void options::uninit()
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{
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{
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SetInput("Left Flipper key", Options.Key.LeftFlipper);
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SetInput("Right Flipper key", Options.Key.RightFlipper);
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SetInput("Plunger key", Options.Key.Plunger);
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SetInput("Left Table Bump key", Options.Key.LeftTableBump);
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SetInput("Right Table Bump key", Options.Key.RightTableBump);
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SetInput("Bottom Table Bump key", Options.Key.BottomTableBump);
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set_int("Sounds", Options.Sounds);
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set_int("Sounds", Options.Sounds);
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set_int("Music", Options.Music);
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set_int("Music", Options.Music);
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set_int("FullScreen", Options.FullScreen);
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set_int("FullScreen", Options.FullScreen);
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set_int("Players", Options.Players);
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set_int("Players", Options.Players);
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set_int("Left Flipper key", Options.Key.LeftFlipper);
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set_int("Right Flipper key", Options.Key.RightFlipper);
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set_int("Plunger key", Options.Key.Plunger);
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set_int("Left Table Bump key", Options.Key.LeftTableBump);
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set_int("Right Table Bump key", Options.Key.RightTableBump);
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set_int("Bottom Table Bump key", Options.Key.BottomTableBump);
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set_int("Screen Resolution", Options.Resolution);
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set_int("Screen Resolution", Options.Resolution);
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set_int("Uniform scaling", Options.UniformScaling);
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set_int("Uniform scaling", Options.UniformScaling);
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set_float("UI Scale", ImGui::GetIO().FontGlobalScale);
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set_float("UI Scale", ImGui::GetIO().FontGlobalScale);
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@ -137,6 +164,28 @@ void options::set_float(LPCSTR lpValueName, float data)
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SetSetting(lpValueName, std::to_string(data));
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SetSetting(lpValueName, std::to_string(data));
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}
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}
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void options::GetInput(const std::string& rowName, GameInput (&defaultValues)[3])
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{
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for (auto i = 0u; i <= 2; i++)
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{
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auto name = rowName + " " + std::to_string(i);
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auto inputType = static_cast<InputTypes>(get_int((name + " type").c_str(), -1));
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auto input = get_int((name + " input").c_str(), -1);
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if (inputType <= InputTypes::GameController && input != -1)
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defaultValues[i] = {inputType, input};
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}
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}
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void options::SetInput(const std::string& rowName, GameInput (&values)[3])
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{
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for (auto i = 0u; i <= 2; i++)
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{
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auto input = values[i];
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auto name = rowName + " " + std::to_string(i);
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set_int((name + " type").c_str(), static_cast<int>(input.Type));
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set_int((name + " input").c_str(), input.Value);
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}
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}
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void options::toggle(Menu1 uIDCheckItem)
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void options::toggle(Menu1 uIDCheckItem)
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{
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{
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@ -203,16 +252,20 @@ void options::toggle(Menu1 uIDCheckItem)
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}
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}
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}
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}
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void options::KeyDown(int key)
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void options::InputDown(GameInput input)
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{
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{
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if (ControlWaitingForKey)
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if (ControlWaitingForInput)
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{
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{
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// Skip function keys, just in case.
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// Skip function keys, just in case.
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if (key < SDLK_F1 || key > SDLK_F12)
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if (input.Type == InputTypes::Keyboard && input.Value >= SDLK_F1 && input.Value <= SDLK_F12)
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{
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return;
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ControlWaitingForKey->Option = key;
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ControlWaitingForKey = nullptr;
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// Start is reserved for pause
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}
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if (input.Type == InputTypes::GameController && input.Value == SDL_CONTROLLER_BUTTON_START)
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return;
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*ControlWaitingForInput = input;
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ControlWaitingForInput = nullptr;
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}
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}
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}
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}
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@ -220,7 +273,7 @@ void options::ShowControlDialog()
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{
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{
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if (!ShowDialog)
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if (!ShowDialog)
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{
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{
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ControlWaitingForKey = nullptr;
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ControlWaitingForInput = nullptr;
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RebindControls = Options.Key;
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RebindControls = Options.Key;
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ShowDialog = true;
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ShowDialog = true;
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}
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}
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@ -228,10 +281,20 @@ void options::ShowControlDialog()
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void options::RenderControlDialog()
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void options::RenderControlDialog()
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{
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{
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static const char* mouseButtons[]
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{
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nullptr,
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"Mouse Left",
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"Mouse Middle",
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"Mouse Right",
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"Mouse X1",
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"Mouse X2",
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};
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if (!ShowDialog)
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if (!ShowDialog)
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return;
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return;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2{500, 400});
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ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2{550, 450});
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if (ImGui::Begin("3D Pinball: Player Controls", &ShowDialog))
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if (ImGui::Begin("3D Pinball: Player Controls", &ShowDialog))
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{
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{
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ImGui::TextUnformatted("Instructions");
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ImGui::TextUnformatted("Instructions");
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@ -241,39 +304,70 @@ void options::RenderControlDialog()
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"To change game controls, click the control button, press the new key, and then choose OK.");
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"To change game controls, click the control button, press the new key, and then choose OK.");
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ImGui::TextWrapped(
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ImGui::TextWrapped(
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"To restore 3D Pinball to its original settings, choose Default, and then choose OK.");
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"To restore 3D Pinball to its original settings, choose Default, and then choose OK.");
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ImGui::TextWrapped("Original warns against binding the same key to multiple controls, but does not forbid it.");
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ImGui::Spacing();
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ImGui::Spacing();
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ImGui::TextUnformatted("Control Options");
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ImGui::TextUnformatted("Control Options");
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ImGui::Separator();
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
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if (ImGui::BeginTable("Controls", 2, ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
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if (ImGui::BeginTable("Controls", 4, ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
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{
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{
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for (auto& ctrl : Controls)
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ImGui::TableSetupColumn("Control");
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{
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ImGui::TableSetupColumn("Binding 1");
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ImGui::TableNextColumn();
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ImGui::TableSetupColumn("Binding 2");
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if (ImGui::BeginTable("Control", 2, ImGuiTableFlags_NoSavedSettings))
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ImGui::TableSetupColumn("Binding 3");
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{
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ImGui::TableHeadersRow();
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ImGui::TableNextColumn();
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ImGui::TextWrapped("%s", ctrl.Name);
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int index = 0;
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for (auto& row : Controls)
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{
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ImGui::TableNextColumn();
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ImGui::TableNextColumn();
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if (ControlWaitingForKey == &ctrl)
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{0.5, 0, 0, 1});
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if (ImGui::Button(row.Name))
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{
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for (auto i = 0u; i <= 2; i++)
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row.Option[i] = {};
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}
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ImGui::PopStyleColor(1);
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for (auto i = 0u; i <= 2; i++)
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{
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auto& ctrl = row.Option[i];
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ImGui::TableNextColumn();
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if (ControlWaitingForInput == &ctrl)
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{
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{
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ImGui::Button("Press the key", ImVec2(-1, 0));
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ImGui::Button("Press the key", ImVec2(-1, 0));
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}
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}
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else
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else
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{
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{
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auto keyName = SDL_GetKeyName(ctrl.Option);
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std::string tmp;
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if (!keyName[0])
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const char* keyName;
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keyName = "Unknown key";
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switch (ctrl.Type)
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if (ImGui::Button(keyName, ImVec2(-1, 0)))
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{
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{
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ControlWaitingForKey = &ctrl;
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case InputTypes::Keyboard:
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keyName = SDL_GetKeyName(ctrl.Value);
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break;
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case InputTypes::Mouse:
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if (ctrl.Value >= SDL_BUTTON_LEFT && ctrl.Value <= SDL_BUTTON_X2)
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keyName = mouseButtons[ctrl.Value];
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else
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keyName = (tmp += "Mouse " + std::to_string(ctrl.Value)).c_str();
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break;
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case InputTypes::GameController:
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keyName = SDL_GameControllerGetStringForButton(
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static_cast<SDL_GameControllerButton>(ctrl.Value));
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break;
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case InputTypes::None:
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default:
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keyName = "Unused";
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}
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if (!keyName || !keyName[0])
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keyName = "Unknown key";
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if (ImGui::Button((std::string{keyName} + "##" + std::to_string(index++)).c_str(),
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ImVec2(-1, 0)))
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{
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ControlWaitingForInput = &ctrl;
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}
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}
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}
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}
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ImGui::EndTable();
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}
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}
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}
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}
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ImGui::EndTable();
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ImGui::EndTable();
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@ -297,14 +391,14 @@ void options::RenderControlDialog()
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if (ImGui::Button("Default"))
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if (ImGui::Button("Default"))
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{
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{
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RebindControls = Options.KeyDft;
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RebindControls = Options.KeyDft;
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ControlWaitingForKey = nullptr;
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ControlWaitingForInput = nullptr;
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}
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}
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}
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}
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ImGui::End();
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ImGui::End();
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ImGui::PopStyleVar();
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ImGui::PopStyleVar();
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if (!ShowDialog)
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if (!ShowDialog)
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ControlWaitingForKey = nullptr;
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ControlWaitingForInput = nullptr;
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}
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}
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void options::MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line)
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void options::MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line)
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@ -28,14 +28,33 @@ enum class Menu1:int
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WindowLinearFilter = 601,
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WindowLinearFilter = 601,
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};
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};
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enum class InputTypes: unsigned
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{
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None = 0,
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Keyboard = 1,
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Mouse = 2,
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GameController = 3,
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};
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struct GameInput
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{
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InputTypes Type;
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int Value;
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bool operator==(const GameInput& other) const
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{
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return Type == other.Type && Value == other.Value;
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}
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};
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struct ControlsStruct
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struct ControlsStruct
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{
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{
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int LeftFlipper;
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GameInput LeftFlipper[3];
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int RightFlipper;
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GameInput RightFlipper[3];
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int Plunger;
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GameInput Plunger[3];
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int LeftTableBump;
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GameInput LeftTableBump[3];
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int RightTableBump;
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GameInput RightTableBump[3];
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int BottomTableBump;
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GameInput BottomTableBump[3];
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};
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};
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struct optionsStruct
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struct optionsStruct
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@ -59,7 +78,7 @@ struct optionsStruct
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struct ControlRef
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struct ControlRef
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{
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{
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const char* Name;
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const char* Name;
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int& Option;
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GameInput (&Option)[3];
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};
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};
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@ -81,16 +100,19 @@ public:
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static void set_string(LPCSTR lpValueName, LPCSTR value);
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static void set_string(LPCSTR lpValueName, LPCSTR value);
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static float get_float(LPCSTR lpValueName, float defaultValue);
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static float get_float(LPCSTR lpValueName, float defaultValue);
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static void set_float(LPCSTR lpValueName, float data);
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static void set_float(LPCSTR lpValueName, float data);
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static void GetInput(const std::string& rowName, GameInput (&defaultValues)[3]);
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static void SetInput(const std::string& rowName, GameInput (&values)[3]);
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static void toggle(Menu1 uIDCheckItem);
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static void toggle(Menu1 uIDCheckItem);
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static void KeyDown(int key);
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static void InputDown(GameInput input);
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static void ShowControlDialog();
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static void ShowControlDialog();
|
||||||
static void RenderControlDialog();
|
static void RenderControlDialog();
|
||||||
|
static bool WaitingForInput() { return ControlWaitingForInput != nullptr; }
|
||||||
private:
|
private:
|
||||||
static std::map<std::string, std::string> settings;
|
static std::map<std::string, std::string> settings;
|
||||||
static ControlsStruct RebindControls;
|
static ControlsStruct RebindControls;
|
||||||
static bool ShowDialog;
|
static bool ShowDialog;
|
||||||
static const ControlRef Controls[6];
|
static const ControlRef Controls[6];
|
||||||
static const ControlRef* ControlWaitingForKey;
|
static GameInput* ControlWaitingForInput;
|
||||||
|
|
||||||
static void MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line);
|
static void MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line);
|
||||||
static void* MyUserData_ReadOpen(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);
|
static void* MyUserData_ReadOpen(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);
|
||||||
|
|
|
@ -360,86 +360,83 @@ void pb::loose_focus()
|
||||||
MainTable->Message(1010, time_now);
|
MainTable->Message(1010, time_now);
|
||||||
}
|
}
|
||||||
|
|
||||||
void pb::keyup(int key)
|
void pb::InputUp(GameInput input)
|
||||||
{
|
{
|
||||||
if (game_mode == 1 && !winmain::single_step && !demo_mode)
|
if (game_mode != 1 || winmain::single_step || demo_mode)
|
||||||
{
|
return;
|
||||||
if (key == options::Options.Key.LeftFlipper)
|
|
||||||
|
if (AnyBindingMatchesInput(options::Options.Key.LeftFlipper, input))
|
||||||
{
|
{
|
||||||
MainTable->Message(1001, time_now);
|
MainTable->Message(1001, time_now);
|
||||||
}
|
}
|
||||||
else if (key == options::Options.Key.RightFlipper)
|
if (AnyBindingMatchesInput(options::Options.Key.RightFlipper, input))
|
||||||
{
|
{
|
||||||
MainTable->Message(1003, time_now);
|
MainTable->Message(1003, time_now);
|
||||||
}
|
}
|
||||||
else if (key == options::Options.Key.Plunger)
|
if (AnyBindingMatchesInput(options::Options.Key.Plunger, input))
|
||||||
{
|
{
|
||||||
MainTable->Message(1005, time_now);
|
MainTable->Message(1005, time_now);
|
||||||
}
|
}
|
||||||
else if (key == options::Options.Key.LeftTableBump)
|
if (AnyBindingMatchesInput(options::Options.Key.LeftTableBump, input))
|
||||||
{
|
{
|
||||||
nudge::un_nudge_right(0, nullptr);
|
nudge::un_nudge_right(0, nullptr);
|
||||||
}
|
}
|
||||||
else if (key == options::Options.Key.RightTableBump)
|
if (AnyBindingMatchesInput(options::Options.Key.RightTableBump, input))
|
||||||
{
|
{
|
||||||
nudge::un_nudge_left(0, nullptr);
|
nudge::un_nudge_left(0, nullptr);
|
||||||
}
|
}
|
||||||
else if (key == options::Options.Key.BottomTableBump)
|
if (AnyBindingMatchesInput(options::Options.Key.BottomTableBump, input))
|
||||||
{
|
{
|
||||||
nudge::un_nudge_up(0, nullptr);
|
nudge::un_nudge_up(0, nullptr);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void pb::keydown(int key)
|
void pb::InputDown(GameInput input)
|
||||||
{
|
{
|
||||||
options::KeyDown(key);
|
options::InputDown(input);
|
||||||
if (winmain::single_step || demo_mode)
|
if (winmain::single_step || demo_mode)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (game_mode != 1)
|
if (game_mode != 1)
|
||||||
{
|
{
|
||||||
mode_countdown(-1);
|
mode_countdown(-1);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
control::pbctrl_bdoor_controller(static_cast<char>(key));
|
|
||||||
if (key == options::Options.Key.LeftFlipper)
|
if (input.Type == InputTypes::Keyboard)
|
||||||
|
control::pbctrl_bdoor_controller(static_cast<char>(input.Value));
|
||||||
|
|
||||||
|
if (AnyBindingMatchesInput(options::Options.Key.LeftFlipper, input))
|
||||||
{
|
{
|
||||||
MainTable->Message(1000, time_now);
|
MainTable->Message(1000, time_now);
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
if (key == options::Options.Key.RightFlipper)
|
if (AnyBindingMatchesInput(options::Options.Key.RightFlipper, input))
|
||||||
{
|
{
|
||||||
MainTable->Message(1002, time_now);
|
MainTable->Message(1002, time_now);
|
||||||
}
|
}
|
||||||
else
|
if (AnyBindingMatchesInput(options::Options.Key.Plunger, input))
|
||||||
{
|
|
||||||
if (key == options::Options.Key.Plunger)
|
|
||||||
{
|
{
|
||||||
MainTable->Message(1004, time_now);
|
MainTable->Message(1004, time_now);
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
if (key == options::Options.Key.LeftTableBump)
|
if (AnyBindingMatchesInput(options::Options.Key.LeftTableBump, input))
|
||||||
{
|
{
|
||||||
if (!MainTable->TiltLockFlag)
|
if (!MainTable->TiltLockFlag)
|
||||||
nudge::nudge_right();
|
nudge::nudge_right();
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
if (key == options::Options.Key.RightTableBump)
|
if (AnyBindingMatchesInput(options::Options.Key.RightTableBump, input))
|
||||||
{
|
{
|
||||||
if (!MainTable->TiltLockFlag)
|
if (!MainTable->TiltLockFlag)
|
||||||
nudge::nudge_left();
|
nudge::nudge_left();
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
if (key == options::Options.Key.BottomTableBump)
|
if (AnyBindingMatchesInput(options::Options.Key.BottomTableBump, input))
|
||||||
{
|
{
|
||||||
if (!MainTable->TiltLockFlag)
|
if (!MainTable->TiltLockFlag)
|
||||||
nudge::nudge_up();
|
nudge::nudge_up();
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (cheat_mode)
|
if (cheat_mode && input.Type == InputTypes::Keyboard)
|
||||||
{
|
{
|
||||||
switch (key)
|
switch (input.Value)
|
||||||
{
|
{
|
||||||
case 'b':
|
case 'b':
|
||||||
TBall* ball;
|
TBall* ball;
|
||||||
|
@ -648,3 +645,11 @@ void pb::PushCheat(const std::string& cheat)
|
||||||
for (auto ch : cheat)
|
for (auto ch : cheat)
|
||||||
control::pbctrl_bdoor_controller(ch);
|
control::pbctrl_bdoor_controller(ch);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool pb::AnyBindingMatchesInput(GameInput (&options)[3], GameInput key)
|
||||||
|
{
|
||||||
|
for (auto& option : options)
|
||||||
|
if (key == option)
|
||||||
|
return true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "high_score.h"
|
#include "high_score.h"
|
||||||
|
|
||||||
|
struct GameInput;
|
||||||
class TPinballTable;
|
class TPinballTable;
|
||||||
class DatFile;
|
class DatFile;
|
||||||
class TBall;
|
class TBall;
|
||||||
|
@ -54,8 +55,8 @@ public:
|
||||||
static void window_size(int* width, int* height);
|
static void window_size(int* width, int* height);
|
||||||
static void pause_continue();
|
static void pause_continue();
|
||||||
static void loose_focus();
|
static void loose_focus();
|
||||||
static void keyup(int key);
|
static void InputUp(GameInput input);
|
||||||
static void keydown(int key);
|
static void InputDown(GameInput input);
|
||||||
static int mode_countdown(int time);
|
static int mode_countdown(int time);
|
||||||
static void launch_ball();
|
static void launch_ball();
|
||||||
static void end_game();
|
static void end_game();
|
||||||
|
@ -66,4 +67,6 @@ public:
|
||||||
static void PushCheat(const std::string& cheat);
|
static void PushCheat(const std::string& cheat);
|
||||||
private:
|
private:
|
||||||
static int demo_mode, mode_countdown_;
|
static int demo_mode, mode_countdown_;
|
||||||
|
|
||||||
|
static bool AnyBindingMatchesInput(GameInput (&options)[3], GameInput key);
|
||||||
};
|
};
|
||||||
|
|
|
@ -563,7 +563,7 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
{
|
{
|
||||||
ImGui_ImplSDL2_ProcessEvent(event);
|
ImGui_ImplSDL2_ProcessEvent(event);
|
||||||
|
|
||||||
if (ImIO->WantCaptureMouse)
|
if (ImIO->WantCaptureMouse && !options::WaitingForInput())
|
||||||
{
|
{
|
||||||
if (mouse_down)
|
if (mouse_down)
|
||||||
{
|
{
|
||||||
|
@ -600,11 +600,11 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
return_value = 0;
|
return_value = 0;
|
||||||
return 0;
|
return 0;
|
||||||
case SDL_KEYUP:
|
case SDL_KEYUP:
|
||||||
pb::keyup(event->key.keysym.sym);
|
pb::InputUp({InputTypes::Keyboard, event->key.keysym.sym});
|
||||||
break;
|
break;
|
||||||
case SDL_KEYDOWN:
|
case SDL_KEYDOWN:
|
||||||
if (!event->key.repeat)
|
if (!event->key.repeat)
|
||||||
pb::keydown(event->key.keysym.sym);
|
pb::InputDown({InputTypes::Keyboard, event->key.keysym.sym});
|
||||||
switch (event->key.keysym.sym)
|
switch (event->key.keysym.sym)
|
||||||
{
|
{
|
||||||
case SDLK_ESCAPE:
|
case SDLK_ESCAPE:
|
||||||
|
@ -664,6 +664,8 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_MOUSEBUTTONDOWN:
|
case SDL_MOUSEBUTTONDOWN:
|
||||||
|
{
|
||||||
|
bool noInput = false;
|
||||||
switch (event->button.button)
|
switch (event->button.button)
|
||||||
{
|
{
|
||||||
case SDL_BUTTON_LEFT:
|
case SDL_BUTTON_LEFT:
|
||||||
|
@ -673,22 +675,20 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
last_mouse_x = event->button.x;
|
last_mouse_x = event->button.x;
|
||||||
last_mouse_y = event->button.y;
|
last_mouse_y = event->button.y;
|
||||||
SDL_SetWindowGrab(MainWindow, SDL_TRUE);
|
SDL_SetWindowGrab(MainWindow, SDL_TRUE);
|
||||||
|
noInput = true;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
pb::keydown(Options.Key.LeftFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_BUTTON_RIGHT:
|
|
||||||
if (!pb::cheat_mode)
|
|
||||||
pb::keydown(Options.Key.RightFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_BUTTON_MIDDLE:
|
|
||||||
pb::keydown(Options.Key.Plunger);
|
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!noInput)
|
||||||
|
pb::InputDown({InputTypes::Mouse, event->button.button});
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_MOUSEBUTTONUP:
|
case SDL_MOUSEBUTTONUP:
|
||||||
|
{
|
||||||
|
bool noInput = false;
|
||||||
switch (event->button.button)
|
switch (event->button.button)
|
||||||
{
|
{
|
||||||
case SDL_BUTTON_LEFT:
|
case SDL_BUTTON_LEFT:
|
||||||
|
@ -696,20 +696,16 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
{
|
{
|
||||||
mouse_down = 0;
|
mouse_down = 0;
|
||||||
SDL_SetWindowGrab(MainWindow, SDL_FALSE);
|
SDL_SetWindowGrab(MainWindow, SDL_FALSE);
|
||||||
|
noInput = true;
|
||||||
}
|
}
|
||||||
if (!pb::cheat_mode)
|
|
||||||
pb::keyup(Options.Key.LeftFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_BUTTON_RIGHT:
|
|
||||||
if (!pb::cheat_mode)
|
|
||||||
pb::keyup(Options.Key.RightFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_BUTTON_MIDDLE:
|
|
||||||
pb::keyup(Options.Key.Plunger);
|
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!noInput)
|
||||||
|
pb::InputUp({InputTypes::Mouse, event->button.button});
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_WINDOWEVENT:
|
case SDL_WINDOWEVENT:
|
||||||
switch (event->window.event)
|
switch (event->window.event)
|
||||||
|
@ -749,7 +745,7 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
break;
|
break;
|
||||||
case SDL_JOYDEVICEREMOVED:
|
case SDL_JOYDEVICEREMOVED:
|
||||||
{
|
{
|
||||||
SDL_GameController *controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
|
SDL_GameController* controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
|
||||||
if (controller)
|
if (controller)
|
||||||
{
|
{
|
||||||
SDL_GameControllerClose(controller);
|
SDL_GameControllerClose(controller);
|
||||||
|
@ -757,52 +753,17 @@ int winmain::event_handler(const SDL_Event* event)
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_CONTROLLERBUTTONDOWN:
|
case SDL_CONTROLLERBUTTONDOWN:
|
||||||
|
pb::InputDown({InputTypes::GameController, event->cbutton.button});
|
||||||
switch (event->cbutton.button)
|
switch (event->cbutton.button)
|
||||||
{
|
{
|
||||||
case SDL_CONTROLLER_BUTTON_A:
|
case SDL_CONTROLLER_BUTTON_START:
|
||||||
pb::keydown(Options.Key.Plunger);
|
pause();
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
|
|
||||||
pb::keydown(Options.Key.LeftFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
|
|
||||||
pb::keydown(Options.Key.RightFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
|
|
||||||
pb::keydown(Options.Key.LeftTableBump);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
|
||||||
pb::keydown(Options.Key.RightTableBump);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
|
|
||||||
pb::keydown(Options.Key.BottomTableBump);
|
|
||||||
break;
|
break;
|
||||||
default: ;
|
default: ;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_CONTROLLERBUTTONUP:
|
case SDL_CONTROLLERBUTTONUP:
|
||||||
switch (event->cbutton.button)
|
pb::InputUp({InputTypes::GameController, event->cbutton.button});
|
||||||
{
|
|
||||||
case SDL_CONTROLLER_BUTTON_A:
|
|
||||||
pb::keyup(Options.Key.Plunger);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
|
|
||||||
pb::keyup(Options.Key.LeftFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
|
|
||||||
pb::keyup(Options.Key.RightFlipper);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
|
|
||||||
pb::keyup(Options.Key.LeftTableBump);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
|
||||||
pb::keyup(Options.Key.RightTableBump);
|
|
||||||
break;
|
|
||||||
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
|
|
||||||
pb::keyup(Options.Key.BottomTableBump);
|
|
||||||
break;
|
|
||||||
default: ;
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
default: ;
|
default: ;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue