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InputSettingsDlg.cpp
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InputSettingsDlg.cpp
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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// InputSettingsDlg.cpp
// Project: Nostril (aka Postal)
//
// History:
// 07/03/97 JMI Started.
//
// 07/03/97 JMI Checking in for work at home.
//
// 07/04/97 JMI Added a whole fancy (in that it's quite simple) way of
// doing all the settings from one dialog with a scroll view
// (a transparent listbox) but having them call together
// makes the interface clunky for the mouse and the joystick.
// So I'm checking this in to have it but I plan to rewrite
// more the way Mike originally pictured which, as it turns
// out, will probably be rather simple via the menus combined
// with the current way of getting the input.
//
// 07/06/97 JMI Added new version that uses the menu system for most
// of the interface.
// Also, changed m_asPlayButtons to m_asPlayMouseButtons.
// Removed EditKeySettings() and EditMouseSetings().
//
// 07/07/97 JMI Now checks to make sure the listen mode hasn't been
// cancelled before listening for input in ListenForInput().
//
// 07/07/97 JMI Now InputSettingsDlg_InitMenu() sets up the 'Go back'
// (cancel) menu item no matter what so that, if it aborts
// the menu for some reason, the menu system knows how to
// go back to the previous.
//
// 07/18/97 JMI Got rid of bogus immitation PlaySample functions.
// Now there is one PlaySample() function. Also, you now
// MUST specify a category and you don't have to specify a
// SoundInstance ptr to specify a volume.
//
// 07/21/97 JMI Was not setting the default GUIs' font. This implied
// it was relying on other things to set this. Since this
// can feasibly no longer happen before this menu/dlg comes
// up, it now has to set the the font itself.
//
// 08/10/97 JMI Now sets sEnabled in each dynamically created menu item.
// Also, ASSERTs if not enough menu items.
//
// 08/17/97 MJR Now uses g_resmgrShell to load its gui item.
//
// 08/18/97 JMI Added ms_au8UnmappableKeys[] for the keys that the user
// is not allowed to map to.
//
// 08/21/97 JMI Changed call to Update() to UpdateSystem() and occurrences
// of rspUpdateDisplay() to UpdateDisplay().
//
// 08/22/97 JMI Changed calls to UpdateDisplay() back to rspUpdateDisplay()
// since we no longer need UpdateDisplay() now that we are
// using rspLock/Unlock* functions properly.
//
// 08/27/97 JMI Now uses g_fontPostal instead of g_fontBig.
//
// 08/27/97 JMI Now uses g_fontBig instead of g_fontPostal.
//
// 08/27/97 JMI Now does not actually create a back item but sets the
// cancel item to just beyond the last item.
//
// 08/27/97 JMI The program no longer sets the text fore and shadow
// colors (also does not set the shadow effect). Instead
// uses all Artie's settings.
//
// 09/26/97 JMI Now uses the 'Restore defaults' string from localize.
//
// 10/10/97 JMI Filled in portions that poll joystick (since no event
// driven stuff is yet available).
//
// 11/05/97 JMI Converted to new joystick API.
//
//////////////////////////////////////////////////////////////////////////////
//
// Deals with input settings dialogs. There is an interface for both the
// keyboard and mouse dialogs that deals heavily with user input, and GUI
// output.
//
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// C Headers -- Must be included before RSPiX.h b/c RSPiX utilizes SHMalloc.
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// RSPiX Headers.
///////////////////////////////////////////////////////////////////////////////
#include "RSPiX.h"
#include "game.h"
#include "update.h"
#include "InputSettings.h"
#include "input.h"
#include "keys.h"
#include "menus.h"
#include "InputSettingsDlg.h"
#include "CompileOptions.h" // For ALLOW_JOYSTICK macro.
//////////////////////////////////////////////////////////////////////////////
// Module specific macros.
//////////////////////////////////////////////////////////////////////////////
// Determines the number of elements in the passed array at compile time.
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]) )
#define INPUT_ITEM_GUI "menu/InputItm.gui"
#define TEXT_LISTEN_COLOR 251
// How often to flash in ms.
#define FLASH_TIMEOUT 250
#define FONT_HEIGHT 15
//////////////////////////////////////////////////////////////////////////////
// Module specific typedefs.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Module specific (static) variables / Instantiate class statics.
//////////////////////////////////////////////////////////////////////////////
static bool ms_bListenForInput = false; // true, when listening for input
// to set for current input function.
static U32 ms_u32OrigTextColor;
static bool ms_bMenuDone = false; // true, when the current menu
// is done.
static short ms_sResetItem; // Index of item that restores
// the default inputs.
static short ms_sResetItemOld; // Index of item that restores the old default inputs.
static short ms_sMouseButtons;
static short ms_sJoyButtons;
static long ms_lFlashTimer;
// This array contains RSP_SK_* macros for the keys that should be
// inaccessible to the user when it comes to mapping the input keys.
// If you are adding a key to this array, PLEASE ADD THE _SK_ VERSION (not
// the _GK_ version).
static U8 ms_au8UnmappableKeys[] =
{
RSP_SK_F1, // Next level.
RSP_SK_F2, // Toggle targeting.
RSP_SK_F3, // XRay all.
RSP_SK_F4, // Display info.
RSP_SK_F5, // Mission goal.
RSP_SK_F6, // Reserved for future use.
RSP_SK_F7, // Reserved for future use.
RSP_SK_F8, // Reserved for future use.
RSP_SK_F9, // Reserved for future use.
RSP_SK_F10, // Reserved for future use.
RSP_SK_F11, // Show realm statistics (editor only).
RSP_SK_F12, // Reserved for future use.
RSP_SK_MINUS, // Reduce display area.
RSP_SK_EQUALS, // Increase display area.
RSP_SK_NUMPAD_MINUS, // Reduce display area.
RSP_SK_NUMPAD_PLUS, // Increase display area.
RSP_SK_ENTER, // Take snap shot.
RSP_SK_PAUSE, // Pause the game.
RSP_SK_ESCAPE, // Abort/Menu key.
RSP_SK_CAPSLOCK, // Toggle Run/Walk modages.
};
//////////////////////////////////////////////////////////////////////////////
// Module specific (static) protos.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Internal Functions.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Externally callable functions.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Called to setup an input settings menu.
//////////////////////////////////////////////////////////////////////////////
extern short InputSettingsDlg_InitMenu( // Returns 0 on success.
Menu* pmenu) // In: Menu to setup.
{
short sRes = 0; // Assume success.
short sInputIndex = 0; // Safety.
U32* pasPlayInputs = NULL; // Input value array.
char** papszInputDescriptions = NULL; // Descriptions of input values.
bool bIsJoystick = false;
switch (pmenu->u32Id)
{
case KEYBOARD_MENU_ID:
// Use keys.
pasPlayInputs = g_InputSettings.m_asPlayKeys;
papszInputDescriptions = g_apszKeyDescriptions;
break;
case MOUSE_MENU_ID:
// Use mouse buttons.
pasPlayInputs = g_InputSettings.m_asPlayMouseButtons;
papszInputDescriptions = g_apszMouseButtonDescriptions;
break;
case JOYSTICK_MENU_ID:
// Use joy buttons.
pasPlayInputs = g_InputSettings.m_asPlayJoyButtons;
papszInputDescriptions = g_apszJoyButtonDescriptions;
bIsJoystick = true;
break;
default:
TRACE("InptuSettingsDlg_InitMenu(): Unsupported menu.\n");
sRes = -1;
break;
}
// Assert we have enough room for the input functions and the 'defaults' and 'back'
// menu items.
ASSERT(CInputSettings::NumInputFunctions < (NUM_ELEMENTS(pmenu->ami) - 2) );
// Set font for GUIs' default print.
// Cell height doesn't matter since it is set by the GUIs themselves.
RGuiItem::ms_print.SetFont(FONT_HEIGHT, &g_fontBig);
for (sInputIndex = 0; sInputIndex < CInputSettings::NumInputFunctions && sRes == 0; sInputIndex++)
{
// Set text describing input function for this menu item.
pmenu->ami[sInputIndex].pszText = CInputSettings::ms_ainputinfo[sInputIndex].pszDescription;
// Enable item.
pmenu->ami[sInputIndex].sEnabled = TRUE;
// Load GUI for input method description.
RGuiItem* pgui;
if (rspGetResourceInstance(&g_resmgrShell, INPUT_ITEM_GUI, (RTxt**)(&pgui)) == 0)
{
// Let the menu know about the GUI.
pmenu->ami[sInputIndex].pgui = pgui;
// Set the GUIs text to the corresponding input description and recompose.
if (bIsJoystick)
pgui->SetText("%s", papszInputDescriptions[JoyBitfieldToIndex(pasPlayInputs[sInputIndex])]);
else if (pmenu->u32Id == MOUSE_MENU_ID)
pgui->SetText("%s", papszInputDescriptions[MouseBitfieldToIndex(pasPlayInputs[sInputIndex])]);
else
pgui->SetText("%s", papszInputDescriptions[pasPlayInputs[sInputIndex]]);
// Remember associated input function index.
pgui->m_ulUserData = sInputIndex;
// TEMP until the GUI editor can setup shadow text.
// pgui->m_sTextEffects = RGuiItem::Shadow;
// pgui->m_u32TextColor = GetCurrentMenuBox()->m_u32TextColor;
// pgui->m_u32TextShadowColor = GetCurrentMenuBox()->m_u32TextShadowColor;
// END TEMP
pgui->Compose();
}
else
{
TRACE("InputSettingsDlg_InitMenu(): LoadInstantiate() failed.\n");
sRes = -1;
}
}
// Remember the reset item index.
ms_sResetItem = sInputIndex;
// Add reset.
pmenu->ami[sInputIndex].pszText = g_pszRotationSetupMenu_RestoreDefaults;
// Enable item.
pmenu->ami[sInputIndex].sEnabled = TRUE;
// Next item please.
sInputIndex++;
// Remember the reset item index.
ms_sResetItemOld = sInputIndex;
// Add reset.
pmenu->ami[sInputIndex].pszText = g_pszRotationSetupMenu_RestoreDefaultsOld;
// Enable item.
pmenu->ami[sInputIndex].sEnabled = TRUE;
// Next item please.
sInputIndex++;
// Make the back the cancel item.
pmenu->menuautoitems.sCancelItem = sInputIndex;
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
// Called to clean up an input settings menu.
//////////////////////////////////////////////////////////////////////////////
extern short InputSettingsDlg_KillMenu( // Returns 0 on success.
Menu* pmenu) // In: Menu to clean up.
{
short sRes = 0; // Assume success.
short sInputIndex;
// Delete the loaded GUIs.
for (sInputIndex = 0; sInputIndex < CInputSettings::NumInputFunctions && sRes == 0; sInputIndex++)
{
// Clean up the GUI.
rspReleaseResourceInstance(&g_resmgrShell, &pmenu->ami[sInputIndex].pgui);
}
// Flag the looper that we're done.
ms_bMenuDone = true;
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
// Called when a choice is made or a selection is changed on an input
// setttings menu.
//////////////////////////////////////////////////////////////////////////////
void InputSettingsDlg_Choice( // Returns nothing.
Menu* pmenu, // In: Current menu.
short sMenuItem) // In: Menu item chosen or -1 if selection
// change.
{
static U8* pau8KeyStatusArray = rspGetKeyStatusArray();
short sError = 0;
if (sMenuItem > -1)
{
// If the specified item has a GUI . . .
if (pmenu->ami[sMenuItem].pgui)
{
ms_bListenForInput = true;
// Clear input array for key type.
memset(pau8KeyStatusArray, 0, 128);
// Clear buttons status for mouse type.
ms_sMouseButtons = 0;
// Clear buttons tatus for joy type.
ms_sJoyButtons = 0;
// Get GUI.
RGuiItem* pgui = pmenu->ami[sMenuItem].pgui;
// Note original color.
ms_u32OrigTextColor = pgui->m_u32TextColor;
// Reset flash timer.
ms_lFlashTimer = rspGetMilliseconds() + FLASH_TIMEOUT;
switch (pmenu->u32Id)
{
case KEYBOARD_MENU_ID:
break;
case MOUSE_MENU_ID:
g_InputSettings.m_asPlayMouseButtons[pgui->m_ulUserData] = ms_sMouseButtons;
pgui->SetText("%s", g_apszMouseButtonDescriptions[MouseBitfieldToIndex(ms_sMouseButtons)]);
pgui->Compose();
break;
case JOYSTICK_MENU_ID:
g_InputSettings.m_asPlayJoyButtons[pgui->m_ulUserData] = JoyIndexToBitfield(ms_sJoyButtons);
pgui->SetText("%s", g_apszJoyButtonDescriptions[JoyIndexToBitfield(ms_sJoyButtons)]);
pgui->Compose();
break;
}
}
else
{
if (sMenuItem == ms_sResetItem
|| sMenuItem == ms_sResetItemOld)
{
U32* pasPlayInputs = NULL; // Input value array.
char** papszInputDescriptions = NULL; // Descriptions of input values.
switch (pmenu->u32Id)
{
case KEYBOARD_MENU_ID:
// Use keys.
pasPlayInputs = g_InputSettings.m_asPlayKeys;
papszInputDescriptions = g_apszKeyDescriptions;
break;
case MOUSE_MENU_ID:
// Use mouse buttons.
pasPlayInputs = g_InputSettings.m_asPlayMouseButtons;
papszInputDescriptions = g_apszMouseButtonDescriptions;
break;
case JOYSTICK_MENU_ID:
// Use joy buttons.
pasPlayInputs = g_InputSettings.m_asPlayJoyButtons;
papszInputDescriptions = g_apszJoyButtonDescriptions;
break;
default:
TRACE("InputSettingsDlg_Choice(): Unsupported menu.\n");
sError = 1;
break;
}
short sInputIndex;
RGuiItem* pgui;
for (sInputIndex = 0; sInputIndex < CInputSettings::NumInputFunctions && sError == 0; sInputIndex++)
{
pgui = pmenu->ami[sInputIndex].pgui;
// Restore input default.
switch (pmenu->u32Id)
{
case KEYBOARD_MENU_ID:
// Use keys.
pasPlayInputs[sInputIndex] = sMenuItem == ms_sResetItemOld ? CInputSettings::ms_ainputinfoOld[sInputIndex].u8DefaultKey : CInputSettings::ms_ainputinfo[sInputIndex].u8DefaultKey;
break;
case MOUSE_MENU_ID:
// Use mouse buttons.
pasPlayInputs[sInputIndex] = sMenuItem == ms_sResetItemOld ? CInputSettings::ms_ainputinfoOld[sInputIndex].sDefMouseButtons : CInputSettings::ms_ainputinfo[sInputIndex].sDefMouseButtons;
break;
case JOYSTICK_MENU_ID:
// Use joy buttons.
pasPlayInputs[sInputIndex] = sMenuItem == ms_sResetItemOld ? CInputSettings::ms_ainputinfoOld[sInputIndex].sDefJoyButtons : CInputSettings::ms_ainputinfo[sInputIndex].sDefJoyButtons;
break;
}
// Set the GUIs text to the corresponding input description and recompose.
if (pmenu->u32Id == JOYSTICK_MENU_ID)
pgui->SetText("%s", g_apszJoyButtonDescriptions[JoyBitfieldToIndex(pasPlayInputs[sInputIndex])]);
else if (pmenu->u32Id == MOUSE_MENU_ID)
pgui->SetText("%s", g_apszMouseButtonDescriptions[MouseBitfieldToIndex(pasPlayInputs[sInputIndex])]);
else
pgui->SetText("%s", papszInputDescriptions[pasPlayInputs[sInputIndex]]);
pgui->Compose();
}
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
// Checks is a key is mappable as an input via ms_au8UnmappableKeys[].
//////////////////////////////////////////////////////////////////////////////
static bool IsMappable( // Returns true, if mappable, false otherwise.
U8 u8Key) // In: Key to check mappable status on.
{
bool bMappable = true;
short sIndex;
for (sIndex = 0; sIndex < NUM_ELEMENTS(ms_au8UnmappableKeys); sIndex++)
{
// If this is the specified key . . .
if (ms_au8UnmappableKeys[sIndex] == u8Key)
{
// Not mappable.
bMappable = false;
break;
}
}
return bMappable;
}
//////////////////////////////////////////////////////////////////////////////
// Listens for input. If input detected, it is updated to the appropriate
// input array.
//////////////////////////////////////////////////////////////////////////////
inline void ListenForInput( // Returns nothing.
RInputEvent* pie) // In: Input event.
{
static U8* pau8KeyStatusArray = rspGetKeyStatusArray();
RGuiItem* pgui = RGuiItem::ms_pguiFocus;
bool bAffirmitiveFeedback = true; // true to play affirmitive audible
// feedback, false for negative.
switch (pie->type)
{
case RInputEvent::Key:
if (pie->lKey == 27)
{
ms_bListenForInput = false;
bAffirmitiveFeedback = false;
}
// Don't allow menu to respond to any key events.
pie->sUsed = TRUE;
break;
}
// If still listening . . .
if (ms_bListenForInput == true)
{
switch (GetCurrentMenu()->u32Id)
{
case KEYBOARD_MENU_ID:
{
U8* pu8Key = pau8KeyStatusArray;
short i;
for (i = 0; i < 128; i++, pu8Key++)
{
// If pressed . . .
if ((*pu8Key) & 1)
{
// If mappable . . .
if (IsMappable(i) == true)
{
pgui->SetText("%s", g_apszKeyDescriptions[i]);
pgui->Compose();
g_InputSettings.m_asPlayKeys[pgui->m_ulUserData] = i;
}
else
{
bAffirmitiveFeedback = false;
}
ms_bListenForInput = false;
break;
}
}
break;
}
case MOUSE_MENU_ID:
switch (pie->type)
{
case RInputEvent::Key:
if (pie->lKey == '\r')
{
// Done with mode.
ms_bListenForInput = false;
g_InputSettings.m_asPlayMouseButtons[pgui->m_ulUserData] = ms_sMouseButtons;
pgui->SetText("%s", g_apszMouseButtonDescriptions[ms_sMouseButtons]);
pgui->Compose();
}
break;
case RInputEvent::Mouse:
// Switch on type (up or down) . . .
switch (pie->sEvent)
{
case RSP_MB0_PRESSED:
case RSP_MB1_PRESSED:
case RSP_MB2_PRESSED:
case 1025: // Yeah I dunno
case 1027:
// Stay in mode, just update status.
ms_sMouseButtons |= pie->sButtons;
break;
case RSP_MB0_RELEASED:
case RSP_MB1_RELEASED:
case RSP_MB2_RELEASED:
case 1026: // Yeah I dunno
// Done with mode.
ms_bListenForInput = false;
g_InputSettings.m_asPlayMouseButtons[pgui->m_ulUserData] = ms_sMouseButtons;
break;
}
pgui->SetText("%s", g_apszMouseButtonDescriptions[MouseBitfieldToIndex(ms_sMouseButtons)]);
pgui->Compose();
break;
}
break;
case JOYSTICK_MENU_ID:
switch (pie->type)
{
case RInputEvent::Key:
if (pie->lKey == '\r')
{
// Done with mode.
ms_bListenForInput = false;
g_InputSettings.m_asPlayJoyButtons[pgui->m_ulUserData] = JoyIndexToBitfield(ms_sJoyButtons);
pgui->SetText("%s", g_apszJoyButtonDescriptions[JoyIndexToBitfield(ms_sJoyButtons)]);
pgui->Compose();
}
break;
case RInputEvent::None:
{
#if defined(ALLOW_JOYSTICK)
XInputState xis = {};
GetXInputState(&xis);
for (int i = 0; i < XInputButtons; i++)
{
// If button was released...
if (xis.ButtonState[i] == XInputState::Press)
{
// Done with mode.
ms_bListenForInput = false;
g_InputSettings.m_asPlayJoyButtons[pgui->m_ulUserData] = JoyIndexToBitfield(i);
pgui->SetText("%s", g_apszJoyButtonDescriptions[i]);
pgui->Compose();
break;
}
}
#endif
#if 0 //defined(ALLOW_JOYSTICK)
// Only use one joystick.
rspUpdateJoy(0);
// Get prev and current status.
U32 u32ButtonsPrev;
U32 u32ButtonsCur;
rspGetJoyPrevState(0, &u32ButtonsPrev);
rspGetJoyState(0, &u32ButtonsCur);
// If less buttons are down . . .
if ( (u32ButtonsPrev & RSP_JOY_BUT_1) > (u32ButtonsCur & RSP_JOY_BUT_1)
|| (u32ButtonsPrev & RSP_JOY_BUT_2) > (u32ButtonsCur & RSP_JOY_BUT_2)
|| (u32ButtonsPrev & RSP_JOY_BUT_3) > (u32ButtonsCur & RSP_JOY_BUT_3)
|| (u32ButtonsPrev & RSP_JOY_BUT_4) > (u32ButtonsCur & RSP_JOY_BUT_4)
|| (u32ButtonsPrev & RSP_JOY_BUT_5) > (u32ButtonsCur & RSP_JOY_BUT_5)
|| (u32ButtonsPrev & RSP_JOY_BUT_6) > (u32ButtonsCur & RSP_JOY_BUT_6)
|| (u32ButtonsPrev & RSP_JOY_BUT_7) > (u32ButtonsCur & RSP_JOY_BUT_7)
|| (u32ButtonsPrev & RSP_JOY_BUT_8) > (u32ButtonsCur & RSP_JOY_BUT_8)
|| (u32ButtonsPrev & RSP_JOY_BUT_9) > (u32ButtonsCur & RSP_JOY_BUT_9)
|| (u32ButtonsPrev & RSP_JOY_BUT_10) > (u32ButtonsCur & RSP_JOY_BUT_10)
|| (u32ButtonsPrev & RSP_JOY_BUT_11) > (u32ButtonsCur & RSP_JOY_BUT_11)
|| (u32ButtonsPrev & RSP_JOY_BUT_12) > (u32ButtonsCur & RSP_JOY_BUT_12)
|| (u32ButtonsPrev & RSP_JOY_BUT_13) > (u32ButtonsCur & RSP_JOY_BUT_13)
|| (u32ButtonsPrev & RSP_JOY_BUT_14) > (u32ButtonsCur & RSP_JOY_BUT_14)
|| (u32ButtonsPrev & RSP_JOY_BUT_15) > (u32ButtonsCur & RSP_JOY_BUT_15)
|| (u32ButtonsPrev & RSP_JOY_BUT_16) > (u32ButtonsCur & RSP_JOY_BUT_16)
)
{
// Done with mode.
ms_bListenForInput = false;
g_InputSettings.m_asPlayJoyButtons[pgui->m_ulUserData] = JoyIndexToBitfield(ms_sJoyButtons);
}
else
{
// Stay in mode, just update status. Limit to four buttons due to
// limitations imposed when joystick interface was four buttons. Next time
// we'll allow many, many buttons.
//ms_sJoyButtons = (short)(u32ButtonsCur & (RSP_JOY_BUT_1 | RSP_JOY_BUT_2 | RSP_JOY_BUT_3 | RSP_JOY_BUT_4) );
ms_sJoyButtons = JoyBitfieldToIndex(u32ButtonsCur);
// Don't allow binding "Start" because we need it to pull up the menu.
if (ms_sJoyButtons == g_InputSettings.m_sJoyStartButton)
ms_sJoyButtons = 0;
}
// Sanity check
if (ms_sJoyButtons >= 0 && ms_sJoyButtons < 16)
pgui->SetText("%s", g_apszJoyButtonDescriptions[ms_sJoyButtons]);
else
pgui->SetText("???");
pgui->Compose();
#endif // defined(ALLOW_JOYSTICK)
break;
}
}
break;
}
}
// If mode completed . . .
if (ms_bListenForInput == false)
{
if (bAffirmitiveFeedback == true)
{
PlaySample(g_smidLoadedWeapon, SampleMaster::Unspecified);
}
else
{
PlaySample(g_smidEmptyWeapon, SampleMaster::Unspecified);
}
// Make sure text color is restored.
pgui->m_u32TextColor = ms_u32OrigTextColor;
pgui->Compose();
}
else
{
// If timer has expired . . .
if (rspGetMilliseconds() > ms_lFlashTimer)
{
// Flash item.
if (pgui->m_u32TextColor == ms_u32OrigTextColor)
{
pgui->m_u32TextColor = TEXT_LISTEN_COLOR;
}
else
{
pgui->m_u32TextColor = ms_u32OrigTextColor;
}
pgui->Compose();
// Reset flash timer.
ms_lFlashTimer = rspGetMilliseconds() + FLASH_TIMEOUT;
}
}
}
//////////////////////////////////////////////////////////////////////////////
// Edit the input settings via menu.
//////////////////////////////////////////////////////////////////////////////
extern short EditInputSettings(void) // Returns nothing.
{
short sRes = 0; // Assume success.
bool bDeleteKeybind = false; // If true, we want to delete the keybind we're on.
// Menu is already started.
// Menu is only just starting.
ms_bMenuDone = false;
RInputEvent ie;
// Until the menu exits.
while (rspGetQuitStatus() == FALSE && ms_bMenuDone == false)
{
// Update the system, drive the audio, blah blah blah.
UpdateSystem();
ie.type = RInputEvent::None;
rspGetNextInputEvent(&ie);
switch (ie.type)
{
case RInputEvent::Key:
if (ie.lKey == RSP_SK_BACKSPACE)
bDeleteKeybind = true;
break;
case RInputEvent::Mouse:
switch (ie.sEvent)
{
case RSP_MB0_PRESSED:
case RSP_MB1_PRESSED:
case RSP_MB2_PRESSED:
if (RGuiItem::ms_pguiFocus && ms_bListenForInput == false)
{
// Activate listen mode.
InputSettingsDlg_Choice(
GetCurrentMenu(),
RGuiItem::ms_pguiFocus->m_ulUserData);
}
break;
}
break;
case RInputEvent::None:
#if defined(ALLOW_JOYSTICK)
if (RGuiItem::ms_pguiFocus && ms_bListenForInput == false)
{
#if 0
// Only use one joystick.
rspUpdateJoy(0);
// Get prev and current status.
U32 u32ButtonsPrev;
U32 u32ButtonsCur;
rspGetJoyPrevState(0, &u32ButtonsPrev);
rspGetJoyState(0, &u32ButtonsCur);
// If less buttons are up . . .
if ( (u32ButtonsCur & RSP_JOY_BUT_1) > (u32ButtonsPrev & RSP_JOY_BUT_1)
|| (u32ButtonsCur & RSP_JOY_BUT_2) > (u32ButtonsPrev & RSP_JOY_BUT_2)
|| (u32ButtonsCur & RSP_JOY_BUT_3) > (u32ButtonsPrev & RSP_JOY_BUT_3)
|| (u32ButtonsCur & RSP_JOY_BUT_4) > (u32ButtonsPrev & RSP_JOY_BUT_4)
|| (u32ButtonsCur & RSP_JOY_BUT_5) > (u32ButtonsPrev & RSP_JOY_BUT_5)
|| (u32ButtonsCur & RSP_JOY_BUT_6) > (u32ButtonsPrev & RSP_JOY_BUT_6)
|| (u32ButtonsCur & RSP_JOY_BUT_7) > (u32ButtonsPrev & RSP_JOY_BUT_7)
|| (u32ButtonsCur & RSP_JOY_BUT_8) > (u32ButtonsPrev & RSP_JOY_BUT_8)
|| (u32ButtonsCur & RSP_JOY_BUT_9) > (u32ButtonsPrev & RSP_JOY_BUT_9)
|| (u32ButtonsCur & RSP_JOY_BUT_10) > (u32ButtonsPrev & RSP_JOY_BUT_10)
|| (u32ButtonsCur & RSP_JOY_BUT_11) > (u32ButtonsPrev & RSP_JOY_BUT_11)
|| (u32ButtonsCur & RSP_JOY_BUT_12) > (u32ButtonsPrev & RSP_JOY_BUT_12)
|| (u32ButtonsCur & RSP_JOY_BUT_13) > (u32ButtonsPrev & RSP_JOY_BUT_13)
|| (u32ButtonsCur & RSP_JOY_BUT_14) > (u32ButtonsPrev & RSP_JOY_BUT_14)
|| (u32ButtonsCur & RSP_JOY_BUT_15) > (u32ButtonsPrev & RSP_JOY_BUT_15)
|| (u32ButtonsCur & RSP_JOY_BUT_16) > (u32ButtonsPrev & RSP_JOY_BUT_16)
)
{
// Activate listen mode.
InputSettingsDlg_Choice(
GetCurrentMenu(),
RGuiItem::ms_pguiFocus->m_ulUserData);
}
#endif
}
#endif // defined(ALLOW_JOYSTICK)
break;
}
// If listening . . .
if (ms_bListenForInput == true)
{
ListenForInput(&ie);
}
// Let menu system do its thing
DoMenuInput(&ie, 1);
DoMenuOutput(g_pimScreenBuf);
// Joystick: erase keybind with Back button
XInputState xis = {};
GetLastXInputState(&xis);
if (xis.ButtonState[g_InputSettings.m_sJoyMenuDeleteKeybindButton] == XInputState::Press)
{
bDeleteKeybind = true;
GetXInputState(&xis); // throw out this state
}
if (bDeleteKeybind)
{
RGuiItem* pgui = RGuiItem::ms_pguiFocus;
if (pgui)
{
if (GetCurrentMenu()->u32Id == KEYBOARD_MENU_ID)
g_InputSettings.m_asPlayKeys[pgui->m_ulUserData] = 0;
else if (GetCurrentMenu()->u32Id == MOUSE_MENU_ID)
g_InputSettings.m_asPlayMouseButtons[pgui->m_ulUserData] = 0;
else if (GetCurrentMenu()->u32Id == JOYSTICK_MENU_ID)
g_InputSettings.m_asPlayJoyButtons[pgui->m_ulUserData] = 0;
pgui->SetText("None");
pgui->Compose();
}
bDeleteKeybind = false;
}
// Update the screen
rspUpdateDisplay();
}
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
// EOF
//////////////////////////////////////////////////////////////////////////////