First pass on character select device select
Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V
Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.
(G: finally, a commit that mostly survived... deviceResponding is useless
for us right now but might as well keep it. maybe easier assignment on
the multiplayer setup menu in the future?)
This commit is contained in:
parent
d286ff3bdf
commit
0a98ca63ab
10 changed files with 118 additions and 67 deletions
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@ -1941,6 +1941,8 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic
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renderdeltatics = FRACUNIT;
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rendertimefrac = FRACUNIT;
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memset(deviceResponding, false, sizeof (deviceResponding));
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if (cl_mode == CL_CONFIRMCONNECT)
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{
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D_ProcessEvents(); //needed for menu system to receive inputs
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@ -187,6 +187,7 @@ void D_ProcessEvents(void)
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boolean eaten;
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memset(deviceResponding, false, sizeof (deviceResponding));
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for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
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{
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ev = &events[eventtail];
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@ -1047,6 +1048,7 @@ void D_StartTitle(void)
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// clear cmd building stuff
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memset(gamekeydown, 0, sizeof(gamekeydown));
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memset(deviceResponding, false, sizeof (deviceResponding));
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F_StartTitleScreen();
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@ -244,7 +244,7 @@ static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"},
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{4, "/dev/js3"}, {0, NULL}};
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#else
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// accept whatever value - it is in fact the joystick device number
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#define usejoystick_cons_t NULL
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static CV_PossibleValue_t usejoystick_cons_t[] = {{-1, "MIN"}, {MAXGAMEPADS, "MAX"}, {0, NULL}};
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#endif
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static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
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@ -329,10 +329,10 @@ consvar_t cv_usemouse = CVAR_INIT ("use_mouse", "Off", CV_SAVE|CV_CALL,usemouse_
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consvar_t cv_laglesscam = CVAR_INIT ("laglesscamera", "Off", CV_SAVE,CV_OnOff, NULL);
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consvar_t cv_usejoystick[MAXSPLITSCREENPLAYERS] = {
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CVAR_INIT ("use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick1),
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CVAR_INIT ("use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick2),
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CVAR_INIT ("use_joystick3", "3", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick3),
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CVAR_INIT ("use_joystick4", "4", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick4)
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CVAR_INIT ("use_device", "1", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick1),
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CVAR_INIT ("use_device2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick2),
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CVAR_INIT ("use_device3", "3", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick3),
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CVAR_INIT ("use_device4", "4", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick4)
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};
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#if (defined (LJOYSTICK) || defined (HAVE_SDL))
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@ -202,6 +202,7 @@ extern char logfilename[1024];
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#define PLAYERSMASK (MAXPLAYERS-1)
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#define MAXPLAYERNAME 21
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#define MAXSPLITSCREENPLAYERS 4 // Max number of players on a single computer
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#define MAXGAMEPADS (MAXSPLITSCREENPLAYERS * 2) // Number of gamepads we'll be allowing
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#define MAXSKINS UINT8_MAX
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#define MAXFOLLOWERS UINT16_MAX
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@ -1369,6 +1369,7 @@ void G_DoLoadLevel(boolean resetplayer)
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// clear cmd building stuff
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memset(gamekeydown, 0, sizeof (gamekeydown));
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memset(deviceResponding, false, sizeof (deviceResponding));
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// clear hud messages remains (usually from game startup)
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CON_ClearHUD();
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@ -37,6 +37,7 @@ consvar_t cv_turnsmooth = CVAR_INIT ("turnsmoothing", "Slow", CV_SAVE, turnsmoot
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// current state of the keys
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// JOYAXISRANGE for fully pressed, 0 for not pressed
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INT32 gamekeydown[MAXSPLITSCREENPLAYERS][NUMINPUTS];
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boolean deviceResponding[MAXDEVICES];
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// two key codes (or virtual key) per game control
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INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
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@ -75,13 +76,44 @@ const INT32 gcl_full[num_gcl_full] = {
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void G_MapEventsToControls(event_t *ev)
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{
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INT32 i;
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INT32 devicePlayer = INT32_MAX;
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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if (ev->device == cv_usejoystick[i].value)
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{
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devicePlayer = i;
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break;
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}
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}
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if (ev->device >= 0 && ev->device <= MAXGAMEPADS)
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{
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switch (ev->type)
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{
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case ev_keydown:
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//case ev_keyup:
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//case ev_mouse:
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//case ev_joystick:
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deviceResponding[ev->device] = true;
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break;
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default:
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break;
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}
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}
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if (devicePlayer == INT32_MAX)
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{
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return;
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}
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switch (ev->type)
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{
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case ev_keydown:
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if (ev->data1 < NUMINPUTS)
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{
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gamekeydown[ev->device][ev->data1] = JOYAXISRANGE;
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gamekeydown[devicePlayer][ev->data1] = JOYAXISRANGE;
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}
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#ifdef PARANOIA
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else
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@ -94,7 +126,7 @@ void G_MapEventsToControls(event_t *ev)
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case ev_keyup:
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if (ev->data1 < NUMINPUTS)
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{
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gamekeydown[ev->device][ev->data1] = 0;
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gamekeydown[devicePlayer][ev->data1] = 0;
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}
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#ifdef PARANOIA
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else
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@ -114,28 +146,28 @@ void G_MapEventsToControls(event_t *ev)
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if (ev->data2 < 0)
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{
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// Left
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gamekeydown[ev->device][KEY_MOUSEMOVE + 2] = abs(ev->data2);
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gamekeydown[ev->device][KEY_MOUSEMOVE + 3] = 0;
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gamekeydown[devicePlayer][KEY_MOUSEMOVE + 2] = abs(ev->data2);
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gamekeydown[devicePlayer][KEY_MOUSEMOVE + 3] = 0;
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}
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else
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{
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// Right
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gamekeydown[ev->device][KEY_MOUSEMOVE + 2] = 0;
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gamekeydown[ev->device][KEY_MOUSEMOVE + 3] = abs(ev->data2);
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gamekeydown[devicePlayer][KEY_MOUSEMOVE + 2] = 0;
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gamekeydown[devicePlayer][KEY_MOUSEMOVE + 3] = abs(ev->data2);
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}
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// Y axis
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if (ev->data3 < 0)
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{
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// Up
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gamekeydown[ev->device][KEY_MOUSEMOVE] = abs(ev->data3);
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gamekeydown[ev->device][KEY_MOUSEMOVE + 1] = 0;
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gamekeydown[devicePlayer][KEY_MOUSEMOVE] = abs(ev->data3);
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gamekeydown[devicePlayer][KEY_MOUSEMOVE + 1] = 0;
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}
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else
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{
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// Down
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gamekeydown[ev->device][KEY_MOUSEMOVE] = 0;
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gamekeydown[ev->device][KEY_MOUSEMOVE + 1] = abs(ev->data3);
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gamekeydown[devicePlayer][KEY_MOUSEMOVE] = 0;
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gamekeydown[devicePlayer][KEY_MOUSEMOVE + 1] = abs(ev->data3);
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}
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break;
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@ -164,14 +196,14 @@ void G_MapEventsToControls(event_t *ev)
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if (ev->data2 < 0)
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{
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// Left
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gamekeydown[ev->device][KEY_AXIS1 + i] = abs(ev->data2);
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gamekeydown[ev->device][KEY_AXIS1 + i + 1] = 0;
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gamekeydown[devicePlayer][KEY_AXIS1 + i] = abs(ev->data2);
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gamekeydown[devicePlayer][KEY_AXIS1 + i + 1] = 0;
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}
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else
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{
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// Right
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gamekeydown[ev->device][KEY_AXIS1 + i] = 0;
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gamekeydown[ev->device][KEY_AXIS1 + i + 1] = abs(ev->data2);
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gamekeydown[devicePlayer][KEY_AXIS1 + i] = 0;
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gamekeydown[devicePlayer][KEY_AXIS1 + i + 1] = abs(ev->data2);
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}
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break;
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@ -92,6 +92,9 @@ extern consvar_t cv_controlperkey, cv_turnsmooth;
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// Or anything inbetween for analog values
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extern INT32 gamekeydown[MAXSPLITSCREENPLAYERS][NUMINPUTS];
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#define MAXDEVICES (MAXGAMEPADS + 1) // Gamepads + keyboard & mouse
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extern boolean deviceResponding[MAXDEVICES];
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// several key codes (or virtual key) per game control
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extern INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
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extern INT32 gamecontroldefault[num_gamecontrols][MAXINPUTMAPPING]; // default control storage
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@ -203,6 +203,48 @@ static char returnWadPath[256];
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static std::thread::id g_main_thread_id;
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void I_StoreExJoystick(SDL_GameController *dev)
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{
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// ExJoystick is a massive hack to avoid needing to completely
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// rewrite pretty much all of the controller support from scratch...
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// Used in favor of most instances of SDL_GameControllerClose.
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// If a joystick would've been discarded, then save it in an array,
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// because we want it have it for the joystick input screen.
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int index = 0;
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if (dev == NULL)
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{
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// No joystick?
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return;
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}
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index = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(dev));
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if (index >= MAXGAMEPADS || index < 0)
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{
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// Not enough space to save this joystick, completely discard.
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SDL_GameControllerClose(dev);
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return;
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}
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if (ExJoystick[index] == dev)
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{
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// No need to do anything else.
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return;
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}
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if (ExJoystick[index] != NULL)
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{
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// Discard joystick in the old slot.
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SDL_GameControllerClose(ExJoystick[index]);
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}
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// Keep for safe-keeping.
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ExJoystick[index] = dev;
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}
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/** \brief The JoyReset function
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\param JoySet Joystick info to reset
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@ -213,7 +255,7 @@ static void JoyReset(SDLJoyInfo_t *JoySet)
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{
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if (JoySet->dev)
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{
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SDL_GameControllerClose(JoySet->dev);
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I_StoreExJoystick(JoySet->dev);
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}
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JoySet->dev = NULL;
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JoySet->oldjoy = -1;
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@ -228,6 +270,7 @@ static INT32 joystick_started[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
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/** \brief SDL info about joystick 1
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*/
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SDLJoyInfo_t JoyInfo[MAXSPLITSCREENPLAYERS];
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SDL_GameController *ExJoystick[MAXGAMEPADS];
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SDL_bool consolevent = SDL_FALSE;
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SDL_bool framebuffer = SDL_FALSE;
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@ -1479,7 +1522,7 @@ void I_InitJoystick(UINT8 index)
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if (i == MAXSPLITSCREENPLAYERS)
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{
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// Joystick didn't end up being used
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SDL_GameControllerClose(newcontroller);
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I_StoreExJoystick(newcontroller);
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}
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}
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@ -642,6 +642,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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SDLforceUngrabMouse();
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}
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memset(gamekeydown, 0, sizeof(gamekeydown)); // TODO this is a scary memset
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memset(deviceResponding, false, sizeof (deviceResponding));
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if (MOUSE_MENU)
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{
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@ -655,7 +656,7 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
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{
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event_t event;
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event.device = 0; // TODO: properly set a device
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event.device = 0;
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if (type == SDL_KEYUP)
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{
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@ -738,7 +739,7 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
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/// \todo inputEvent.button.which
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if (USE_MOUSEINPUT)
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{
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event.device = 0; // TODO: properly set a device
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event.device = 0;
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if (type == SDL_MOUSEBUTTONUP)
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{
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@ -772,7 +773,7 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
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SDL_memset(&event, 0, sizeof(event_t));
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event.device = 0; // TODO: properly set a device
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event.device = 0;
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if (evt.y > 0)
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{
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@ -798,23 +799,12 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
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static void Impl_HandleControllerAxisEvent(SDL_ControllerAxisEvent evt)
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{
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event_t event;
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SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
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UINT8 i;
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event.device = INT32_MAX;
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event.data1 = event.data2 = event.data3 = INT32_MAX;
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event.type = ev_joystick;
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// Determine the Joystick IDs for each current open joystick
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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joyid[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(JoyInfo[i].dev));
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event.data1 = event.data2 = event.data3 = INT32_MAX;
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if (evt.which == joyid[i])
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{
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event.device = i;
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}
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}
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event.device = 1 + evt.which;
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if (event.device == INT32_MAX)
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{
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@ -857,20 +847,8 @@ static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt)
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{
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event_t event;
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SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
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UINT8 i;
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event.device = INT32_MAX;
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// Determine the Joystick IDs for each current open joystick
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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joyid[i] = SDL_JoystickInstanceID(JoyInfo[i].dev);
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if (evt.which == joyid[i])
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{
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event.device = i;
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}
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}
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event.device = 1 + evt.which;
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if (event.device == INT32_MAX)
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{
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@ -891,23 +869,11 @@ static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt)
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static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint32 type)
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{
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event_t event;
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SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
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UINT8 i;
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event.device = INT32_MAX;
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event.device = 1 + evt.which;
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event.data1 = event.data2 = event.data3 = INT32_MAX;
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// Determine the Joystick IDs for each current open joystick
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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joyid[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(JoyInfo[i].dev));
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if (evt.which == joyid[i])
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{
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event.device = i;
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}
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}
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if (evt.button == SDL_CONTROLLER_BUTTON_DPAD_UP
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|| evt.button == SDL_CONTROLLER_BUTTON_DPAD_DOWN
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|| evt.button == SDL_CONTROLLER_BUTTON_DPAD_LEFT
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@ -952,8 +918,6 @@ static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint
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}
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}
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void I_GetEvent(void)
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{
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SDL_Event evt;
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@ -1093,7 +1057,7 @@ void I_GetEvent(void)
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}
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if (i == MAXSPLITSCREENPLAYERS)
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SDL_GameControllerClose(newcontroller);
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I_StoreExJoystick(newcontroller);
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}
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break;
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@ -65,6 +65,9 @@ typedef struct SDLJoyInfo_s
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/** \brief SDL info about controllers
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*/
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extern SDLJoyInfo_t JoyInfo[MAXSPLITSCREENPLAYERS];
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extern SDL_GameController *ExJoystick[MAXGAMEPADS];
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void I_StoreExJoystick(SDL_GameController *dev);
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/** \brief joystick axis deadzone
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*/
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