warzone2100/src/keymap.c

1097 lines
42 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2009 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
KeyMap.c
Alex McLean
Pumpkin Studios, EIDOS Interactive.
Internal Use Only
-----------------
Handles the assignment of functions to keys.
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/framework/input.h"
#include "lib/framework/strres.h"
#include "lib/gamelib/gtime.h"
#include "keymap.h"
#include "console.h"
#include "keybind.h"
#include "display3d.h"
#include "keymap.h"
#include "keyedit.h"
#include "scriptcb.h"
#include "lib/script/script.h"
#include "scripttabs.h"
static UDWORD asciiKeyCodeToTable( KEY_CODE code );
// ----------------------------------------------------------------------------------
KEY_MAPPING *keyGetMappingFromFunction(void *function)
{
KEY_MAPPING *psMapping,*psReturn;
for(psMapping = keyMappings,psReturn = NULL;
psMapping && !psReturn;
psMapping = psMapping->psNext)
{
if(psMapping->function == function)
{
psReturn = psMapping;
}
}
return(psReturn);
}
// ----------------------------------------------------------------------------------
/* Some stuff allowing the user to add key mappings themselves */
#define NUM_QWERTY_KEYS 26
typedef struct _keymap_Marker
{
KEY_MAPPING *psMapping;
UDWORD xPos,yPos;
SDWORD spin;
} KEYMAP_MARKER;
static KEYMAP_MARKER qwertyKeyMappings[NUM_QWERTY_KEYS];
static BOOL bDoingDebugMappings = false;
// ----------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------
/* The linked list of present key mappings */
KEY_MAPPING *keyMappings;
/* Holds number of active mappings */
UDWORD numActiveMappings;
/* Last meta and sub key that were recorded */
static KEY_CODE lastMetaKey,lastSubKey;
static BOOL bKeyProcessing = true;
static void kf_NOOP(void) {}
// ----------------------------------------------------------------------------------
// Adding a mapped function ? add a save pointer! Thank AlexL.
// don't bugger around with the order either. new ones go at the end! DEBUG in debug section..
//typedef void (*_keymapsave)(void);
_keymapsave keyMapSaveTable[] =
{
kf_ChooseManufacture,
kf_ChooseResearch,
kf_ChooseBuild,
kf_ChooseDesign,
kf_ChooseIntelligence,
kf_ChooseCommand,
kf_ToggleRadar,
kf_ToggleConsole,
kf_ToggleEnergyBars,
kf_NOOP,
kf_ScreenDump ,
kf_MoveToLastMessagePos,
kf_AssignGrouping_1,
kf_AssignGrouping_2,
kf_AssignGrouping_3,
kf_AssignGrouping_4,
kf_AssignGrouping_5,
kf_AssignGrouping_6,
kf_AssignGrouping_7,
kf_AssignGrouping_8,
kf_AssignGrouping_9,
kf_SelectGrouping_1,
kf_SelectGrouping_2,
kf_SelectGrouping_3,
kf_SelectGrouping_4,
kf_SelectGrouping_5,
kf_SelectGrouping_6,
kf_SelectGrouping_7,
kf_SelectGrouping_8,
kf_SelectGrouping_9,
kf_addMultiMenu,
kf_multiAudioStart,
kf_multiAudioStop,
kf_SeekNorth,
kf_ToggleCamera,
kf_addInGameOptions,
kf_RadarZoomOut,
kf_RadarZoomIn,
kf_ZoomOut,
kf_ZoomIn,
kf_PitchForward,
kf_RotateLeft,
kf_ResetPitch,
kf_RotateRight,
kf_PitchBack,
kf_RightOrderMenu,
kf_JumpToResourceExtractor,
kf_JumpToRepairUnits,
kf_JumpToConstructorUnits,
kf_JumpToSensorUnits,
kf_JumpToCommandUnits,
kf_ToggleOverlays,
kf_CentreOnBase,
kf_SetDroidAttackCease ,
kf_JumpToUnassignedUnits ,
kf_SetDroidAttackReturn ,
kf_SetDroidAttackAtWill ,
kf_SetDroidReturnToBase ,
kf_SetDroidRangeDefault,
kf_ToggleFormationSpeedLimiting,
kf_SetDroidRangeShort,
kf_SetDroidMovePursue ,
kf_SetDroidMovePatrol ,
kf_SetDroidGoForRepair ,
kf_SetDroidMoveHold ,
kf_SendTextMessage,
kf_SetDroidRangeLong,
kf_ScatterDroids,
kf_SetDroidRetreatMedium,
kf_SetDroidRetreatHeavy,
kf_SetDroidRetreatNever,
kf_SelectAllCombatUnits,
kf_SelectAllDamaged,
kf_SelectAllHalfTracked,
kf_SelectAllHovers,
kf_SetDroidRecycle,
kf_SelectAllOnScreenUnits,
kf_SelectAllTracked,
kf_SelectAllUnits,
kf_SelectAllVTOLs,
kf_SelectAllWheeled,
kf_FrameRate,
kf_SelectAllSameType,
kf_SelectNextFactory,
kf_SelectNextResearch,
kf_SelectNextPowerStation,
kf_SelectNextCyborgFactory,
kf_ToggleConsoleDrop,
kf_SelectCommander_1,
kf_SelectCommander_2,
kf_SelectCommander_3,
kf_SelectCommander_4,
kf_SelectCommander_5,
kf_SelectCommander_6,
kf_SelectCommander_7,
kf_SelectCommander_8,
kf_SelectCommander_9,
kf_FaceNorth,
kf_FaceSouth,
kf_FaceWest,
kf_FaceEast,
kf_SpeedUp,
kf_SlowDown,
kf_NormalSpeed,
kf_ToggleRadarJump,
kf_MovePause,
kf_ToggleReopenBuildMenu,
kf_SensorDisplayOn,
kf_SensorDisplayOff,
kf_ToggleRadarTerrain, //radar terrain on/off
kf_ToggleRadarAllyEnemy, //enemy/ally radar color toggle
kf_ToggleSensorDisplay, // Was commented out below. moved also!. Re-enabled --Q 5/10/05
kf_AddHelpBlip, //Add a beacon
kf_AllAvailable,
kf_ToggleDebugMappings,
kf_NewPlayerPower,
kf_TogglePauseMode,
kf_MaxScrollLimits,
kf_DebugDroidInfo,
kf_RecalcLighting,
kf_ToggleFog,
kf_ChooseOptions,
kf_TogglePower,
kf_ToggleWeather,
kf_SelectPlayer,
kf_AssignGrouping_0,
kf_SelectGrouping_0,
kf_SelectCommander_0,
kf_TraceObject,
kf_NOOP, // unused
kf_AddMissionOffWorld,
kf_KillSelected,
kf_ShowMappings,
kf_GiveTemplateSet,
kf_ToggleVisibility,
kf_FinishResearch,
kf_LowerTile,
kf_ToggleDemoMode,
kf_ToggleGodMode,
kf_EndMissionOffWorld,
kf_SystemClose,
kf_ToggleShadows,
kf_RaiseTile,
kf_NOOP, // unused
kf_TriFlip,
kf_NOOP, // unused
kf_NOOP, // unused
kf_ToggleWatchWindow,
kf_ToggleDrivingMode,
kf_ToggleShowGateways,
kf_ToggleShowPath,
kf_MapCheck,
NULL // last function!
};
// ----------------------------------------------------------------------------------
/*
Here is where we assign functions to keys and to combinations of keys.
these will be read in from a .cfg file customisable by the player from
an in-game menu
*/
void keyInitMappings( BOOL bForceDefaults )
{
UDWORD i;
keyMappings = NULL;
numActiveMappings = 0;
bKeyProcessing = true;
processDebugMappings(false);
for(i=0; i<NUM_QWERTY_KEYS; i++)
{
qwertyKeyMappings[i].psMapping = NULL;
}
// load the mappings.
if(!bForceDefaults && loadKeyMap() == true)
{
return;
}
// mappings failed to load, so set the defaults.
// ********************************* ALL THE MAPPINGS ARE NOW IN ORDER, PLEASE ****
// ********************************* DO NOT REORDER THEM!!!!!! ********************
/* ALL OF THIS NEEDS TO COME IN OFF A USER CUSTOMISABLE TEXT FILE */
// **********************************
// **********************************
// FUNCTION KEY MAPPINGS F1 to F12
keyAddMapping(KEYMAP_ALWAYS_PROCESS,KEY_IGNORE,KEY_F1,KEYMAP_PRESSED,kf_ChooseManufacture, _("Manufacture"));
keyAddMapping(KEYMAP_ALWAYS_PROCESS,KEY_IGNORE,KEY_F2,KEYMAP_PRESSED,kf_ChooseResearch, _("Research"));
keyAddMapping(KEYMAP_ALWAYS_PROCESS,KEY_IGNORE,KEY_F3,KEYMAP_PRESSED,kf_ChooseBuild, _("Build"));
keyAddMapping(KEYMAP_ALWAYS_PROCESS,KEY_IGNORE,KEY_F4,KEYMAP_PRESSED,kf_ChooseDesign, _("Design"));
keyAddMapping(KEYMAP_ALWAYS_PROCESS,KEY_IGNORE,KEY_F5,KEYMAP_PRESSED,kf_ChooseIntelligence, _("Intelligence Display"));
keyAddMapping(KEYMAP_ALWAYS_PROCESS,KEY_IGNORE,KEY_F6,KEYMAP_PRESSED,kf_ChooseCommand, _("Commanders"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F7,KEYMAP_PRESSED,kf_ToggleRadar, _("Toggle Radar"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F8,KEYMAP_PRESSED,kf_ToggleConsole, _("Toggle Console Display"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F9,KEYMAP_PRESSED,kf_ToggleEnergyBars, _("Toggle Damage Bars On/Off"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F10,KEYMAP_PRESSED,kf_ScreenDump, _("Take Screen Shot"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F11,KEYMAP_PRESSED,kf_ToggleFormationSpeedLimiting, _("Toggle Formation Speed Limiting"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F12,KEYMAP_PRESSED,kf_MoveToLastMessagePos, _("View Location of Previous Message"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LSHIFT,KEY_F12,KEYMAP_PRESSED,kf_ToggleSensorDisplay,"Toggle Sensor display"); //Which key should we use? --Re enabled see below! -Q 5-10-05
// **********************************
// **********************************
// ASSIGN GROUPS
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_0,KEYMAP_PRESSED,kf_AssignGrouping_0, _("Assign Group 0"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_1,KEYMAP_PRESSED,kf_AssignGrouping_1, _("Assign Group 1"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_2,KEYMAP_PRESSED,kf_AssignGrouping_2, _("Assign Group 2"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_3,KEYMAP_PRESSED,kf_AssignGrouping_3, _("Assign Group 3"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_4,KEYMAP_PRESSED,kf_AssignGrouping_4, _("Assign Group 4"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_5,KEYMAP_PRESSED,kf_AssignGrouping_5, _("Assign Group 5"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_6,KEYMAP_PRESSED,kf_AssignGrouping_6, _("Assign Group 6"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_7,KEYMAP_PRESSED,kf_AssignGrouping_7, _("Assign Group 7"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_8,KEYMAP_PRESSED,kf_AssignGrouping_8, _("Assign Group 8"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_9,KEYMAP_PRESSED,kf_AssignGrouping_9, _("Assign Group 9"));
// **********************************
// **********************************
// SELECT GROUPS - Will jump to the group as well as select if group is ALREADY selected
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_0,KEYMAP_PRESSED,kf_SelectGrouping_0, _("Select Group 0"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_1,KEYMAP_PRESSED,kf_SelectGrouping_1, _("Select Group 1"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_2,KEYMAP_PRESSED,kf_SelectGrouping_2, _("Select Group 2"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_3,KEYMAP_PRESSED,kf_SelectGrouping_3, _("Select Group 3"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_4,KEYMAP_PRESSED,kf_SelectGrouping_4, _("Select Group 4"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_5,KEYMAP_PRESSED,kf_SelectGrouping_5, _("Select Group 5"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_6,KEYMAP_PRESSED,kf_SelectGrouping_6, _("Select Group 6"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_7,KEYMAP_PRESSED,kf_SelectGrouping_7, _("Select Group 7"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_8,KEYMAP_PRESSED,kf_SelectGrouping_8, _("Select Group 8"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_9,KEYMAP_PRESSED,kf_SelectGrouping_9, _("Select Group 9"));
// **********************************
// **********************************
// SELECT COMMANDER - Will jump to the group as well as select if group is ALREADY selected
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_0,KEYMAP_PRESSED,kf_SelectCommander_0, _("Select Commander 0"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_1,KEYMAP_PRESSED,kf_SelectCommander_1, _("Select Commander 1"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_2,KEYMAP_PRESSED,kf_SelectCommander_2, _("Select Commander 2"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_3,KEYMAP_PRESSED,kf_SelectCommander_3, _("Select Commander 3"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_4,KEYMAP_PRESSED,kf_SelectCommander_4, _("Select Commander 4"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_5,KEYMAP_PRESSED,kf_SelectCommander_5, _("Select Commander 5"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_6,KEYMAP_PRESSED,kf_SelectCommander_6, _("Select Commander 6"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_7,KEYMAP_PRESSED,kf_SelectCommander_7, _("Select Commander 7"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_8,KEYMAP_PRESSED,kf_SelectCommander_8, _("Select Commander 8"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_9,KEYMAP_PRESSED,kf_SelectCommander_9, _("Select Commander 9"));
// **********************************
// **********************************
// MULTIPLAYER
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KPENTER,KEYMAP_PRESSED,kf_addMultiMenu, _("Multiplayer Options"));
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_KP_FULLSTOP,KEYMAP_PRESSED,kf_multiAudioStart, _("Start Multiplayer Audio"));
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_KP_FULLSTOP,KEYMAP_RELEASED,kf_multiAudioStop, _("Stop Multiplayer Audio"));
//
// GAME CONTROLS - Moving around, zooming in, rotating etc
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_BACKSPACE,KEYMAP_PRESSED,kf_SeekNorth, _("Snap View to North"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_SPACE,KEYMAP_PRESSED,kf_ToggleCamera, _("Toggle Tracking Camera"));
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_ESC,KEYMAP_PRESSED,kf_addInGameOptions, _("Display In-Game Options"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_MINUS,KEYMAP_PRESSED,kf_RadarZoomOut, _("Zoom Radar Out"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_EQUALS,KEYMAP_PRESSED,kf_RadarZoomIn, _("Zoom Radar In"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_MINUS,KEYMAP_DOWN,kf_ZoomOut, _("Zoom In"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_PLUS,KEYMAP_DOWN,kf_ZoomIn, _("Zoom Out"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_2,KEYMAP_DOWN,kf_PitchForward, _("Pitch Forward"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_4,KEYMAP_DOWN,kf_RotateLeft, _("Rotate Left"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_5,KEYMAP_DOWN,kf_ResetPitch, _("Reset Pitch"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_6,KEYMAP_DOWN,kf_RotateRight, _("Rotate Right"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_8,KEYMAP_DOWN,kf_PitchBack, _("Pitch Back"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_0,KEYMAP_PRESSED,kf_RightOrderMenu, _("Orders Menu"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_MINUS,KEYMAP_PRESSED,kf_SlowDown, _("Decrease Game Speed"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_EQUALS,KEYMAP_PRESSED,kf_SpeedUp, _("Increase Game Speed"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_BACKSPACE,KEYMAP_PRESSED,kf_NormalSpeed, _("Reset Game Speed"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_UPARROW,KEYMAP_PRESSED,kf_FaceNorth, _("View North"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_DOWNARROW,KEYMAP_PRESSED,kf_FaceSouth,_("View South") );
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_LEFTARROW,KEYMAP_PRESSED,kf_FaceEast, _("View East"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_RIGHTARROW,KEYMAP_PRESSED,kf_FaceWest, _("View West"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_KP_STAR,KEYMAP_PRESSED,kf_JumpToResourceExtractor, _("View next Oil Derrick"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_JumpToRepairUnits, _("View next Repair Unit"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_JumpToConstructorUnits, _("View next Truck"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_JumpToSensorUnits, _("View next Sensor Unit"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_JumpToCommandUnits, _("View next Commander"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_TAB,KEYMAP_PRESSED,kf_ToggleOverlays, _("Toggle Overlays"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_BACKQUOTE,KEYMAP_PRESSED,kf_ToggleConsoleDrop,_("Console On/Off"));
// **********************************
// IN GAME MAPPINGS - Single key presses - ALL __DEBUG keymappings will be removed for master
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_B,KEYMAP_PRESSED,kf_CentreOnBase, _("Center View on HQ"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_C,KEYMAP_PRESSED,kf_SetDroidAttackCease , _("Hold Fire"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_D,KEYMAP_PRESSED,kf_JumpToUnassignedUnits, _("View Unassigned Units"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_E,KEYMAP_PRESSED,kf_SetDroidAttackReturn, _("Return Fire"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_F,KEYMAP_PRESSED,kf_SetDroidAttackAtWill, _("Fire at Will"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_H,KEYMAP_PRESSED,kf_SetDroidReturnToBase, _("Return to HQ"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_I,KEYMAP_PRESSED,kf_SetDroidRangeDefault, _("Optimum Range"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_O,KEYMAP_PRESSED,kf_SetDroidRangeShort, _("Short Range"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_P,KEYMAP_PRESSED,kf_SetDroidMovePursue , _("Pursue"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_Q,KEYMAP_PRESSED,kf_SetDroidMovePatrol , _("Patrol"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_R,KEYMAP_PRESSED,kf_SetDroidGoForRepair , _("Return For Repair"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_S,KEYMAP_PRESSED,kf_SetDroidMoveHold , _("Hold Position"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_RETURN,KEYMAP_PRESSED,kf_SendTextMessage, _("Send Text Message"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_U,KEYMAP_PRESSED,kf_SetDroidRangeLong, _("Long Range"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_H,KEYMAP_PRESSED,kf_AddHelpBlip, "Drop a beacon");
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_Z,KEYMAP_PRESSED,kf_SensorDisplayOn, "Sensor display On");
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_Z,KEYMAP_RELEASED,kf_SensorDisplayOff, "Sensor display Off");
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LALT,KEY_S,KEYMAP_PRESSED,kf_ToggleShadows, "Toggles shadows");
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_TAB,KEYMAP_PRESSED,kf_ToggleRadarTerrain, "Toggle radar terrain");
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LSHIFT,KEY_TAB,KEYMAP_PRESSED,kf_ToggleRadarAllyEnemy, "Toggle ally-enemy radar view");
// Some extra non QWERTY mappings but functioning in same way
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_COMMA,KEYMAP_PRESSED,kf_SetDroidRetreatMedium, _("Retreat at Medium Damage") );
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_FULLSTOP,KEYMAP_PRESSED,kf_SetDroidRetreatHeavy, _("Retreat at Heavy Damage") );
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,KEY_FORWARDSLASH,KEYMAP_PRESSED,kf_SetDroidRetreatNever,_("Do or Die!") );
// **********************************
// **********************************
// In game mappings - COMBO (CTRL + LETTER) presses.
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_A,KEYMAP_PRESSED,kf_SelectAllCombatUnits, _("Select all Combat Units"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_D,KEYMAP_PRESSED,kf_SelectAllDamaged, _("Select all Heavily Damaged Units"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_F,KEYMAP_PRESSED,kf_SelectAllHalfTracked, _("Select all Half-tracks"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_H,KEYMAP_PRESSED,kf_SelectAllHovers, _("Select all Hovers"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_R,KEYMAP_PRESSED,kf_SetDroidRecycle, _("Return for Recycling"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_S,KEYMAP_PRESSED,kf_SelectAllOnScreenUnits, _("Select all Units on Screen"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_T,KEYMAP_PRESSED,kf_SelectAllTracked, _("Select all Tracks"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_U,KEYMAP_PRESSED,kf_SelectAllUnits, _("Select EVERY unit"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_V,KEYMAP_PRESSED,kf_SelectAllVTOLs, _("Select all VTOLs"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_W,KEYMAP_PRESSED,kf_SelectAllWheeled, _("Select all Wheels"));
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_Y,KEYMAP_PRESSED,kf_FrameRate, "Show frame rate");
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_LCTRL,KEY_Z,KEYMAP_PRESSED,kf_SelectAllSameType, _("Select all Similiar Units"));
// **********************************
// **********************************
// SELECT PLAYERS - DEBUG ONLY
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_SelectNextFactory,_("Select next Factory"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_SelectNextResearch,_("Select next Research Facility"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_SelectNextPowerStation,_("Select next Power Generator"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_SelectNextCyborgFactory,_("Select next Cyborg Factory"));
keyAddMapping(KEYMAP_ASSIGNABLE,KEY_IGNORE,(KEY_CODE)KEY_MAXSCAN,KEYMAP_PRESSED,kf_ToggleReopenBuildMenu,_("Toggle reopening the build menu"));
// NOTE THIS!!!!!!!
// available: ctrl+l
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_M,KEYMAP_PRESSED,kf_ToggleShowPath, "Toggle display of droid path");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_E,KEYMAP_PRESSED,kf_ToggleShowGateways, "Toggle display of gateways");
keyAddMapping(KEYMAP___HIDE,KEY_LSHIFT,KEY_BACKSPACE,KEYMAP_PRESSED,kf_ToggleDebugMappings, "TOGGLE Debug Mappings");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_M,KEYMAP_PRESSED,kf_ShowMappings, "Show all keyboard mappings - use pause!");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_V,KEYMAP_PRESSED,kf_ToggleVisibility, "Toggle visibility");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_W,KEYMAP_DOWN,kf_RaiseTile, "Raise tile height");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_A,KEYMAP_DOWN,kf_LowerTile, "Lower tile height");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_Y,KEYMAP_PRESSED,kf_ToggleDemoMode, "Toggles on/off DEMO Mode");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_B,KEYMAP_PRESSED,kf_EndMissionOffWorld, "End Mission");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_J,KEYMAP_PRESSED,kf_ToggleFog, "Toggles All fog");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_Q,KEYMAP_PRESSED,kf_ToggleWeather, "Trigger some weather");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_K,KEYMAP_PRESSED,kf_TriFlip, "Flip terrain triangle");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_K,KEYMAP_PRESSED,kf_MapCheck, "Realign height of all objects on the map");
//These ones are necessary for debugging
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_A,KEYMAP_PRESSED,kf_AllAvailable, "Make all items available");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_K,KEYMAP_PRESSED,kf_KillSelected, "Kill Selected Unit(s)");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_G,KEYMAP_PRESSED,kf_ToggleGodMode, "Toggle god Mode Status");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_O,KEYMAP_PRESSED,kf_ChooseOptions, "Display Options Screen");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_X,KEYMAP_PRESSED,kf_FinishResearch, "Complete current research");
keyAddMapping(KEYMAP__DEBUG,KEY_LSHIFT,KEY_W,KEYMAP_PRESSED,kf_ToggleWatchWindow, "Toggle watch window");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_L,KEYMAP_PRESSED,kf_TraceObject, "Trace a game object");
keyAddMapping(KEYMAP__DEBUG,KEY_LSHIFT,KEY_D,KEYMAP_PRESSED,kf_ToggleDrivingMode, "Toggle Driving Mode");
saveKeyMap(); // save out the default key mappings.
// ------------------------ OLD STUFF - Store here!
/*
keyAddMapping(KEYMAP__DEBUG,KEY_LSHIFT,KEY_D,KEYMAP_PRESSED,kf_ToggleDrivingMode, "Toggle Driving Mode");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_F6,KEYMAP_DOWN,kf_UpGeoOffset,"Raise the geometric offset");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_F7,KEYMAP_DOWN,kf_DownGeoOffset,"Lower the geometric offset");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_E,KEYMAP_PRESSED,kf_ToggleDroidInfo,"Display droid info whilst tracking");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_I,KEYMAP_PRESSED,kf_ToggleWidgets,"Toggle Widgets");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_J,KEYMAP_PRESSED,kf_ToggleRadarAllign,"Toggles Radar allignment");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_R,KEYMAP_PRESSED,kf_ShowNumObjects,"Show number of Objects");
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_T,KEYMAP_PRESSED,kf_SendTextMessage,"Send Text Message");
keyAddMapping(KEYMAP_ALWAYS,KEY_IGNORE,KEY_U,KEYMAP_PRESSED,kf_ToggleBackgroundFog,"Toggle Background Fog");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_V,KEYMAP_PRESSED,kf_BuildInfo,"Build date and time");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_Y,KEYMAP_PRESSED,kf_ToggleDemoMode,"Toggles on/off DEMO Mode");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_Z,KEYMAP_PRESSED,kf_ShowGridInfo,"DBPRINTF map grid coverage");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_SCROLLLOCK,KEYMAP_PRESSED,kf_TogglePauseMode, _("Toggle Pause Mode")); //not needed, done with KEY_ESC
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_J,KEYMAP_PRESSED,kf_MaxScrollLimits, "Maximum scroll limits");
keyAddMapping(KEYMAP__DEBUG,KEY_IGNORE,KEY_N,KEYMAP_PRESSED,kf_GiveTemplateSet, "Give template set(s) to player 0 ");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_KP_MINUS,KEYMAP_PRESSED,kf_SystemClose, "System Close (EXIT)"); //not working right now
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_I,KEYMAP_PRESSED,kf_RecalcLighting, "Recalculate lighting");
keyAddMapping(KEYMAP__DEBUG,KEY_LCTRL,KEY_N,KEYMAP_PRESSED,kf_NewPlayerPower, "New game player power");
// This is not needed, use ctrl-o
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F1,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 0");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F2,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 1");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F3,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 2");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F4,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 3");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F5,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 4");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F6,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 5");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F7,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 6");
keyAddMapping(KEYMAP__DEBUG,KEY_LALT,KEY_F8,KEYMAP_PRESSED,kf_SelectPlayer, "Select player 7");
*/
}
// ----------------------------------------------------------------------------------
/* Adds a new mapping to the list */
//BOOL keyAddMapping(KEY_CODE metaCode, KEY_CODE subCode, KEY_ACTION action,void *function, char *name)
KEY_MAPPING *keyAddMapping(KEY_STATUS status,KEY_CODE metaCode, KEY_CODE subCode, KEY_ACTION action,
void (*pKeyMapFunc)(void), const char *name)
{
KEY_MAPPING *newMapping;
/* Get some memory for our binding */
newMapping = (KEY_MAPPING*)malloc(sizeof(KEY_MAPPING));
if (newMapping == NULL)
{
debug(LOG_ERROR, "keyAddMapping: Out of memory!");
abort();
return NULL;
}
/* Copy over the name */
newMapping->pName = strdup(name);
if (newMapping->pName == NULL)
{
debug(LOG_ERROR, "keyAddMapping: Out of memory!");
abort();
return NULL;
}
/* Fill up our entries, first the ones that activate it */
newMapping->metaKeyCode = metaCode;
newMapping->subKeyCode = subCode;
newMapping->status = status;
/* When it was last called - needed? */
newMapping->lastCalled = gameTime;
/* And what gets called when it's activated */
newMapping->function = pKeyMapFunc;
/* Is it functional on the key being down or just pressed */
newMapping->action = action;
newMapping->altMetaKeyCode = KEY_IGNORE;
/* We always request only the left hand one */
if(metaCode == KEY_LCTRL) {newMapping->altMetaKeyCode = KEY_RCTRL;}
else if(metaCode == KEY_LALT) {newMapping->altMetaKeyCode = KEY_RALT;}
else if(metaCode == KEY_LSHIFT) {newMapping->altMetaKeyCode = KEY_RSHIFT;}
/* Set it to be active */
newMapping->active = true;
/* Add it to the start of the list */
newMapping->psNext = keyMappings;
keyMappings = newMapping;
numActiveMappings++;
return(newMapping);
}
// ----------------------------------------------------------------------------------
/* Removes a mapping from the list specified by the key codes */
BOOL keyRemoveMapping( KEY_CODE metaCode, KEY_CODE subCode )
{
KEY_MAPPING *mapping;
mapping = keyFindMapping(metaCode, subCode);
return(keyRemoveMappingPt(mapping));
}
// ----------------------------------------------------------------------------------
/* Returns a pointer to a mapping if it exists - NULL otherwise */
KEY_MAPPING *keyFindMapping( KEY_CODE metaCode, KEY_CODE subCode )
{
KEY_MAPPING *psCurr;
/* See if we can find it */
for(psCurr = keyMappings; psCurr != NULL; psCurr = psCurr->psNext)
{
if(psCurr->metaKeyCode == metaCode && psCurr->subKeyCode == subCode)
{
return(psCurr);
}
}
return(NULL);
}
// ----------------------------------------------------------------------------------
/* clears the mappings list and frees the memory */
void keyClearMappings( void )
{
while(keyMappings)
{
keyRemoveMappingPt(keyMappings);
}
}
// ----------------------------------------------------------------------------------
/* Removes a mapping specified by a pointer */
BOOL keyRemoveMappingPt(KEY_MAPPING *psToRemove)
{
KEY_MAPPING *psPrev,*psCurr;
if(psToRemove == NULL)
{
return(false);
}
if(psToRemove == keyMappings && keyMappings->psNext == NULL)
{
if (keyMappings->pName) free(keyMappings->pName); // ffs
free(keyMappings);
keyMappings = NULL;
numActiveMappings = 0;
return(true);
}
/* See if we can find it */
for(psPrev = NULL, psCurr = keyMappings;
psCurr != NULL && psCurr!=psToRemove;
psPrev = psCurr, psCurr = psCurr->psNext)
{
/*NOP*/
}
/* If it was found... */
if(psCurr==psToRemove)
{
/* See if it was the first element */
if(psPrev)
{
/* It wasn't */
psPrev->psNext = psCurr->psNext;
}
else
{
/* It was */
keyMappings = psCurr->psNext;
}
/* Free up the memory, first for the string */
if (psCurr->pName) free(psCurr->pName); // only free it if it was allocated in the first place (ffs)
/* and then for the mapping itself */
free(psCurr);
numActiveMappings--;
return(true);
}
return(false);
}
// ----------------------------------------------------------------------------------
/* Just returns how many are active */
UDWORD getNumMappings( void )
{
return(numActiveMappings);
}
// ----------------------------------------------------------------------------------
/* Allows _new_ mappings to be made at runtime */
static BOOL checkQwertyKeys( void )
{
KEY_CODE qKey;
UDWORD tableEntry;
BOOL aquired = false;
/* Are we trying to make a new map marker? */
if (keyDown(KEY_LALT))
{
/* Did we press a key */
qKey = getQwertyKey();
if (qKey)
{
tableEntry = asciiKeyCodeToTable(qKey);
/* We're assigning something to the key */
debug(LOG_NEVER, "Assigning keymapping to tableEntry: %i", tableEntry);
if (qwertyKeyMappings[tableEntry].psMapping)
{
/* Get rid of the old mapping on this key if there was one */
keyRemoveMappingPt(qwertyKeyMappings[tableEntry].psMapping);
}
/* Now add the new one for this location */
qwertyKeyMappings[tableEntry].psMapping =
keyAddMapping(KEYMAP_ALWAYS, KEY_LSHIFT, qKey, KEYMAP_PRESSED, kf_JumpToMapMarker, "Jump to new map marker");
aquired = true;
/* Store away the position and view angle */
qwertyKeyMappings[tableEntry].xPos = player.p.x;
qwertyKeyMappings[tableEntry].yPos = player.p.z;
qwertyKeyMappings[tableEntry].spin = player.r.y;
}
}
return aquired;
}
// ----------------------------------------------------------------------------------
/* Manages update of all the active function mappings */
void keyProcessMappings( BOOL bExclude )
{
KEY_MAPPING *keyToProcess;
BOOL bMetaKeyDown;
BOOL bKeyProcessed;
SDWORD i;
/* Bomb out if there are none */
if(!keyMappings || !numActiveMappings || !bKeyProcessing)
{
return;
}
/* Jump out if we've got a new mapping */
(void) checkQwertyKeys();
/* Check for the meta keys */
if(keyDown(KEY_LCTRL) || keyDown(KEY_RCTRL) || keyDown(KEY_LALT)
|| keyDown(KEY_RALT) || keyDown(KEY_LSHIFT) || keyDown(KEY_RSHIFT))
{
bMetaKeyDown = true;
}
else
{
bMetaKeyDown = false;
}
/* Run through all our mappings */
for(keyToProcess = keyMappings; keyToProcess!=NULL; keyToProcess = keyToProcess->psNext)
{
/* We haven't acted upon it */
bKeyProcessed = false;
if(!keyToProcess->active)
{
/* Get out if it's inactive */
break;
}
/* Skip innappropriate ones when necessary */
if(bExclude && keyToProcess->status!=KEYMAP_ALWAYS_PROCESS)
{
break;
}
if(keyToProcess->subKeyCode == KEY_MAXSCAN)
{
continue;
}
if (keyToProcess->function == NULL)
{
continue;
}
if(keyToProcess->metaKeyCode==KEY_IGNORE && !bMetaKeyDown &&
!(keyToProcess->status==KEYMAP__DEBUG && !getDebugMappingStatus()) )
{
switch(keyToProcess->action)
{
case KEYMAP_PRESSED:
/* Were the right keys pressed? */
if(keyPressed(keyToProcess->subKeyCode))
{
lastSubKey = keyToProcess->subKeyCode;
/* Jump to the associated function call */
keyToProcess->function();
bKeyProcessed = true;
}
break;
case KEYMAP_DOWN:
/* Is the key Down? */
if(keyDown(keyToProcess->subKeyCode))
{
lastSubKey = keyToProcess->subKeyCode;
/* Jump to the associated function call */
keyToProcess->function();
bKeyProcessed = true;
}
break;
case KEYMAP_RELEASED:
/* Has the key been released? */
if(keyReleased(keyToProcess->subKeyCode))
{
lastSubKey = keyToProcess->subKeyCode;
/* Jump to the associated function call */
keyToProcess->function();
bKeyProcessed = true;
}
break;
default:
debug(LOG_ERROR, "Unknown key action (action code %u) while processing keymap.", (unsigned int)keyToProcess->action);
abort();
break;
}
}
/* Process the combi ones */
if( (keyToProcess->metaKeyCode!=KEY_IGNORE && bMetaKeyDown) &&
!(keyToProcess->status==KEYMAP__DEBUG && !getDebugMappingStatus()))
{
/* It's a combo keypress - one held down and the other pressed */
if (keyDown(keyToProcess->metaKeyCode) && keyPressed(keyToProcess->subKeyCode))
{
lastMetaKey = keyToProcess->metaKeyCode;
lastSubKey = keyToProcess->subKeyCode;
keyToProcess->function();
bKeyProcessed = true;
}
else if (keyToProcess->altMetaKeyCode != KEY_IGNORE)
{
if(keyDown(keyToProcess->altMetaKeyCode) && keyPressed(keyToProcess->subKeyCode))
{
lastMetaKey = keyToProcess->metaKeyCode;
lastSubKey = keyToProcess->subKeyCode;
keyToProcess->function();
bKeyProcessed = true;
}
}
}
}
/* Script callback - find out what meta key was pressed */
cbPressedMetaKey = KEY_IGNORE;
/* getLastMetaKey() can't be used here, have to do manually */
if(keyDown(KEY_LCTRL))
cbPressedMetaKey = KEY_LCTRL;
else if(keyDown(KEY_RCTRL))
cbPressedMetaKey = KEY_RCTRL;
else if(keyDown(KEY_LALT))
cbPressedMetaKey = KEY_LALT;
else if(keyDown(KEY_RALT))
cbPressedMetaKey = KEY_RALT;
else if(keyDown(KEY_LSHIFT))
cbPressedMetaKey = KEY_LSHIFT;
else if(keyDown(KEY_RSHIFT))
cbPressedMetaKey = KEY_RSHIFT;
/* Find out what keys were pressed */
for(i=0; i<KEY_MAXSCAN;i++)
{
/* Skip meta keys */
switch(i)
{
case KEY_LCTRL:
case KEY_RCTRL:
case KEY_LALT:
case KEY_RALT:
case KEY_LSHIFT:
case KEY_RSHIFT:
continue;
break;
}
/* Let scripts process this key if it's pressed */
if(keyPressed((KEY_CODE)i))
{
cbPressedKey = i;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_KEY_PRESSED);
}
}
}
// ----------------------------------------------------------------------------------
/* Sends a particular key mapping to the console */
static void keyShowMapping(KEY_MAPPING *psMapping)
{
char asciiSub[20],asciiMeta[20];
BOOL onlySub;
onlySub = true;
if(psMapping->metaKeyCode!=KEY_IGNORE)
{
keyScanToString(psMapping->metaKeyCode,(char *)&asciiMeta,20);
onlySub = false;
}
keyScanToString(psMapping->subKeyCode,(char *)&asciiSub,20);
if(onlySub)
{
CONPRINTF(ConsoleString,(ConsoleString,"%s - %s",asciiSub,psMapping->pName));
}
else
{
CONPRINTF(ConsoleString,(ConsoleString,"%s and %s - %s",asciiMeta,asciiSub,psMapping->pName));
}
}
// ----------------------------------------------------------------------------------
// this function isn't really module static - should be removed - debug only
void keyShowMappings( void )
{
KEY_MAPPING *psMapping;
for (psMapping = keyMappings; psMapping; psMapping = psMapping->psNext)
{
keyShowMapping(psMapping);
}
}
// ----------------------------------------------------------------------------------
/* Returns the key code of the last sub key pressed - allows called functions to have a simple stack */
KEY_CODE getLastSubKey( void )
{
return(lastSubKey);
}
// ----------------------------------------------------------------------------------
/* Returns the key code of the last meta key pressed - allows called functions to have a simple stack */
KEY_CODE getLastMetaKey( void )
{
return(lastMetaKey);
}
// ----------------------------------------------------------------------------------
/* Allows us to enable/disable the whole mapping system */
void keyEnableProcessing( BOOL val )
{
bKeyProcessing = val;
}
// ----------------------------------------------------------------------------------
/* Sets all mappings to be inactive */
void keyAllMappingsInactive( void )
{
KEY_MAPPING *psMapping;
for(psMapping = keyMappings; psMapping; psMapping = psMapping->psNext)
{
psMapping->active = false;
}
}
// ----------------------------------------------------------------------------------
void keyAllMappingsActive( void )
{
KEY_MAPPING *psMapping;
for(psMapping = keyMappings; psMapping; psMapping = psMapping->psNext)
{
psMapping->active = true;
}
}
// ----------------------------------------------------------------------------------
/* Allows us to make active/inactive specific mappings */
void keySetMappingStatus(KEY_MAPPING *psMapping, BOOL state)
{
psMapping->active = state;
}
/* Returns the key code of the first ascii key that its finds has been PRESSED */
KEY_CODE getQwertyKey( void )
{
UDWORD i;
for(i = KEY_Q; i <= KEY_P; i++)
{
if(keyPressed(i))
{
return(i); // top row key pressed
}
}
for(i = KEY_A; i <= KEY_L; i++)
{
if(keyPressed(i))
{
return(i); // middle row key pressed
}
}
for(i = KEY_Z; i <= KEY_M; i++)
{
if(keyPressed(i))
{
return(i); // bottomw row key pressed
}
}
return(0); // no ascii key pressed
}
// ----------------------------------------------------------------------------------
/* Returns the number (0 to 26) of a key on the keyboard
from it's keycode. Q is zero, through to M being 25
*/
UDWORD asciiKeyCodeToTable(KEY_CODE code)
{
if( code >= KEY_Q && code<=KEY_P )
{
return code - KEY_Q; // q is the first of the ascii scan codes
}
if( code >= KEY_A && code <=KEY_L )
{
return (code - KEY_A) + 10; // ten keys from q to p
}
if( code >= KEY_Z && code<=KEY_M )
{
return (code - KEY_Z) + 19; // 19 keys before, the 10 from q..p and the 9 from a..l
}
ASSERT(false, "only pass nonzero key codes from getQwertyKey to this function");
return 0;
}
// ----------------------------------------------------------------------------------
/* Returns the map X position associated with the passed in keycode */
UDWORD getMarkerX( KEY_CODE code )
{
UDWORD entry;
entry = asciiKeyCodeToTable(code);
return(qwertyKeyMappings[entry].xPos);
}
// ----------------------------------------------------------------------------------
/* Returns the map Y position associated with the passed in keycode */
UDWORD getMarkerY( KEY_CODE code )
{
UDWORD entry;
entry = asciiKeyCodeToTable(code);
return(qwertyKeyMappings[entry].yPos);
}
// ----------------------------------------------------------------------------------
/* Returns the map Y rotation associated with the passed in keycode */
SDWORD getMarkerSpin( KEY_CODE code )
{
UDWORD entry;
entry = asciiKeyCodeToTable(code);
return(qwertyKeyMappings[entry].spin);
}
// ----------------------------------------------------------------------------------
/* Defines whether we process debug key mapping stuff */
void processDebugMappings( BOOL val )
{
bDoingDebugMappings = val;
}
// ----------------------------------------------------------------------------------
/* Returns present status of debug mapping processing */
BOOL getDebugMappingStatus( void )
{
return(bDoingDebugMappings);
}
// ----------------------------------------------------------------------------------
BOOL keyReAssignMapping( KEY_CODE origMetaCode, KEY_CODE origSubCode,
KEY_CODE newMetaCode, KEY_CODE newSubCode )
{
KEY_MAPPING *psMapping;
BOOL bFound;
for(psMapping = keyMappings,bFound = false; psMapping && !bFound;
psMapping = psMapping->psNext)
{
/* Find the original */
if(psMapping->metaKeyCode == origMetaCode && psMapping->subKeyCode == origSubCode)
{
/* Not all can be remapped */
if(psMapping->status != KEYMAP_ALWAYS || psMapping->status == KEYMAP_ALWAYS_PROCESS)
{
psMapping->metaKeyCode = newMetaCode;
psMapping->subKeyCode = newSubCode;
bFound = true;
}
}
}
return(bFound);
}
// ----------------------------------------------------------------------------------
KEY_MAPPING *getKeyMapFromName(char *pName)
{
KEY_MAPPING *psMapping;
for(psMapping = keyMappings; psMapping; psMapping = psMapping->psNext)
{
if(strcmp(pName,psMapping->pName) == false)
{
return(psMapping);
}
}
return(NULL);
}
// ----------------------------------------------------------------------------------
BOOL keyReAssignMappingName(char *pName,KEY_CODE newMetaCode, KEY_CODE newSubCode)
{
KEY_MAPPING *psMapping;
psMapping = getKeyMapFromName(pName);
if(psMapping)
{
if(psMapping->status == KEYMAP_ASSIGNABLE)
{
(void)keyAddMapping(psMapping->status,newMetaCode,
newSubCode, psMapping->action,psMapping->function,psMapping->pName);
keyRemoveMappingPt(psMapping);
return(true);
}
}
return(false);
}
// ----------------------------------------------------------------------------------