Files
Jedi-Academy/code/win32/win_input_console.cpp
2013-04-04 14:32:05 -07:00

901 lines
23 KiB
C++

// #include "../server/exe_headers.h"
#include "../client/client.h"
//JLF
#include "../client/client_ui.h"
#include "../qcommon/qcommon.h"
#ifdef _JK2MP
#include "../ui/keycodes.h"
#else
#include "../client/keycodes.h"
#endif
#include "win_local.h"
#include "win_input.h"
cvar_t *inSplashMenu = NULL;
cvar_t *controllerOut = NULL;
static void HandleDebugJoystickPress(fakeAscii_t button);
static bool _UIRunning = false;
static bool IN_ControllerMustBePlugged(int controller);
// By default, cheatpad is turned on except in final build. Just change
// here to modify that.
#ifndef FINAL_BUILD
//#define DEBUG_CONTROLLER
#endif
// Controller connection globals
static signed char uiControllerNotification = -1;
bool noControllersConnected = false;
bool wasPlugged[4];
int mainControllerDelayedUnplug = 0;
PadInfo _padInfo; // gamepad thumbstick buffer
/**********************************************************
*
* CHEAT FUNCTIONS
*
**********************************************************/
bool Cheat_God( void )
{
Cbuf_ExecuteText( EXEC_APPEND, "god\n" );
return true;
}
void Cheat_GiveAll( void )
{
Cbuf_ExecuteText(EXEC_APPEND, "give all\n");
}
extern bool Cheat_ChangeSaber( void ); // In wp_saber.cpp
#include "../game/anims.h"
#include "../cgame/cg_local.h"
static bool isDeathAnimation( int anim )
{
switch( anim )
{
case BOTH_DEATH1: //# First Death anim
case BOTH_DEATH2: //# Second Death anim
case BOTH_DEATH3: //# Third Death anim
case BOTH_DEATH4: //# Fourth Death anim
case BOTH_DEATH5: //# Fifth Death anim
case BOTH_DEATH6: //# Sixth Death anim
case BOTH_DEATH7: //# Seventh Death anim
case BOTH_DEATH8: //#
case BOTH_DEATH9: //#
case BOTH_DEATH10: //#
case BOTH_DEATH11: //#
case BOTH_DEATH12: //#
case BOTH_DEATH13: //#
case BOTH_DEATH14: //#
case BOTH_DEATH14_UNGRIP: //# Desann's end death (cin #35)
case BOTH_DEATH14_SITUP: //# Tavion sitting up after having been thrown (cin #23)
case BOTH_DEATH15: //#
case BOTH_DEATH16: //#
case BOTH_DEATH17: //#
case BOTH_DEATH18: //#
case BOTH_DEATH19: //#
case BOTH_DEATH20: //#
case BOTH_DEATH21: //#
case BOTH_DEATH22: //#
case BOTH_DEATH23: //#
case BOTH_DEATH24: //#
case BOTH_DEATH25: //#
case BOTH_DEATHFORWARD1: //# First Death in which they get thrown forward
case BOTH_DEATHFORWARD2: //# Second Death in which they get thrown forward
case BOTH_DEATHFORWARD3: //# Tavion's falling in cin# 23
case BOTH_DEATHBACKWARD1: //# First Death in which they get thrown backward
case BOTH_DEATHBACKWARD2: //# Second Death in which they get thrown backward
case BOTH_DEATH1IDLE: //# Idle while close to death
case BOTH_LYINGDEATH1: //# Death to play when killed lying down
case BOTH_STUMBLEDEATH1: //# Stumble forward and fall face first death
case BOTH_FALLDEATH1: //# Fall forward off a high cliff and splat death - start
case BOTH_FALLDEATH1INAIR: //# Fall forward off a high cliff and splat death - loop
case BOTH_FALLDEATH1LAND: //# Fall forward off a high cliff and splat death - hit bottom
case BOTH_DEAD1: //# First Death finished pose
case BOTH_DEAD2: //# Second Death finished pose
case BOTH_DEAD3: //# Third Death finished pose
case BOTH_DEAD4: //# Fourth Death finished pose
case BOTH_DEAD5: //# Fifth Death finished pose
case BOTH_DEAD6: //# Sixth Death finished pose
case BOTH_DEAD7: //# Seventh Death finished pose
case BOTH_DEAD8: //#
case BOTH_DEAD9: //#
case BOTH_DEAD10: //#
case BOTH_DEAD11: //#
case BOTH_DEAD12: //#
case BOTH_DEAD13: //#
case BOTH_DEAD14: //#
case BOTH_DEAD15: //#
case BOTH_DEAD16: //#
case BOTH_DEAD17: //#
case BOTH_DEAD18: //#
case BOTH_DEAD19: //#
case BOTH_DEAD20: //#
case BOTH_DEAD21: //#
case BOTH_DEAD22: //#
case BOTH_DEAD23: //#
case BOTH_DEAD24: //#
case BOTH_DEAD25: //#
case BOTH_DEADFORWARD1: //# First thrown forward death finished pose
case BOTH_DEADFORWARD2: //# Second thrown forward death finished pose
case BOTH_DEADBACKWARD1: //# First thrown backward death finished pose
case BOTH_DEADBACKWARD2: //# Second thrown backward death finished pose
case BOTH_LYINGDEAD1: //# Killed lying down death finished pose
case BOTH_STUMBLEDEAD1: //# Stumble forward death finished pose
case BOTH_FALLDEAD1LAND: //# Fall forward and splat death finished pose
case BOTH_DEADFLOP1: //# React to being shot from First Death finished pose
case BOTH_DEADFLOP2: //# React to being shot from Second Death finished pose
case BOTH_DISMEMBER_HEAD1: //#
case BOTH_DISMEMBER_TORSO1: //#
case BOTH_DISMEMBER_LLEG: //#
case BOTH_DISMEMBER_RLEG: //#
case BOTH_DISMEMBER_RARM: //#
case BOTH_DISMEMBER_LARM: //#
case BOTH_DEATH_ROLL: //# Death anim from a roll
case BOTH_DEATH_FLIP: //# Death anim from a flip
case BOTH_DEATH_SPIN_90_R: //# Death anim when facing 90 degrees right
case BOTH_DEATH_SPIN_90_L: //# Death anim when facing 90 degrees left
case BOTH_DEATH_SPIN_180: //# Death anim when facing backwards
case BOTH_DEATH_LYING_UP: //# Death anim when lying on back
case BOTH_DEATH_LYING_DN: //# Death anim when lying on front
case BOTH_DEATH_FALLING_DN: //# Death anim when falling on face
case BOTH_DEATH_FALLING_UP: //# Death anim when falling on back
case BOTH_DEATH_CROUCHED: //# Death anim when crouched
return true;
break;
default:
return false;
break;
}
}
bool Cheat_WinLevel( void )
{
// Do not do this while any UI is active. It's dangerous:
extern int Key_GetCatcher( void );
if( Key_GetCatcher() == KEYCATCH_UI )
return false;
// Also, don't do it during cutscenes:
extern bool in_camera;
if( in_camera || ( g_entities[0].client && isDeathAnimation(g_entities[0].client->ps.legsAnim)))
return false;
// All maps (except kor2) have a trigger item named end_level
Cbuf_ExecuteText( EXEC_APPEND, "use end_level\n" );
return true;
}
#ifndef XBOX_DEMO
bool Cheat_LevelSelect( void )
{
// Set cvar that enables the level select menu:
Cvar_SetValue( "ui_levelselect", 1 );
return true;
}
#endif
extern bool Cheat_InfiniteForce( void ); // In wp_saber.cpp
#if YELLOW_MODE
extern bool enableYellowMode;
char yellowModeLevel = 0;
bool enableYellowStage2 = false;
bool Cheat_Yellow_Stage2( void )
{
if(!enableYellowStage2)
return false;
if(IN_GetMainController() != 0)
return false;
if( g_entities[0].client && isDeathAnimation(g_entities[0].client->ps.legsAnim))
enableYellowMode = true;
else
enableYellowMode = false;
return enableYellowMode;
}
bool Cheat_Yellow_Stage1( void )
{
if(IN_GetMainController() != 1)
return false;
if(yellowModeLevel == 0) // step one, in a cutscene
{
extern bool in_camera;
if(in_camera)
{
yellowModeLevel++;
return true;
}
}
else if( yellowModeLevel == 1 ) // step two, during the splash screen
{
if(inSplashMenu->integer)
{
yellowModeLevel++;
return true;
}
}
else if( yellowModeLevel == 2 ) // step three, while force hud is active
{
if(cg.forceHUDActive)
{
yellowModeLevel++;
return true;
}
}
if(yellowModeLevel == 3) // eveything is ok, now reset and move to stage 2
{
enableYellowStage2 = true;
yellowModeLevel = 4;
return true;
}
return false;
}
#endif // YELLOW_MODE
bool Cheat_AllForce( void )
{
// Do not do this while the force config UI is running. That causes SERIOUS problems:
extern bool UI_ForceConfigUIActive( void );
if( UI_ForceConfigUIActive() )
return false;
// Set all Light powers to level 3:
Cbuf_ExecuteText( EXEC_APPEND, "setForceHeal 3\nsetMindTrick 3\nsetForceProtect 3\nsetForceAbsorb 3\n" );
// Set all Dark powers to level 3:
Cbuf_ExecuteText( EXEC_APPEND, "setForceGrip 3\nsetForceLightning 3\nsetForceRage 3\nsetForceDrain 3\n" );
return true;
}
bool Cheat_KungFoo( void )
{
Cbuf_ExecuteText( EXEC_APPEND, "iknowkungfu\n");
return qtrue;
}
//
// CHEAT DATA
//
// Every cheat is a sequence of D-pad presses, performed while the right
// thumbstick is being pressed. The cheat sequences are all length 6, and
// each cheat is tied to a void (void) function. Mapping:
// 5 - Up, 7 - Down, 8 - Left, 6 - Right
typedef bool(*xcommandC_t)(void);
struct cheat_t
{
fakeAscii_t buttons[6];
xcommandC_t function;
};
cheat_t cheats[] = {
{ {A_JOY7, A_JOY5, A_JOY8, A_JOY6, A_JOY7, A_JOY5}, Cheat_God },
//{ {A_JOY6, A_JOY6, A_JOY8, A_JOY8, A_JOY7, A_JOY5}, Cheat_GiveAll },
{ {A_JOY7, A_JOY8, A_JOY5, A_JOY7, A_JOY6, A_JOY5}, Cheat_ChangeSaber },
{ {A_JOY5, A_JOY5, A_JOY7, A_JOY7, A_JOY8, A_JOY6}, Cheat_WinLevel },
#ifndef XBOX_DEMO
{ {A_JOY6, A_JOY8, A_JOY6, A_JOY7, A_JOY6, A_JOY5}, Cheat_LevelSelect },
#endif
{ {A_JOY5, A_JOY7, A_JOY5, A_JOY8, A_JOY5, A_JOY6}, Cheat_InfiniteForce },
{ {A_JOY8, A_JOY7, A_JOY6, A_JOY5, A_JOY7, A_JOY7}, Cheat_AllForce },
// { {A_JOY8, A_JOY7, A_JOY6, A_JOY5, A_JOY7, A_JOY8}, Cheat_KungFoo },
#if YELLOW_MODE
{ {A_JOY5, A_JOY7, A_JOY5, A_JOY8, A_JOY6, A_JOY5}, Cheat_Yellow_Stage1 },
{ {A_JOY5, A_JOY6, A_JOY8, A_JOY5, A_JOY7, A_JOY7}, Cheat_Yellow_Stage2 },
#endif // YELLOW_MODE
};
const int numCheats = sizeof(cheats) / sizeof(cheats[0]);
bool enteringCheat = false;
int cheatLength = 0;
fakeAscii_t curCheat[6];
//If the Xbox white or black button was held for less than this amount of
//time while a selection bar was up, the user wants to use the button rather
//than reassign it.
#define MAX_WB_HOLD_TIME 500
static fakeAscii_t UIJoy2Key(fakeAscii_t button)
{
switch(button) {
// D-Pad
case A_JOY7:
return A_CURSOR_DOWN;
case A_JOY5:
return A_CURSOR_UP;
case A_JOY6:
return A_CURSOR_RIGHT;
case A_JOY8:
return A_CURSOR_LEFT;
// A and B
case A_JOY15:
return A_MOUSE1;
case A_JOY14:
return A_ESCAPE;
// X and Y
case A_JOY16:
return A_DELETE;
case A_JOY13:
return A_BACKSPACE;
// L and R triggers
case A_JOY11:
return A_PAGE_UP;
case A_JOY12:
return A_PAGE_DOWN;
// Start and Back
case A_JOY4:
return A_MOUSE1;
case A_JOY1:
return A_ESCAPE;
// White and Black
case A_JOY9:
return A_HOME;
case A_JOY10:
return A_END;
// Left and Right thumbstick - do nothing in the UI
case A_JOY2:
return A_SPACE;
case A_JOY3:
return A_SPACE;
}
return A_SPACE; //Invalid button.
}
struct
{
int button;
bool pressed;
} uiKeyQueue[2][5] = {0};
int uiQueueLen[2] = {0};
int uiLastKeyUpDown[2] = {0};
int uiLastKeyLeftRight[2] = {0};
void IN_UIEmptyQueue()
{
/// If the ui is not running then this doesn't have any effect
if (!_UIRunning)
{
uiQueueLen[0] = uiQueueLen[1] = 0;
return;
}
// BTO - No CM, bypass that logic.
// for (int i = 0; i < ClientManager::NumClients(); i++)
for (int i = 0; i < 1; ++i)
{
// ClientManager::ActivateClient(i);
int found = 0;
int bCancel = 0;
for (int j = 0; j < uiQueueLen[i]; j++)
{
switch (uiKeyQueue[i][j].button)
{
case A_CURSOR_DOWN:
case A_CURSOR_UP:
if ( found & 2 ) // Was a left/right key pressed already?
bCancel = 1;
found |= 1;
break;
case A_CURSOR_RIGHT:
case A_CURSOR_LEFT:
if ( found & 1 ) // Was an up/down key already pressed?
bCancel = 1;
found |= 2;
break;
}
}
if (!bCancel) // was it cancelled?
{
for (int j = 0; j < uiQueueLen[i]; j++)
{
int time = Sys_Milliseconds();
switch (uiKeyQueue[i][j].button)
{
case A_CURSOR_DOWN:
case A_CURSOR_UP:
if (uiLastKeyLeftRight[i])
{
if (uiLastKeyLeftRight[i] > time) // don't allow up/down till left/right has enough leway time
{
continue;
}
}
uiLastKeyUpDown[i] = time + 150; /// 250 ms sound right?
break;
case A_CURSOR_LEFT:
case A_CURSOR_RIGHT:
if (uiLastKeyUpDown[i])
{
if (uiLastKeyUpDown[i] > time) // don't allow up/down till left/right has enough leway time
{
continue;
}
}
uiLastKeyLeftRight[i] = time + 150; /// 250 ms sound right?
break;
}
Sys_QueEvent(0, SE_KEY, uiKeyQueue[i][j].button, uiKeyQueue[i][j].pressed, 0, NULL);
}
}
}
// Reset the queue
uiQueueLen[0] = uiQueueLen[1] = 0;
}
// extern void G_DemoKeypress();
// extern void CG_SkipCredits(void);
char lastControllerUsed = 0;
void IN_CommonJoyPress(int controller, fakeAscii_t button, bool pressed)
{
#ifdef XBOX_DEMO
// Reset the demo timer so that we don't auto-reboot to CDX
extern void Demo_TimerKeypress( void );
Demo_TimerKeypress();
#endif
lastControllerUsed = controller;
// Cheat system hooks. The right thumbstick button has to be held for a cheat:
if (button == A_JOY3)
{
if (pressed)
{
// Just pressed the right thumstick in. Reset cheat detector
enteringCheat = true;
cheatLength = 0;
}
else
{
enteringCheat = false;
if (cheatLength == 6)
{
for( int i = 0; i < numCheats; ++i)
{
if( memcmp( &cheats[i].buttons[0], &curCheat[0], sizeof(curCheat) ) == 0 )
{
if(cheats[i].function())
S_StartLocalSound( S_RegisterSound( "sound/vehicles/x-wing/s-foil" ), CHAN_AUTO );
}
}
}
}
}
else if (enteringCheat && pressed)
{
// Handle all other buttons while entering a cheat
if (cheatLength == 6 || (button != A_JOY5 && button != A_JOY6 && button != A_JOY7 && button != A_JOY8))
{
// If we press too many buttons, or anything but the D-pad, cancel entry:
enteringCheat = false;
cheatLength = 0;
}
else
{
// We pressed a d-pad button, we're entering a cheat, and there's still room
curCheat[cheatLength++] = button;
}
}
// Check for special cases for map hack
#ifndef FINAL_BUILD
if (Cvar_VariableIntegerValue("cl_maphack"))
{
if (_UIRunning && button == A_JOY11 && pressed)
{
// Left trigger -> F1
Sys_QueEvent( 0, SE_KEY, A_F1, pressed, 0, NULL );
return;
}
else if (_UIRunning && button == A_JOY12 && pressed)
{
// Right trigger -> F2
Sys_QueEvent( 0, SE_KEY, A_F2, pressed, 0, NULL );
return;
}
else if (_UIRunning && button == A_JOY4 && pressed)
{
// Start button -> F3
//IN_SetMainController(controller);
Sys_QueEvent( 0, SE_KEY, A_F3, pressed, 0, NULL );
return;
}
}
#endif
if(inSplashMenu->integer)
{
// START always works, A only works if the popup isn't shown:
if(button == A_JOY4 || (button == A_JOY15 && controllerOut->integer < 0))
{
Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL );
}
return;
}
int controllerout = controllerOut->integer;
if(controllerout != -1)
{
if(controllerout == controller && (button == A_JOY4))// || button == A_JOY15))
Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL );
return;
}
if(IN_GetMainController() == controller )
{
// Always map start button to ESCAPE
if (!_UIRunning && button == A_JOY4 && cls.state != CA_CINEMATIC)
Sys_QueEvent( 0, SE_KEY, A_ESCAPE, pressed, 0, NULL );
#ifdef DEBUG_CONTROLLER
if (controller != 3)
#endif
Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL );
}
#ifdef DEBUG_CONTROLLER
if (controller == 3 && pressed)
{
HandleDebugJoystickPress(button);
return;
}
#endif
//JLF
}
qboolean g_noCheckAxis = qfalse;
/**********
IN_CommonUpdate
Updates thumbstick events based on _padInfo and ui_thumbStickMode
**********/
void IN_CommonUpdate()
{
extern int Key_GetCatcher( void );
_UIRunning = Key_GetCatcher() == KEYCATCH_UI;
// Even in the UI, only the main controller should be able to scroll:
if( _UIRunning && _padInfo.padId == IN_GetMainController() )
{
Sys_QueEvent( 0,
SE_MOUSE,
(_padInfo.joyInfo[0].x + _padInfo.joyInfo[1].x) * 4.0f,
(_padInfo.joyInfo[0].y + _padInfo.joyInfo[1].y) * -4.0f,
0,
NULL );
}
else if(_padInfo.padId == IN_GetMainController())
{
// Find out how to configure the thumbsticks
//int thumbStickMode = Cvar_Get("ui_thumbStickMode", "0" , 0)->integer;
int thumbStickMode = cl_thumbStickMode->integer;
switch(thumbStickMode)
{
case 0:
// Configure left thumbstick to move forward/back & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[0].x * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[0].y * 127.0f, 0, NULL );
// Configure right thumbstick for freelook
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 48.0f, _padInfo.joyInfo[1].y * 48.0f, 0, NULL );
break;
case 1:
// Configure left thumbstick for freelook
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[0].x * 48.0f, _padInfo.joyInfo[0].y * 48.0f, 0, NULL );
// Configure right thumbstick to move forward/back & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[1].x * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[1].y * 127.0f, 0, NULL );
break;
case 2:
// Configure left thumbstick to move forward/back & turn left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[0].y * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[0].x * 48.0f, 0.0f, 0, NULL );
// Configure right thumbstick to look up/down & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[1].x * 127.f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, 0.0f, _padInfo.joyInfo[1].y * 48.0f, 0, NULL );
break;
case 3:
// Configure left thumbstick to look up/down & strafe left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_SIDE, _padInfo.joyInfo[0].x * 127.f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, 0.0f, _padInfo.joyInfo[0].y * 48.0f, 0, NULL );
// Configure right thumbstick to move forward/back & turn left/right
Sys_QueEvent( 0, SE_JOYSTICK_AXIS, AXIS_FORWARD, _padInfo.joyInfo[1].y * 127.0f, 0, NULL );
Sys_QueEvent( 0, SE_MOUSE, _padInfo.joyInfo[1].x * 48.0f, 0.0f, 0, NULL );
break;
default:
break;
}
}
}
void startsetMainController(int controller)
{
IN_SetMainController(controller);
if ( !wasPlugged[controller])
{
mainControllerDelayedUnplug = 1 << controller;
}
}
/*********
IN_DisplayControllerUnplugged
*********/
static void IN_DisplayControllerUnplugged(int controller)
{
uiControllerNotification = controller;
bool noControllersConnected = !wasPlugged[0] &&
!wasPlugged[1] &&
!wasPlugged[2] &&
!wasPlugged[3];
if ( !( cls.keyCatchers & KEYCATCH_UI ) )
{
if ( cls.state == CA_ACTIVE )
{
if (controller == IN_GetMainController())
{
Cvar_SetValue("ControllerOutNum", controller);
UI_SetActiveMenu( "ingame","noController" );
}
}
}
else // UI
{
if(inSplashMenu->integer && noControllersConnected)
{
Cvar_SetValue("ControllerOutNum", 4);
UI_SetActiveMenu("ui_popup", "noController");
}
else if( controller == IN_GetMainController())
{
Cvar_SetValue("ControllerOutNum", controller);
UI_SetActiveMenu("ui_popup", "noController");
}
}
// END JLF
}
/*********
IN_ClearControllerUnplugged
*********/
static void IN_ClearControllerUnplugged(void)
{
uiControllerNotification = -1;
//TODO Add a call to the UI that removes the controller disconnected
// message from the screen.
// VM_Call( uivm, UI_CONTROLLER_UNPLUGGED, false, 0);
}
qboolean CurrentStateIsInteractive()
{
if (cls.state == CA_UNINITIALIZED ||
cls.state ==CA_CONNECTING||
cls.state ==CA_CONNECTED||
cls.state ==CA_CHALLENGING||
cls.state ==CA_PRIMED||
cls.state ==CA_CINEMATIC ||
!SG_GameAllowedToSaveHere(qtrue))
return qfalse;
return qtrue;
}
// Magic flag used to avoid popping up the "no controllers" dialog if
// none were present when we booted (but not from MP)
bool hadAController = false;
/*********
IN_ControllerMustBePlugged
*********/
static bool IN_ControllerMustBePlugged(int controller)
{
if( cls.state == CA_LOADING ||
cls.state == CA_CONNECTING ||
cls.state == CA_CONNECTED ||
cls.state == CA_CHALLENGING ||
cls.state == CA_PRIMED ||
cls.state == CA_CINEMATIC)
{
return false;
}
// If we're at the splash screen, have no controllers anymore, and there
// was a controller ever inserted into the machine:
extern bool Sys_QuickStart();
if( inSplashMenu->integer &&
!wasPlugged[0] && !wasPlugged[1] &&
!wasPlugged[2] && !wasPlugged[3] &&
hadAController )
return true;
// If we're at the splash screen, and anything else above is false
// (we have another controller, or there's never been a controller):
if( inSplashMenu->integer )
return false;
// OK. In all other cases, we need the main controller:
return (controller == IN_GetMainController());
}
/*********
IN_PadUnplugged
*********/
void IN_PadUnplugged(int controller)
{
if(wasPlugged[controller])
{
Com_Printf("\tController %d unplugged\n",controller);
}
//JLF moved
wasPlugged[controller] = false;
//IN_CheckForNoControllers();
if(IN_ControllerMustBePlugged(controller)&& SG_GameAllowedToSaveHere(qtrue))
{
//If UI isn't busy, inform it about controller loss.
if(uiControllerNotification == -1 && Cvar_VariableIntegerValue("ControllerOutNum")<0)
{
IN_DisplayControllerUnplugged(controller);
mainControllerDelayedUnplug &= ~( 1<< controller);
}
// else
// mainControllerDelayedUnplug = 1 << controller;
}
else
{
if ( controller == IN_GetMainController())
{
//store somehow for checking again later
mainControllerDelayedUnplug = 1 << controller;
}
}
// wasPlugged[controller] = false;
}
/*********
IN_PadPlugged
*********/
void IN_PadPlugged(int controller)
{
if(!wasPlugged[controller])
{
Com_Printf("\tController %d plugged\n",controller);
}
if(IN_ControllerMustBePlugged(controller)&& SG_GameAllowedToSaveHere(qtrue))
{
//If UI is dealing with this controller, tell it to stop.
if(uiControllerNotification == controller || (_UIRunning && cls.state != CA_ACTIVE ))
{
IN_ClearControllerUnplugged();
}
}
else
{
if (controller == IN_GetMainController())
{
//store somehow for checking again later
mainControllerDelayedUnplug &= ~(1 << controller);
}
}
wasPlugged[controller] = true;
noControllersConnected = false;
hadAController = true;
}
/*********
IN_GetMainController
*********/
int IN_GetMainController(void)
{
return cls.mainGamepad;
}
/*********
IN_SetMainController
*********/
void IN_SetMainController(int id)
{
cls.mainGamepad = id;
}
/**********************************************************
*
* DEBUGGING CODE
*
**********************************************************/
#ifdef DEBUG_CONTROLLER
static void HandleDebugJoystickPress(fakeAscii_t button)
{
switch(button) {
case A_JOY13: // Right pad up (yellow)
Cbuf_ExecuteText(EXEC_APPEND, "give all\n");
break;
case A_JOY16: // Right pad left (blue)
Cbuf_ExecuteText(EXEC_APPEND, "viewpos\n");
break;
case A_JOY14: // Right pad right (red)
Cbuf_ExecuteText(EXEC_APPEND, "noclip\n");
break;
case A_JOY15: // Right pad down (green)
Cbuf_ExecuteText(EXEC_APPEND, "god\n");
break;
case A_JOY4: // Start
break;
case A_JOY1: // back
break;
case A_JOY2: // Left thumbstick
extern void Z_CompactStats(void);
Z_CompactStats();
break;
case A_JOY12: // Upper right trigger
break;
case A_JOY8: // Left pad left
break;
case A_JOY6: // Left pad right
break;
case A_JOY5: // Left pad up
break;
case A_JOY7: // Left pad down
break;
case A_JOY11: // Upper left trigger
break;
case A_JOY9: // White button
break;
case A_JOY10: // Black button
break;
}
}
#endif