kobodl/gamectl.cpp
Ville Lindholm dbc223eb84
Initial commit
Import existing source tree; original VCS history is no longer available.

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Co-Authored-By: Claude <noreply@anthropic.com>
2026-05-28 16:35:31 +03:00

410 lines
6.8 KiB
C++

/*
------------------------------------------------------------
Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
* Copyright (C) 1995, 1996, Akira Higuchi
* Copyright (C) 2001 - 2003, 2006, David Olofson
*
* This program 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.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "manage.h"
#include "kobo.h"
#include "gamectl.h"
#include "myship.h"
int gamecontrol_t::afire;
int gamecontrol_t::r_delay = 250;
int gamecontrol_t::r_interval = 40;
int gamecontrol_t::space;
int gamecontrol_t::left;
int gamecontrol_t::up;
int gamecontrol_t::down;
int gamecontrol_t::right;
int gamecontrol_t::dl;
int gamecontrol_t::dr;
int gamecontrol_t::ul;
int gamecontrol_t::ur;
int gamecontrol_t::shot;
int gamecontrol_t::direction = 1;
int gamecontrol_t::new_direction = 0;
int gamecontrol_t::latch_timer = 0;
int gamecontrol_t::movekey_pressed;
void gamecontrol_t::init(int always_fire)
{
afire = always_fire;
left = 0;
right = 0;
up = 0;
down = 0;
shot = 0;
movekey_pressed = 0;
SDL_EnableKeyRepeat(r_delay, r_interval);
}
gamecontrol_t::gamecontrol_t()
{
init(0);
}
void gamecontrol_t::repeat(int delay, int interval)
{
r_delay = delay;
r_interval = interval;
//Temporary kludge - should apply repeat to
//all switch inputs, not just the keyboard!
SDL_EnableKeyRepeat(delay, interval);
}
void gamecontrol_t::clear()
{
direction = 1;
}
int gamecontrol_t::map(SDLKey sym)
{
/*
FIXME: This should be replaced by a configurable mapping system.
*/
switch(sym)
{
case KEY_KP_LEFT:
case SDLK_LEFT:
return BTN_LEFT;
case KEY_KP_RIGHT:
case SDLK_RIGHT:
return BTN_RIGHT;
case KEY_KP_UP:
case SDLK_UP:
return BTN_UP;
case KEY_KP_DOWN:
case SDLK_DOWN:
return BTN_DOWN;
case KEY_KP_DL:
return BTN_DL;
case KEY_KP_DR:
return BTN_DR;
case KEY_KP_UL:
return BTN_UL;
case KEY_KP_UR:
return BTN_UR;
case SDLK_PAGEUP:
if(prefs->broken_numdia)
return BTN_UR;
else
return BTN_NEXT;
case SDLK_PAGEDOWN:
if(prefs->broken_numdia)
return BTN_DR;
else
return BTN_PREV;
case SDLK_HOME:
if(prefs->broken_numdia)
return BTN_UL;
else
return -1;
case SDLK_END:
if(prefs->broken_numdia)
return BTN_UL;
else
return -1;
case SDLK_LSHIFT:
case SDLK_RSHIFT:
case SDLK_LCTRL:
case SDLK_RCTRL:
return BTN_FIRE;
case SDLK_ESCAPE:
return BTN_EXIT;
case SDLK_PAUSE:
case SDLK_p:
return BTN_PAUSE;
case SDLK_SPACE:
return BTN_START;
case SDLK_KP_ENTER:
case SDLK_RETURN:
return BTN_SELECT;
case SDLK_KP_PLUS:
return BTN_INC;
case SDLK_KP_MINUS:
return BTN_DEC;
case SDLK_y:
return BTN_YES;
case SDLK_n:
return BTN_NO;
case SDLK_BACKSPACE:
return BTN_BACK;
case SDLK_F1:
return BTN_F1;
case SDLK_F2:
return BTN_F2;
case SDLK_F3:
return BTN_F3;
case SDLK_F4:
return BTN_F4;
case SDLK_F5:
return BTN_F5;
case SDLK_F6:
return BTN_F6;
case SDLK_F7:
return BTN_F7;
case SDLK_F8:
return BTN_F8;
case SDLK_F9:
return BTN_F9;
case SDLK_F10:
return BTN_F10;
case SDLK_F11:
return BTN_F11;
case SDLK_F12:
return BTN_F12;
default:
return -1;
}
}
void gamecontrol_t::press(int k)
{
switch(k)
{
case BTN_LEFT:
left = 1;
break;
case BTN_RIGHT:
right = 1;
break;
case BTN_UP:
up = 1;
break;
case BTN_DOWN:
down = 1;
break;
case BTN_UL:
ul = 1;
break;
case BTN_UR:
ur = 1;
break;
case BTN_DL:
dl = 1;
break;
case BTN_DR:
dr = 1;
break;
case BTN_FIRE:
shot = 1;
break;
}
gamecontrol_t::change();
}
void gamecontrol_t::release(int k)
{
switch(k)
{
case BTN_LEFT:
left = 0;
break;
case BTN_RIGHT:
right = 0;
break;
case BTN_UP:
up = 0;
break;
case BTN_DOWN:
down = 0;
break;
case BTN_UL:
ul = 0;
break;
case BTN_UR:
ur = 0;
break;
case BTN_DL:
dl = 0;
break;
case BTN_DR:
dr = 0;
break;
case BTN_FIRE:
shot = 0;
break;
}
gamecontrol_t::change();
}
void gamecontrol_t::mouse_press(int n)
{
if(n == 1)
shot = 1;
// else if(n == 3)
// manage.key_down(KEY_START);
gamecontrol_t::change();
}
void gamecontrol_t::mouse_release(int n)
{
if(n == 1)
shot = 0;
gamecontrol_t::change();
}
void gamecontrol_t::mouse_position(int h, int v)
{
switch(prefs->mousemode)
{
case MMD_OFF:
return;
case MMD_CROSSHAIR:
myship.put_crosshair();
break;
case MMD_RELATIVE:
/* Insert delta pos sensitivity filter here */
break;
}
if(h > 0)
{
if(v > 0)
{
if(h > (v << 1))
direction = 3;
else if(v > (h << 1))
direction = 5;
else
direction = 4;
}
else if(v <= 0)
{
if(h > ((-v) << 1))
direction = 3;
else if((-v) > (h << 1))
direction = 1;
else
direction = 2;
}
else
direction = 3;
}
else if(h <= 0)
{
if(v > 0)
{
if((-h) > (v << 1))
direction = 7;
else if(v > ((-h) << 1))
direction = 5;
else
direction = 6;
}
else if(v <= 0)
{
if((-h) > ((-v) << 1))
direction = 7;
else if((-v) > ((-h) << 1))
direction = 1;
else
direction = 8;
}
else
direction = 7;
}
}
void gamecontrol_t::change()
{
int lr = left - right + ul - ur + dl - dr;
int ud = up - down + ul + ur - dl - dr;
if(lr > 0)
{
if(ud > 0)
new_direction = 8;
else if(ud < 0)
new_direction = 6;
else
new_direction = 7;
}
else if(lr < 0)
{
if(ud > 0)
new_direction = 2;
else if(ud < 0)
new_direction = 4;
else
new_direction = 3;
}
else
{
if(ud > 0)
new_direction = 1;
else if(ud < 0)
new_direction = 5;
else
new_direction = 0;
}
if(prefs->dia_emphasis)
{
if(!new_direction)
{
//Change to neutral. Cancel delayed latch!
latch_timer = 0;
}
else if(!movekey_pressed)
{
//Change from neutral - latch immediately.
direction = new_direction;
latch_timer = 0;
}
else if(new_direction & 1)
{
//Change from diagonal!
latch_timer = prefs->dia_emphasis;
}
else
{
//Change to diagonal - latch immediately.
direction = new_direction;
latch_timer = 0;
}
}
else if(new_direction)
direction = new_direction;
movekey_pressed = (new_direction != 0);
mouse_x = 0;
mouse_y = 0;
}
void gamecontrol_t::process()
{
if(latch_timer)
if(!--latch_timer)
direction = new_direction;
}