|
|
|
|
#include "controls/game_controls.h"
|
|
|
|
|
|
|
|
|
|
#include <cstdint>
|
|
|
|
|
|
|
|
|
|
#include "controls/controller.h"
|
|
|
|
|
#include "controls/controller_motion.h"
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
#include "controls/devices/game_controller.h"
|
|
|
|
|
#endif
|
|
|
|
|
#include "controls/devices/joystick.h"
|
|
|
|
|
#include "controls/menu_controls.h"
|
|
|
|
|
#include "controls/modifier_hints.h"
|
|
|
|
|
#include "controls/plrctrls.h"
|
|
|
|
|
#include "controls/touch/gamepad.h"
|
|
|
|
|
#include "doom.h"
|
|
|
|
|
#include "gmenu.h"
|
|
|
|
|
#include "options.h"
|
|
|
|
|
#include "qol/stash.h"
|
|
|
|
|
#include "stores.h"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
bool start_modifier_active = false;
|
|
|
|
|
bool select_modifier_active = false;
|
|
|
|
|
const ControllerButton ControllerButtonPrimary = ControllerButton_BUTTON_B;
|
|
|
|
|
const ControllerButton ControllerButtonSecondary = ControllerButton_BUTTON_Y;
|
|
|
|
|
const ControllerButton ControllerButtonTertiary = ControllerButton_BUTTON_X;
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
|
|
|
|
|
uint32_t TranslateControllerButtonToKey(ControllerButton controllerButton)
|
|
|
|
|
{
|
|
|
|
|
switch (controllerButton) {
|
|
|
|
|
case ControllerButton_BUTTON_A: // Bottom button
|
|
|
|
|
return QuestLogIsOpen ? DVL_VK_SPACE : DVL_VK_ESCAPE;
|
|
|
|
|
case ControllerButton_BUTTON_B: // Right button
|
|
|
|
|
return (sgpCurrentMenu != nullptr || stextflag != STORE_NONE || QuestLogIsOpen) ? DVL_VK_RETURN : DVL_VK_SPACE;
|
|
|
|
|
case ControllerButton_BUTTON_Y: // Top button
|
|
|
|
|
return DVL_VK_RETURN;
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSTICK:
|
|
|
|
|
return DVL_VK_TAB; // Map
|
|
|
|
|
case ControllerButton_BUTTON_BACK:
|
|
|
|
|
case ControllerButton_BUTTON_START:
|
|
|
|
|
return DVL_VK_ESCAPE;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_LEFT:
|
|
|
|
|
return DVL_VK_LEFT;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_RIGHT:
|
|
|
|
|
return DVL_VK_RIGHT;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_UP:
|
|
|
|
|
return DVL_VK_UP;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_DOWN:
|
|
|
|
|
return DVL_VK_DOWN;
|
|
|
|
|
default:
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool HandleStartAndSelect(const ControllerButtonEvent &ctrlEvent, GameAction *action)
|
|
|
|
|
{
|
|
|
|
|
const bool inGameMenu = InGameMenu();
|
|
|
|
|
|
|
|
|
|
const bool startIsDown = IsControllerButtonPressed(ControllerButton_BUTTON_START);
|
|
|
|
|
const bool selectIsDown = IsControllerButtonPressed(ControllerButton_BUTTON_BACK);
|
|
|
|
|
start_modifier_active = !inGameMenu && startIsDown;
|
|
|
|
|
select_modifier_active = !inGameMenu && selectIsDown && !start_modifier_active;
|
|
|
|
|
|
|
|
|
|
// Tracks whether we've received both START and SELECT down events.
|
|
|
|
|
//
|
|
|
|
|
// Using `IsControllerButtonPressed()` for this would be incorrect.
|
|
|
|
|
// If both buttons are pressed simultaneously, SDL sends 2 events for which both buttons are in the pressed state.
|
|
|
|
|
// This allows us to avoid triggering START+SELECT action twice in this case.
|
|
|
|
|
static bool startDownReceived = false;
|
|
|
|
|
static bool selectDownReceived = false;
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_BACK:
|
|
|
|
|
selectDownReceived = !ctrlEvent.up;
|
|
|
|
|
break;
|
|
|
|
|
case ControllerButton_BUTTON_START:
|
|
|
|
|
startDownReceived = !ctrlEvent.up;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (startDownReceived && selectDownReceived) {
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_ESCAPE, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (inGameMenu && (startIsDown || selectIsDown) && !ctrlEvent.up) {
|
|
|
|
|
// If both are down, do nothing because `both_received` will trigger soon.
|
|
|
|
|
if (startIsDown && selectIsDown)
|
|
|
|
|
return true;
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_ESCAPE, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
bool GetGameAction(const SDL_Event &event, ControllerButtonEvent ctrlEvent, GameAction *action)
|
|
|
|
|
{
|
|
|
|
|
const bool inGameMenu = InGameMenu();
|
|
|
|
|
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
if (ControlMode == ControlTypes::VirtualGamepad) {
|
|
|
|
|
if (event.type == SDL_FINGERDOWN) {
|
|
|
|
|
if (VirtualGamepadState.menuPanel.charButton.isHeld && VirtualGamepadState.menuPanel.charButton.didStateChange) {
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.menuPanel.questsButton.isHeld && VirtualGamepadState.menuPanel.questsButton.didStateChange) {
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.menuPanel.inventoryButton.isHeld && VirtualGamepadState.menuPanel.inventoryButton.didStateChange) {
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.menuPanel.mapButton.isHeld && VirtualGamepadState.menuPanel.mapButton.didStateChange) {
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_TAB, false };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.primaryActionButton.isHeld && VirtualGamepadState.primaryActionButton.didStateChange) {
|
|
|
|
|
if (!inGameMenu && !QuestLogIsOpen && !sbookflag) {
|
|
|
|
|
*action = GameAction(GameActionType_PRIMARY_ACTION);
|
|
|
|
|
if (ControllerButtonHeld == ControllerButton_NONE) {
|
|
|
|
|
ControllerButtonHeld = ControllerButtonPrimary;
|
|
|
|
|
}
|
|
|
|
|
} else if (sgpCurrentMenu != nullptr || stextflag != STORE_NONE || QuestLogIsOpen) {
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_RETURN, false };
|
|
|
|
|
} else {
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_SPACE, false };
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.secondaryActionButton.isHeld && VirtualGamepadState.secondaryActionButton.didStateChange) {
|
|
|
|
|
if (!inGameMenu && !QuestLogIsOpen && !sbookflag) {
|
|
|
|
|
*action = GameAction(GameActionType_SECONDARY_ACTION);
|
|
|
|
|
if (ControllerButtonHeld == ControllerButton_NONE)
|
|
|
|
|
ControllerButtonHeld = ControllerButtonSecondary;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.spellActionButton.isHeld && VirtualGamepadState.spellActionButton.didStateChange) {
|
|
|
|
|
if (!inGameMenu && !QuestLogIsOpen && !sbookflag) {
|
|
|
|
|
*action = GameAction(GameActionType_CAST_SPELL);
|
|
|
|
|
if (ControllerButtonHeld == ControllerButton_NONE)
|
|
|
|
|
ControllerButtonHeld = ControllerButtonTertiary;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.cancelButton.isHeld && VirtualGamepadState.cancelButton.didStateChange) {
|
|
|
|
|
if (inGameMenu || DoomFlag || spselflag)
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_ESCAPE, false };
|
|
|
|
|
else if (invflag)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
else if (sbookflag)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
|
|
|
|
|
else if (QuestLogIsOpen)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
|
|
|
|
|
else if (chrflag)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.healthButton.isHeld && VirtualGamepadState.healthButton.didStateChange) {
|
|
|
|
|
if (!QuestLogIsOpen && !sbookflag && stextflag == STORE_NONE)
|
|
|
|
|
*action = GameAction(GameActionType_USE_HEALTH_POTION);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (VirtualGamepadState.manaButton.isHeld && VirtualGamepadState.manaButton.didStateChange) {
|
|
|
|
|
if (!QuestLogIsOpen && !sbookflag && stextflag == STORE_NONE)
|
|
|
|
|
*action = GameAction(GameActionType_USE_MANA_POTION);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
} else if (event.type == SDL_FINGERUP) {
|
|
|
|
|
if ((!VirtualGamepadState.primaryActionButton.isHeld && ControllerButtonHeld == ControllerButtonPrimary)
|
|
|
|
|
|| (!VirtualGamepadState.secondaryActionButton.isHeld && ControllerButtonHeld == ControllerButtonSecondary)
|
|
|
|
|
|| (!VirtualGamepadState.spellActionButton.isHeld && ControllerButtonHeld == ControllerButtonTertiary)) {
|
|
|
|
|
ControllerButtonHeld = ControllerButton_NONE;
|
|
|
|
|
LastMouseButtonAction = MouseActionType::None;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
if (IsStashOpen && ctrlEvent.button == ControllerButton_BUTTON_BACK) {
|
|
|
|
|
StartGoldWithdraw();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (HandleStartAndSelect(ctrlEvent, action))
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
// Stick clicks simulate the mouse both in menus and in-game.
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSTICK:
|
|
|
|
|
if (select_modifier_active) {
|
|
|
|
|
if (!IsAutomapActive())
|
|
|
|
|
*action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ControllerButton_BUTTON_RIGHTSTICK:
|
|
|
|
|
if (!IsAutomapActive()) {
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendMouseClick { GameActionSendMouseClick::RIGHT, ctrlEvent.up };
|
|
|
|
|
else
|
|
|
|
|
*action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrlEvent.up };
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!inGameMenu) {
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSHOULDER:
|
|
|
|
|
if ((select_modifier_active && !sgOptions.Controller.bSwapShoulderButtonMode) || (sgOptions.Controller.bSwapShoulderButtonMode && !select_modifier_active)) {
|
|
|
|
|
if (!IsAutomapActive())
|
|
|
|
|
*action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ControllerButton_BUTTON_RIGHTSHOULDER:
|
|
|
|
|
if ((select_modifier_active && !sgOptions.Controller.bSwapShoulderButtonMode) || (sgOptions.Controller.bSwapShoulderButtonMode && !select_modifier_active)) {
|
|
|
|
|
if (!IsAutomapActive())
|
|
|
|
|
*action = GameActionSendMouseClick { GameActionSendMouseClick::RIGHT, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ControllerButton_AXIS_TRIGGERLEFT: // ZL (aka L2)
|
|
|
|
|
if (!ctrlEvent.up) {
|
|
|
|
|
if (select_modifier_active)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
|
|
|
|
|
else
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_AXIS_TRIGGERRIGHT: // ZR (aka R2)
|
|
|
|
|
if (!ctrlEvent.up) {
|
|
|
|
|
if (select_modifier_active)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
|
|
|
|
|
else
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_IGNORE:
|
|
|
|
|
case ControllerButton_BUTTON_START:
|
|
|
|
|
case ControllerButton_BUTTON_BACK:
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (sgOptions.Controller.bDpadHotkeys) {
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_UP:
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell2"), ctrlEvent.up };
|
|
|
|
|
else
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_ESCAPE, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_RIGHT:
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell4"), ctrlEvent.up };
|
|
|
|
|
else if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_DOWN:
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell3"), ctrlEvent.up };
|
|
|
|
|
else
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_TAB, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_LEFT:
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell1"), ctrlEvent.up };
|
|
|
|
|
else if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (start_modifier_active) {
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_UP:
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_ESCAPE, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_RIGHT:
|
|
|
|
|
if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_DOWN:
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_TAB, ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_LEFT:
|
|
|
|
|
if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_Y: // Top button
|
|
|
|
|
#ifdef __3DS__
|
|
|
|
|
if (!ctrlEvent.up) {
|
|
|
|
|
zoomflag = !zoomflag;
|
|
|
|
|
CalcViewportGeometry();
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
/* Not mapped. Reserved for future use. */
|
|
|
|
|
#endif
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_B: // Right button
|
|
|
|
|
// Not mapped. TODO: map to attack in place.
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_A: // Bottom button
|
|
|
|
|
if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_X: // Left button
|
|
|
|
|
if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSHOULDER:
|
|
|
|
|
if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_RIGHTSHOULDER:
|
|
|
|
|
if (!ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Bottom button: Closes menus or opens quick spell book if nothing is open.
|
|
|
|
|
if (ctrlEvent.button == ControllerButton_BUTTON_A) { // Bottom button
|
|
|
|
|
if (ctrlEvent.up)
|
|
|
|
|
return true;
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell3"), ctrlEvent.up };
|
|
|
|
|
else if (DoomFlag)
|
|
|
|
|
*action = GameActionSendKey { DVL_VK_ESCAPE, ctrlEvent.up };
|
|
|
|
|
else if (invflag)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_INVENTORY);
|
|
|
|
|
else if (sbookflag)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
|
|
|
|
|
else if (QuestLogIsOpen)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
|
|
|
|
|
else if (chrflag)
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
|
|
|
|
|
else
|
|
|
|
|
*action = GameAction(GameActionType_TOGGLE_QUICK_SPELL_MENU);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!QuestLogIsOpen && !sbookflag) {
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_IGNORE:
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_B: // Right button
|
|
|
|
|
if (!ctrlEvent.up) {
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell4"), ctrlEvent.up };
|
|
|
|
|
else
|
|
|
|
|
*action = GameAction(GameActionType_PRIMARY_ACTION);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_Y: // Top button
|
|
|
|
|
if (!ctrlEvent.up) {
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell2"), ctrlEvent.up };
|
|
|
|
|
else
|
|
|
|
|
*action = GameAction(GameActionType_SECONDARY_ACTION);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_X: // Left button
|
|
|
|
|
if (!ctrlEvent.up) {
|
|
|
|
|
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
*action = GameActionSendKey { sgOptions.Keymapper.KeyForAction("QuickSpell1"), ctrlEvent.up };
|
|
|
|
|
else
|
|
|
|
|
*action = GameAction(GameActionType_CAST_SPELL);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSHOULDER:
|
|
|
|
|
if (stextflag == STORE_NONE && !ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_USE_HEALTH_POTION);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_RIGHTSHOULDER:
|
|
|
|
|
if (stextflag == STORE_NONE && !ctrlEvent.up)
|
|
|
|
|
*action = GameAction(GameActionType_USE_MANA_POTION);
|
|
|
|
|
return true;
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_UP:
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_DOWN:
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_LEFT:
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_RIGHT:
|
|
|
|
|
// The rest of D-Pad actions are handled in charMovement() on every game_logic() call.
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ctrlEvent.button == ControllerButton_BUTTON_BACK) {
|
|
|
|
|
return true; // Ignore mod button
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DPad navigation is handled separately for these.
|
|
|
|
|
if (gmenu_is_active() || QuestLogIsOpen || stextflag != STORE_NONE) {
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_UP:
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_DOWN:
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_LEFT:
|
|
|
|
|
case ControllerButton_BUTTON_DPAD_RIGHT:
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// By default, map to a keyboard key.
|
|
|
|
|
if (ctrlEvent.button != ControllerButton_NONE) {
|
|
|
|
|
*action = GameActionSendKey { TranslateControllerButtonToKey(ctrlEvent.button),
|
|
|
|
|
ctrlEvent.up };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
// Ignore unhandled joystick events where a GameController is open for this joystick.
|
|
|
|
|
// This is because SDL sends both game controller and joystick events in this case.
|
|
|
|
|
const Joystick *const joystick = Joystick::Get(event);
|
|
|
|
|
if (joystick != nullptr && GameController::Get(joystick->instance_id()) != nullptr) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (event.type == SDL_CONTROLLERAXISMOTION) {
|
|
|
|
|
return true; // Ignore releasing the trigger buttons
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsSimulatedMouseClickBinding(ControllerButtonEvent ctrlEvent)
|
|
|
|
|
{
|
|
|
|
|
switch (ctrlEvent.button) {
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSTICK:
|
|
|
|
|
case ControllerButton_BUTTON_LEFTSHOULDER:
|
|
|
|
|
case ControllerButton_BUTTON_RIGHTSHOULDER:
|
|
|
|
|
return select_modifier_active;
|
|
|
|
|
case ControllerButton_BUTTON_RIGHTSTICK:
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AxisDirection GetMoveDirection()
|
|
|
|
|
{
|
|
|
|
|
return GetLeftStickOrDpadDirection(/*allowDpad=*/!sgOptions.Controller.bDpadHotkeys);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|