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#include "controls/game_controls.h"
#include <cstdint>
#include "controls/controller.h"
#include "controls/controller_motion.h"
#include "controls/devices/game_controller.h"
#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 "stores.h"
namespace devilution {
bool start_modifier_active = false;
bool select_modifier_active = false;
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();
#if defined(VIRTUAL_GAMEPAD) && !defined(USE_SDL1)
if (event.type == SDL_FINGERDOWN) {
if (VirtualGamepadState.primaryActionButton.isHeld && VirtualGamepadState.primaryActionButton.didStateChange) {
if (!inGameMenu && !QuestLogIsOpen && !sbookflag)
*action = GameAction(GameActionType_PRIMARY_ACTION);
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);
return true;
}
if (VirtualGamepadState.spellActionButton.isHeld && VirtualGamepadState.spellActionButton.didStateChange) {
if (!inGameMenu && !QuestLogIsOpen && !sbookflag)
*action = GameAction(GameActionType_CAST_SPELL);
return true;
}
if (VirtualGamepadState.cancelButton.isHeld && VirtualGamepadState.cancelButton.didStateChange) {
if (inGameMenu || sbookflag)
*action = GameActionSendKey { DVL_VK_ESCAPE, false };
else if (DoomFlag || invflag || QuestLogIsOpen || chrflag || spselflag)
*action = GameActionSendKey { DVL_VK_SPACE, false };
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;
}
}
#endif
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 { DVL_VK_F6, ctrlEvent.up };
else
*action = GameActionSendKey { DVL_VK_ESCAPE, ctrlEvent.up };
return true;
case ControllerButton_BUTTON_DPAD_RIGHT:
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
*action = GameActionSendKey { DVL_VK_F8, 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 { DVL_VK_F7, ctrlEvent.up };
else
*action = GameActionSendKey { DVL_VK_TAB, ctrlEvent.up };
return true;
case ControllerButton_BUTTON_DPAD_LEFT:
if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
*action = GameActionSendKey { DVL_VK_F5, 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__
5 years ago
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 { DVL_VK_F7, 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 { DVL_VK_F8, 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 { DVL_VK_F6, 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 { DVL_VK_F5, 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;
}
AxisDirection GetMoveDirection()
{
return GetLeftStickOrDpadDirection(/*allowDpad=*/!sgOptions.Controller.bDpadHotkeys);
}
} // namespace devilution