#include "controls/game_controls.h" #include #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 "doom.h" #include "gmenu.h" #include "options.h" #include "stores.h" namespace devilution { bool start_modifier_active = false; bool select_modifier_active = false; namespace { DWORD TranslateControllerButtonToKey(ControllerButton controllerButton) { switch (controllerButton) { case ControllerButton_BUTTON_A: // Bottom button return questlog ? DVL_VK_SPACE : DVL_VK_ESCAPE; case ControllerButton_BUTTON_B: // Right button return (sgpCurrentMenu != nullptr || stextflag != STORE_NONE || questlog) ? 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 (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; break; 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__ 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 (questlog) *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 (!questlog && !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() || questlog || 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