#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 "options.h" namespace dvl { bool start_modifier_active = false; bool select_modifier_active = false; namespace { DWORD translate_controller_button_to_key(ControllerButton controller_button) { switch (controller_button) { case ControllerButton_BUTTON_A: // Bottom button return questlog ? DVL_VK_SPACE : DVL_VK_ESCAPE; case ControllerButton_BUTTON_B: // Right button return sgpCurrentMenu || stextflag || 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 &ctrl_event, GameAction *action) { const bool in_game_menu = InGameMenu(); const bool start_is_down = IsControllerButtonPressed(ControllerButton_BUTTON_START); const bool select_is_down = IsControllerButtonPressed(ControllerButton_BUTTON_BACK); start_modifier_active = !in_game_menu && start_is_down; select_modifier_active = !in_game_menu && select_is_down && !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 start_down_received = false; static bool select_down_received = false; switch (ctrl_event.button) { case ControllerButton_BUTTON_BACK: select_down_received = !ctrl_event.up; break; case ControllerButton_BUTTON_START: start_down_received = !ctrl_event.up; break; default: return false; } if (start_down_received && select_down_received) { *action = GameActionSendKey { DVL_VK_ESCAPE, ctrl_event.up }; return true; } if (in_game_menu && (start_is_down || select_is_down) && !ctrl_event.up) { // If both are down, do nothing because `both_received` will trigger soon. if (start_is_down && select_is_down) return true; *action = GameActionSendKey { DVL_VK_ESCAPE, ctrl_event.up }; return true; } return false; } } // namespace bool GetGameAction(const SDL_Event &event, ControllerButtonEvent ctrl_event, GameAction *action) { const bool in_game_menu = InGameMenu(); if (HandleStartAndSelect(ctrl_event, action)) return true; // Stick clicks simulate the mouse both in menus and in-game. switch (ctrl_event.button) { case ControllerButton_BUTTON_LEFTSTICK: if (select_modifier_active) { if (!IsAutomapActive()) *action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrl_event.up }; return true; } break; case ControllerButton_BUTTON_RIGHTSTICK: if (!IsAutomapActive()) { if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendMouseClick { GameActionSendMouseClick::RIGHT, ctrl_event.up }; else *action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrl_event.up }; } return true; default: break; } if (!in_game_menu) { switch (ctrl_event.button) { case ControllerButton_BUTTON_LEFTSHOULDER: if ((select_modifier_active && !sgOptions.Controller.bSwapShoulderButtonMode) || (sgOptions.Controller.bSwapShoulderButtonMode && !select_modifier_active)) { if (!IsAutomapActive()) *action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrl_event.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, ctrl_event.up }; return true; } break; case ControllerButton_AXIS_TRIGGERLEFT: // ZL (aka L2) if (!ctrl_event.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 (!ctrl_event.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 (ctrl_event.button) { case ControllerButton_BUTTON_DPAD_UP: if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F6, ctrl_event.up }; else *action = GameActionSendKey { DVL_VK_ESCAPE, ctrl_event.up }; return true; case ControllerButton_BUTTON_DPAD_RIGHT: if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F8, ctrl_event.up }; else if (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_INVENTORY); return true; case ControllerButton_BUTTON_DPAD_DOWN: if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F7, ctrl_event.up }; else *action = GameActionSendKey { DVL_VK_TAB, ctrl_event.up }; return true; case ControllerButton_BUTTON_DPAD_LEFT: if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F5, ctrl_event.up }; else if (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO); return true; default: break; } } if (start_modifier_active) { switch (ctrl_event.button) { case ControllerButton_BUTTON_DPAD_UP: *action = GameActionSendKey { DVL_VK_ESCAPE, ctrl_event.up }; return true; case ControllerButton_BUTTON_DPAD_RIGHT: if (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_INVENTORY); return true; case ControllerButton_BUTTON_DPAD_DOWN: *action = GameActionSendKey { DVL_VK_TAB, ctrl_event.up }; return true; case ControllerButton_BUTTON_DPAD_LEFT: if (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO); return true; case ControllerButton_BUTTON_Y: // Top button #ifdef __3DS__ if (!ctrl_event.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 (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_SPELL_BOOK); return true; case ControllerButton_BUTTON_X: // Left button if (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_QUEST_LOG); return true; case ControllerButton_BUTTON_LEFTSHOULDER: if (!ctrl_event.up) *action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO); return true; case ControllerButton_BUTTON_RIGHTSHOULDER: if (!ctrl_event.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 (ctrl_event.button == ControllerButton_BUTTON_A) { // Bottom button if (ctrl_event.up) return true; if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F7, ctrl_event.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 (ctrl_event.button) { case ControllerButton_IGNORE: return true; case ControllerButton_BUTTON_B: // Right button if (!ctrl_event.up) { if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F8, ctrl_event.up }; else *action = GameAction(GameActionType_PRIMARY_ACTION); } return true; case ControllerButton_BUTTON_Y: // Top button if (!ctrl_event.up) { if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F6, ctrl_event.up }; else *action = GameAction(GameActionType_SECONDARY_ACTION); } return true; case ControllerButton_BUTTON_X: // Left button if (!ctrl_event.up) { if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) *action = GameActionSendKey { DVL_VK_F5, ctrl_event.up }; else *action = GameAction(GameActionType_CAST_SPELL); } return true; case ControllerButton_BUTTON_LEFTSHOULDER: if (!stextflag && !ctrl_event.up) *action = GameAction(GameActionType_USE_HEALTH_POTION); return true; case ControllerButton_BUTTON_RIGHTSHOULDER: if (!stextflag && !ctrl_event.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 (ctrl_event.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 (ctrl_event.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 (ctrl_event.button != ControllerButton_NONE) { *action = GameActionSendKey { translate_controller_button_to_key(ctrl_event.button), ctrl_event.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 != NULL && GameController::Get(joystick->instance_id()) != NULL) { return true; } if (event.type == SDL_CONTROLLERAXISMOTION) { return true; // Ignore releasing the trigger buttons } #endif return false; } AxisDirection GetMoveDirection() { return GetLeftStickOrDpadDirection(/*allow_dpad=*/!sgOptions.Controller.bDpadHotkeys); } } // namespace dvl