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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/plrctrls.h"
namespace dvl {
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 'Q'; // Quest log
case ControllerButton::BUTTON_START:
return DVL_VK_ESCAPE;
case ControllerButton::BUTTON_BACK:
return DVL_VK_TAB; // Map
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;
}
}
} // namespace
bool GetGameAction(const SDL_Event &event, GameAction *action)
{
const ControllerButtonEvent ctrl_event = ToControllerButtonEvent(event);
switch (ctrl_event.button) {
case ControllerButton::AXIS_TRIGGERLEFT: // ZL (aka L2)
if (!ctrl_event.up)
*action = GameAction(GameActionType::USE_HEALTH_POTION);
return true;
case ControllerButton::AXIS_TRIGGERRIGHT: // ZR (aka R2)
if (!ctrl_event.up)
*action = GameAction(GameActionType::USE_MANA_POTION);
return true;
case ControllerButton::BUTTON_B: // Right button
if (InGameMenu())
break; // Map to keyboard key
if (!ctrl_event.up)
*action = GameAction(GameActionType::PRIMARY_ACTION);
return true;
case ControllerButton::BUTTON_Y: // Top button
if (InGameMenu())
break; // Map to keyboard key
if (invflag)
*action = GameActionSendMouseClick { GameActionSendMouseClick::RIGHT, ctrl_event.up };
else if (!ctrl_event.up)
*action = GameAction(GameActionType::SECONDARY_ACTION);
return true;
case ControllerButton::BUTTON_X: // Left button
if (InGameMenu())
break; // Map to keyboard key
if (!ctrl_event.up)
*action = GameAction(GameActionType::CAST_SPELL);
return true;
case ControllerButton::BUTTON_A: // Bottom button
if (InGameMenu())
break; // Map to keyboard key
if (!ctrl_event.up)
*action = GameAction(GameActionType::TOGGLE_QUICK_SPELL_MENU);
return true;
case ControllerButton::BUTTON_LEFTSHOULDER:
if (!stextflag && !ctrl_event.up)
*action = GameAction(GameActionType::TOGGLE_CHARACTER_INFO);
return true;
case ControllerButton::BUTTON_RIGHTSHOULDER:
if (!stextflag && !ctrl_event.up)
*action = GameAction(GameActionType::TOGGLE_INVENTORY);
return true;
case ControllerButton::BUTTON_DPAD_UP:
case ControllerButton::BUTTON_DPAD_DOWN:
case ControllerButton::BUTTON_DPAD_LEFT:
case ControllerButton::BUTTON_DPAD_RIGHT:
if (InGameMenu())
break;
// The rest is handled in charMovement() on every game_logic() call.
return true;
case ControllerButton::BUTTON_RIGHTSTICK:
*action = GameActionSendMouseClick { GameActionSendMouseClick::LEFT, ctrl_event.up };
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 if gamepad is active.
// We receive the same events as gamepad events.
if (CurrentGameController() != nullptr && event.type >= SDL_JOYAXISMOTION && event.type <= SDL_JOYBUTTONUP) {
return true;
}
if (event.type == SDL_CONTROLLERAXISMOTION) {
return true; // Ignore releasing the trigger buttons
}
#endif
return false;
}
bool ShouldSkipMovie(const SDL_Event &event)
{
if (GetMenuAction(event) != MenuAction::NONE)
return true;
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
return event.button.button == SDL_BUTTON_LEFT;
case SDL_KEYDOWN:
case SDL_KEYUP:
return true;
default:
return false;
}
}
MoveDirection GetMoveDirection()
{
const float stickX = leftStickX;
const float stickY = leftStickY;
MoveDirection result{ MoveDirectionX::NONE, MoveDirectionY::NONE };
if (stickY >= 0.5 || IsControllerButtonPressed(ControllerButton::BUTTON_DPAD_UP)) {
result.y = MoveDirectionY::UP;
} else if (stickY <= -0.5 || IsControllerButtonPressed(ControllerButton::BUTTON_DPAD_DOWN)) {
result.y = MoveDirectionY::DOWN;
}
if (stickX <= -0.5 || IsControllerButtonPressed(ControllerButton::BUTTON_DPAD_LEFT)) {
result.x = MoveDirectionX::LEFT;
} else if (stickX >= 0.5 || IsControllerButtonPressed(ControllerButton::BUTTON_DPAD_RIGHT)) {
result.x = MoveDirectionX::RIGHT;
}
return result;
}
} // namespace dvl