コード例 #1
0
/**
 * @brief Check call to SDL_GetScancodeFromName
 *
 * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetScancodeFromName
 * @sa http://wiki.libsdl.org/moin.cgi/SDL_Keycode
 */
int
keyboard_getScancodeFromName(void *arg)
{
   SDL_Scancode scancode;

   /* Regular key, 1 character, first name in list */
   scancode = SDL_GetScancodeFromName("A");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('A')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_A, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_A, scancode);

   /* Regular key, 1 character */
   scancode = SDL_GetScancodeFromName("4");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('4')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_4, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_4, scancode);

   /* Regular key, 2 characters */
   scancode = SDL_GetScancodeFromName("F1");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('F1')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_F1, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_F1, scancode);

   /* Regular key, 3 characters */
   scancode = SDL_GetScancodeFromName("End");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('End')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_END, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_END, scancode);

   /* Regular key, 4 characters */
   scancode = SDL_GetScancodeFromName("Find");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('Find')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_FIND, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_FIND, scancode);

   /* Regular key, several characters */
   scancode = SDL_GetScancodeFromName("Backspace");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('Backspace')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_BACKSPACE, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_BACKSPACE, scancode);

   /* Regular key, several characters with space */
   scancode = SDL_GetScancodeFromName("Keypad Enter");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('Keypad Enter')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_KP_ENTER, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_KP_ENTER, scancode);

   /* Regular key, last name in list */
   scancode = SDL_GetScancodeFromName("Sleep");
   SDLTest_AssertPass("Call to SDL_GetScancodeFromName('Sleep')");
   SDLTest_AssertCheck(scancode == SDL_SCANCODE_SLEEP, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_SLEEP, scancode);

   return TEST_COMPLETED;
}
コード例 #2
0
ファイル: keyboard.cpp プロジェクト: Heark/wesnoth
SDLKey
SDL_GetKeyFromName(const char *name)
{
    int key;

        /* Check input */
        if (name == NULL) return SDLK_UNKNOWN;

    /* If it's a single UTF-8 character, then that's the keycode itself */
    key = *reinterpret_cast<const unsigned char *>(name);
    if (key >= 0xF0) {
        if (SDL_strlen(name) == 4) {
            int i = 0;
            key  = static_cast<Uint16>((name[i]&0x07) << 18);
            key |= static_cast<Uint16>((name[++i]&0x3F) << 12);
            key |= static_cast<Uint16>((name[++i]&0x3F) << 6);
            key |= static_cast<Uint16>((name[++i]&0x3F));
            return static_cast<SDLKey>(key);
        }
        return SDLK_UNKNOWN;
    } else if (key >= 0xE0) {
        if (SDL_strlen(name) == 3) {
            int i = 0;
            key  = static_cast<Uint16>((name[i]&0x0F) << 12);
            key |= static_cast<Uint16>((name[++i]&0x3F) << 6);
            key |= static_cast<Uint16>((name[++i]&0x3F));
            return static_cast<SDLKey>(key);
        }
        return SDLK_UNKNOWN;
    } else if (key >= 0xC0) {
        if (SDL_strlen(name) == 2) {
            int i = 0;
            key  = static_cast<Uint16>((name[i]&0x1F) << 6);
            key |= static_cast<Uint16>((name[++i]&0x3F));
            return static_cast<SDLKey>(key);
        }
        return SDLK_UNKNOWN;
    } else {
        if (SDL_strlen(name) == 1) {
            if (key >= 'A' && key <= 'Z') {
                key += 32;
            }
            return static_cast<SDLKey>(key);
        }

        /* Get the scancode for this name, and the associated keycode */
        return static_cast<SDLKey>(SDL_default_keymap[SDL_GetScancodeFromName(name)]);
    }
}
コード例 #3
0
PIN_KeyboardKeyComboSet* PIN_KeyboardManager::BuildComboSet(PIN_String comboData)
{
    std::string strData(comboData);

    std::string::const_iterator start, end;
    start = strData.begin();
    end = strData.end();
    boost::match_results<std::string::const_iterator> what;
    boost::match_flag_type flags = boost::match_default;

    PIN_KeyboardKeyComboSet* newSet = new PIN_KeyboardKeyComboSet();
    std::string strComboString("");

    while(regex_search(start, end, what, _keyListRegex, flags))
    {
        std::string strX  = what[0].str();

        SDL_Scancode code = SDL_GetScancodeFromName(strX.c_str());

        strComboString+=std::string(start,what[0].first) + PIN_KEYFORMAT;
        newSet->ComboKeys.push_back(code);

        // update search position:
        start = what[0].second;
        // update flags:
        flags |= boost::match_prev_avail;
        flags |= boost::match_not_bob;
    }
    strComboString+=std::string(start,end);

    newSet->ComboString = new char[PIN_MAXBUFFER_SIZE];
    memset(newSet->ComboString,0,PIN_MAXBUFFER_SIZE);
    strcat(newSet->ComboString,strComboString.c_str());

    if(newSet->ComboKeys.size() > 0)
    {
        return newSet;
    }
    else
    {
        return NULL;
    }
}
コード例 #4
0
ファイル: filters.cpp プロジェクト: ALEXLCC/pyland
KeyboardFilter MODIFIER(std::initializer_list<std::string> modifiers) {
    std::set<SDL_Scancode> modifierset;

    for (std::string modifier : modifiers) {
        SDL_Scancode modifiercode = SDL_GetScancodeFromName(modifier.c_str());
        if (modifiercode == SDL_SCANCODE_UNKNOWN) {
            throw std::runtime_error("unrecognized modifier: " + modifier);
        }

        modifierset.insert(modifiercode);
    }

    return [modifierset] (KeyboardInputEvent event) {
        for (auto modifiercode : modifierset) {
            if (event.manager->is_scan_down(modifiercode)) {
                return true;
            }
        }
        return false;
    };
}
コード例 #5
0
ファイル: input.cpp プロジェクト: hogdog375/nestopia
void input_set_default() {
	// Set default input config	
	player[0].u = SDL_GetScancodeFromName("Up");
	player[0].d = SDL_GetScancodeFromName("Down");
	player[0].l = SDL_GetScancodeFromName("Left");
	player[0].r = SDL_GetScancodeFromName("Right");
	player[0].select = SDL_GetScancodeFromName("Right Shift");
	player[0].start = SDL_GetScancodeFromName("Right Ctrl");
	player[0].a = SDL_GetScancodeFromName("Z");
	player[0].b = SDL_GetScancodeFromName("A");
	player[0].ta = SDL_GetScancodeFromName("X");
	player[0].tb = SDL_GetScancodeFromName("S");

	player[0].ju = input_translate_string("j0h01");
	player[0].jd = input_translate_string("j0h04");
	player[0].jl = input_translate_string("j0h08");
	player[0].jr = input_translate_string("j0h02");
	player[0].jselect = input_translate_string("j0b8");
	player[0].jstart = input_translate_string("j0b9");
	player[0].ja = input_translate_string("j0b1");
	player[0].jb = input_translate_string("j0b0");
	player[0].jta = input_translate_string("j0b2");
	player[0].jtb = input_translate_string("j0b3");
	
	player[1].u = SDL_GetScancodeFromName("I");
	player[1].d = SDL_GetScancodeFromName("K");
	player[1].l = SDL_GetScancodeFromName("J");
	player[1].r = SDL_GetScancodeFromName("L");
	player[1].select = SDL_GetScancodeFromName("Left Shift");
	player[1].start = SDL_GetScancodeFromName("Left Ctrl");
	player[1].a = SDL_GetScancodeFromName("M");
	player[1].b = SDL_GetScancodeFromName("N");
	player[1].ta = SDL_GetScancodeFromName("B");
	player[1].tb = SDL_GetScancodeFromName("V");
	
	player[1].ju = input_translate_string("j1h01");
	player[1].jd = input_translate_string("j1h04");
	player[1].jl = input_translate_string("j1h08");
	player[1].jr = input_translate_string("j1h02");
	player[1].jselect = input_translate_string("j1b8");
	player[1].jstart = input_translate_string("j1b9");
	player[1].ja = input_translate_string("j1b1");
	player[1].jb = input_translate_string("j1b0");
	player[1].jta = input_translate_string("j1b2");
	player[1].jtb = input_translate_string("j1b3");
}
コード例 #6
0
ファイル: input.cpp プロジェクト: hogdog375/nestopia
void input_config_read() {
	// Read the input config file
	snprintf(inputconfpath, sizeof(inputconfpath), "%sinput.conf", nstpaths.nstdir);
	
	if (ini_parse(inputconfpath, input_config_match, &inputconf) < 0) {
		fprintf(stderr, "Failed to load input config file %s: Using defaults.\n", inputconfpath);
	}
	else {
		// Map the input settings from the config file
		
		// Player 1
		player[0].u = SDL_GetScancodeFromName(inputconf.kb_p1u);
		player[0].d = SDL_GetScancodeFromName(inputconf.kb_p1d);
		player[0].l = SDL_GetScancodeFromName(inputconf.kb_p1l);
		player[0].r = SDL_GetScancodeFromName(inputconf.kb_p1r);
		player[0].select = SDL_GetScancodeFromName(inputconf.kb_p1select);
		player[0].start = SDL_GetScancodeFromName(inputconf.kb_p1start);
		player[0].a = SDL_GetScancodeFromName(inputconf.kb_p1a);
		player[0].b = SDL_GetScancodeFromName(inputconf.kb_p1b);
		player[0].ta = SDL_GetScancodeFromName(inputconf.kb_p1ta);
		player[0].tb = SDL_GetScancodeFromName(inputconf.kb_p1tb);
		
		player[0].ju = input_translate_string(inputconf.js_p1u);
		player[0].jd = input_translate_string(inputconf.js_p1d);
		player[0].jl = input_translate_string(inputconf.js_p1l);
		player[0].jr = input_translate_string(inputconf.js_p1r);
		player[0].jselect = input_translate_string(inputconf.js_p1select);
		player[0].jstart = input_translate_string(inputconf.js_p1start);
		player[0].ja = input_translate_string(inputconf.js_p1a);
		player[0].jb = input_translate_string(inputconf.js_p1b);
		player[0].jta = input_translate_string(inputconf.js_p1ta);
		player[0].jtb = input_translate_string(inputconf.js_p1tb);
		
		// Player 2
		player[1].u = SDL_GetScancodeFromName(inputconf.kb_p2u);
		player[1].d = SDL_GetScancodeFromName(inputconf.kb_p2d);
		player[1].l = SDL_GetScancodeFromName(inputconf.kb_p2l);
		player[1].r = SDL_GetScancodeFromName(inputconf.kb_p2r);
		player[1].select = SDL_GetScancodeFromName(inputconf.kb_p2select);
		player[1].start = SDL_GetScancodeFromName(inputconf.kb_p2start);
		player[1].a = SDL_GetScancodeFromName(inputconf.kb_p2a);
		player[1].b = SDL_GetScancodeFromName(inputconf.kb_p2b);
		player[1].ta = SDL_GetScancodeFromName(inputconf.kb_p2ta);
		player[1].tb = SDL_GetScancodeFromName(inputconf.kb_p2tb);
		
		player[1].ju = input_translate_string(inputconf.js_p2u);
		player[1].jd = input_translate_string(inputconf.js_p2d);
		player[1].jl = input_translate_string(inputconf.js_p2l);
		player[1].jr = input_translate_string(inputconf.js_p2r);
		player[1].jselect = input_translate_string(inputconf.js_p2select);
		player[1].jstart = input_translate_string(inputconf.js_p2start);
		player[1].ja = input_translate_string(inputconf.js_p2a);
		player[1].jb = input_translate_string(inputconf.js_p2b);
		player[1].jta = input_translate_string(inputconf.js_p2ta);
		player[1].jtb = input_translate_string(inputconf.js_p2tb);
	}
}
コード例 #7
0
ファイル: menu_listen.c プロジェクト: acasaccia/openomf
void menu_listen_tick(component *c) {
    listen_menu_data *local = menu_get_userdata(c);
    game_state *gs = local->s->gs;
    if(local->host) {
        ENetEvent event;
        if(enet_host_service(local->host, &event, 0) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
            ENetPacket * packet = enet_packet_create("0", 2,  ENET_PACKET_FLAG_RELIABLE);
            enet_peer_send(event.peer, 0, packet);
            enet_host_flush(local->host);

            DEBUG("client connected!");
            controller *player1_ctrl, *player2_ctrl;
            keyboard_keys *keys;
            game_player *p1 = game_state_get_player(gs, 0);
            game_player *p2 = game_state_get_player(gs, 1);

            // force the speed to 3
            game_state_set_speed(gs, 10);

            p1->har_id = HAR_JAGUAR;
            p1->pilot_id = 0;
            p2->har_id = HAR_JAGUAR;
            p2->pilot_id = 0;

            player1_ctrl = malloc(sizeof(controller));
            controller_init(player1_ctrl);
            player1_ctrl->har = p1->har;
            player2_ctrl = malloc(sizeof(controller));
            controller_init(player2_ctrl);
            player2_ctrl->har = p2->har;

            // Player 1 controller -- Keyboard
            settings_keyboard *k = &settings_get()->keys;
            keys = malloc(sizeof(keyboard_keys));
            keys->jump_up = SDL_GetScancodeFromName(k->key1_jump_up);
            keys->jump_right = SDL_GetScancodeFromName(k->key1_jump_right);
            keys->walk_right = SDL_GetScancodeFromName(k->key1_walk_right);
            keys->duck_forward = SDL_GetScancodeFromName(k->key1_duck_forward);
            keys->duck = SDL_GetScancodeFromName(k->key1_duck);
            keys->duck_back = SDL_GetScancodeFromName(k->key1_duck_back);
            keys->walk_back = SDL_GetScancodeFromName(k->key1_walk_back);
            keys->jump_left = SDL_GetScancodeFromName(k->key1_jump_left);
            keys->punch = SDL_GetScancodeFromName(k->key1_punch);
            keys->kick = SDL_GetScancodeFromName(k->key1_kick);
            keys->escape = SDL_GetScancodeFromName(k->key1_escape);
            keyboard_create(player1_ctrl, keys, 0);
            game_player_set_ctrl(p1, player1_ctrl);

            // Player 2 controller -- Network
            net_controller_create(player2_ctrl, local->host, event.peer, ROLE_SERVER);
            game_player_set_ctrl(p2, player2_ctrl);
            game_player_set_selectable(p2, 1);

            chr_score_set_difficulty(game_player_get_score(game_state_get_player(gs, 0)), AI_DIFFICULTY_CHAMPION);
            chr_score_set_difficulty(game_player_get_score(game_state_get_player(gs, 1)), AI_DIFFICULTY_CHAMPION);

        }
        game_player *p2 = game_state_get_player(gs, 1);
        controller *c2 = game_player_get_ctrl(p2);
        if (c2->type == CTRL_TYPE_NETWORK && net_controller_ready(c2) == 1) {
            DEBUG("network peer is ready, tick offset is %d and rtt is %d", net_controller_tick_offset(c2), c2->rtt);
            local->host = NULL;
            game_state_set_next(gs, SCENE_MELEE);
        }
    }
}
コード例 #8
0
C4KeyCode C4KeyCodeEx::String2KeyCode(const StdStrBuf &sName)
{
    // direct key code?
    if (sName.getLength() > 2)
    {
        unsigned int dwRVal;
        if (sscanf(sName.getData(), "\\x%x", &dwRVal) == 1) return dwRVal;
        // scan code
        if (*sName.getData() == '$') return GetKeyByScanCode(sName.getData());
        // direct gamepad code
#ifdef _WIN32
        if (!strnicmp(sName.getData(), "Joy", 3))
#else
        if (!strncasecmp(sName.getData(), "Joy", 3))
#endif
        {
            int iGamepad;
            if (sscanf(sName.getData(), "Joy%d",  &iGamepad) == 1)
            {
                // skip Joy[number]
                const char *key_str = sName.getData()+4;
                while (isdigit(*key_str)) ++key_str;
                // check for button (single, uppercase letter) (e.g. Joy1A)
                if (*key_str && !key_str[1])
                {
                    char cGamepadButton = toupper(*key_str);
                    if (Inside(cGamepadButton, 'A', 'Z'))
                    {
                        cGamepadButton = cGamepadButton - 'A';
                        return KEY_Gamepad(iGamepad-1, KEY_JOY_Button(cGamepadButton));
                    }
                }
                else
                {
                    // check for standard axis (e.g. Joy1Left)
                    if (!stricmp(key_str, "Left")) return KEY_Gamepad(iGamepad-1, KEY_JOY_Left);
                    if (!stricmp(key_str, "Up")) return KEY_Gamepad(iGamepad-1, KEY_JOY_Up);
                    if (!stricmp(key_str, "Down")) return KEY_Gamepad(iGamepad-1, KEY_JOY_Down);
                    if (!stricmp(key_str, "Right")) return KEY_Gamepad(iGamepad-1, KEY_JOY_Right);
                    // check for specific axis (e.g. Joy1Axis1Min)
                    int iAxis;
                    if (sscanf(key_str, "Axis%d", &iAxis) == 1 && iAxis>0)
                    {
                        --iAxis; // axis is 0-based internally but written 1-based in config
                        key_str += 5;
                        while (isdigit(*key_str)) ++key_str;
                        if (!stricmp(key_str, "Min")) return KEY_Gamepad(iGamepad-1, KEY_JOY_Axis(iAxis, false));
                        if (!stricmp(key_str, "Max")) return KEY_Gamepad(iGamepad-1, KEY_JOY_Axis(iAxis, true));
                    }
                }
            }
        }
        bool is_mouse_key;
#ifdef _WIN32
        is_mouse_key = !strnicmp(sName.getData(), "Mouse", 5);
#else
        is_mouse_key = !strncasecmp(sName.getData(), "Mouse", 5);
#endif
        if (is_mouse_key)
        {
            // skip Mouse/GameMouse
            const char *key_str = sName.getData()+5;
            int mouse_id;
            if (sscanf(key_str, "%d",  &mouse_id) == 1)
            {
                // skip number
                while (isdigit(*key_str)) ++key_str;
                // check for known mouse events (e.g. Mouse1Move or GameMouse1Wheel)
                if (!stricmp(key_str, "Move")) return KEY_Mouse(mouse_id-1, KEY_MOUSE_Move);
                if (!stricmp(key_str, "Wheel1Up")) return KEY_Mouse(mouse_id-1, KEY_MOUSE_Wheel1Up);
                if (!stricmp(key_str, "Wheel1Down")) return KEY_Mouse(mouse_id-1, KEY_MOUSE_Wheel1Down);
                if (SEqualNoCase(key_str, "Button", 6)) // e.g. Mouse1ButtonLeft or GameMouse1ButtonRightDouble
                {
                    // check for known mouse button events
                    uint8_t mouseevent_id = 0;
                    key_str += 6;
                    if (SEqualNoCase(key_str, "Left",4)) {
                        mouseevent_id=KEY_MOUSE_ButtonLeft;
                        key_str += 4;
                    }
                    else if (SEqualNoCase(key_str, "Right",5)) {
                        mouseevent_id=KEY_MOUSE_ButtonRight;
                        key_str += 5;
                    }
                    else if (SEqualNoCase(key_str, "Middle",6)) {
                        mouseevent_id=KEY_MOUSE_ButtonMiddle;
                        key_str += 6;
                    }
                    else if (isdigit(*key_str))
                    {
                        // indexed mouse button (e.g. Mouse1Button4 or Mouse1Button4Double)
                        int button_index;
                        if (sscanf(key_str, "%d",  &button_index) == 1)
                        {
                            mouseevent_id=static_cast<uint8_t>(KEY_MOUSE_Button1+button_index-1);
                            while (isdigit(*key_str)) ++key_str;
                        }
                    }
                    if (mouseevent_id)
                    {
                        // valid event if finished or followed by "Double"
                        if (!*key_str) return KEY_Mouse(mouse_id-1, mouseevent_id);
                        if (!stricmp(key_str, "Double")) return KEY_Mouse(mouse_id-1, mouseevent_id+(KEY_MOUSE_Button1Double-KEY_MOUSE_Button1));
                        // invalid mouse key...
                    }
                }
            }
        }

    }
    // query map
    const C4KeyCodeMapEntry *pCheck = KeyCodeMap;
    while (pCheck->szName) {
        if (SEqualNoCase(sName.getData(), pCheck->szName)) {
            return(pCheck->wCode);
        }
        ++pCheck;
    }
#if defined(USE_SDL_MAINLOOP)
    SDL_Scancode s = SDL_GetScancodeFromName(sName.getData());
    if (s != SDL_SCANCODE_UNKNOWN) return s;
#endif
    return KEY_Undefined;
}
コード例 #9
0
ファイル: input.c プロジェクト: entropixel/augshot
uint8 input_keydown (const char *key)
{
	return !!input_keys [SDL_GetScancodeFromName (key)];
}
コード例 #10
0
ファイル: hotkey_item.cpp プロジェクト: doofus-01/wesnoth
hotkey_ptr load_from_config(const config& cfg)
{
	hotkey_ptr base = hotkey_ptr(new hotkey_void());

	const std::string& mouse_cfg = cfg["mouse"];
	if (!mouse_cfg.empty()) {
		hotkey_mouse_ptr mouse(new hotkey_mouse());
		base = std::dynamic_pointer_cast<hotkey_base>(mouse);
		mouse->set_button(cfg["button"].to_int());
	}
	// TODO: add joystick support back
#if 0
	const std::string& joystick_cfg = cfg["joystick"];
	if (!joystick_cfg.empty()) {
		joystick_ = cfg["joystick"].to_int();
	}
	const std::string& hat = cfg["hat"];
	if (!hat.empty()) {
		hat_ = cfg["hat"].to_int();
		value_ = cfg["value"].to_int();
	}

	const std::string& button = cfg["button"];
	if (!button.empty()) {
		button_ = cfg["button"].to_int();
	}
#endif

	const std::string& key_cfg = cfg["key"];
	if (!key_cfg.empty()) {
		hotkey_keyboard_ptr keyboard(new hotkey_keyboard());
		base = std::dynamic_pointer_cast<hotkey_base>(keyboard);

		SDL_Scancode scancode = SDL_GetScancodeFromName(key_cfg.c_str());
		if (scancode == SDL_SCANCODE_UNKNOWN) {
			ERR_G<< "Unknown key: " << key_cfg << "\n";
		}
		keyboard->set_scancode(scancode);
	}

	if (base == hotkey_ptr()) {
		return base;
	}

	unsigned int mods = 0;

	if (cfg["shift"].to_bool())
		mods |= KMOD_SHIFT;
	if (cfg["ctrl"].to_bool())
		mods |= KMOD_CTRL;
	if (cfg["cmd"].to_bool())
		mods |= KMOD_GUI;
	if (cfg["alt"].to_bool())
		mods |= KMOD_ALT;

	base->set_mods(mods);
	base->set_command(cfg["command"].str());

	cfg["disabled"].to_bool() ? base->disable() : base->enable();

	return base;
}
コード例 #11
0
ファイル: input.cpp プロジェクト: TaylanUB/nestopia
void input_set_default() {
    // Set default input config

    ui.qsave1 = SDL_GetScancodeFromName("F5");
    ui.qsave2 = SDL_GetScancodeFromName("F6");
    ui.qload1 = SDL_GetScancodeFromName("F7");
    ui.qload2 = SDL_GetScancodeFromName("F8");

    ui.screenshot = SDL_GetScancodeFromName("F9");

    ui.fdsflip = SDL_GetScancodeFromName("F3");
    ui.fdsswitch = SDL_GetScancodeFromName("F4");

    ui.insertcoin1 = SDL_GetScancodeFromName("F1");
    ui.insertcoin2 = SDL_GetScancodeFromName("F2");

    ui.reset = SDL_GetScancodeFromName("F12");

    ui.altspeed = SDL_GetScancodeFromName("`");
    ui.rwstart = SDL_GetScancodeFromName("Backspace");
    ui.rwstop = SDL_GetScancodeFromName("\\");

    ui.fullscreen = SDL_GetScancodeFromName("F");
    ui.filter = SDL_GetScancodeFromName("T");
    ui.scalefactor = SDL_GetScancodeFromName("G");

    player[0].u = SDL_GetScancodeFromName("Up");
    player[0].d = SDL_GetScancodeFromName("Down");
    player[0].l = SDL_GetScancodeFromName("Left");
    player[0].r = SDL_GetScancodeFromName("Right");
    player[0].select = SDL_GetScancodeFromName("Right Shift");
    player[0].start = SDL_GetScancodeFromName("Return");
    player[0].a = SDL_GetScancodeFromName("Z");
    player[0].b = SDL_GetScancodeFromName("A");
    player[0].ta = SDL_GetScancodeFromName("X");
    player[0].tb = SDL_GetScancodeFromName("S");

    player[0].ju = input_translate_string("j0h01");
    player[0].jd = input_translate_string("j0h04");
    player[0].jl = input_translate_string("j0h08");
    player[0].jr = input_translate_string("j0h02");
    player[0].jselect = input_translate_string("j0b8");
    player[0].jstart = input_translate_string("j0b9");
    player[0].ja = input_translate_string("j0b1");
    player[0].jb = input_translate_string("j0b0");
    player[0].jta = input_translate_string("j0b2");
    player[0].jtb = input_translate_string("j0b3");

    player[1].u = SDL_GetScancodeFromName("I");
    player[1].d = SDL_GetScancodeFromName("K");
    player[1].l = SDL_GetScancodeFromName("J");
    player[1].r = SDL_GetScancodeFromName("L");
    player[1].select = SDL_GetScancodeFromName("Left Shift");
    player[1].start = SDL_GetScancodeFromName("Left Ctrl");
    player[1].a = SDL_GetScancodeFromName("M");
    player[1].b = SDL_GetScancodeFromName("N");
    player[1].ta = SDL_GetScancodeFromName("B");
    player[1].tb = SDL_GetScancodeFromName("V");

    player[1].ju = input_translate_string("j1h01");
    player[1].jd = input_translate_string("j1h04");
    player[1].jl = input_translate_string("j1h08");
    player[1].jr = input_translate_string("j1h02");
    player[1].jselect = input_translate_string("j1b8");
    player[1].jstart = input_translate_string("j1b9");
    player[1].ja = input_translate_string("j1b1");
    player[1].jb = input_translate_string("j1b0");
    player[1].jta = input_translate_string("j1b2");
    player[1].jtb = input_translate_string("j1b3");
}
コード例 #12
0
ファイル: input.cpp プロジェクト: TaylanUB/nestopia
void input_config_read() {
    // Read the input config file
    snprintf(inputconfpath, sizeof(inputconfpath), "%sinput.conf", nstpaths.nstdir);

    if (ini_parse(inputconfpath, input_config_match, &inputconf) < 0) {
        fprintf(stderr, "Failed to load input config file %s: Using defaults.\n", inputconfpath);
    }
    else {
        // Map the input settings from the config file

        // User Interface
        ui.qsave1 = SDL_GetScancodeFromName(inputconf.qsave1);
        ui.qsave2 = SDL_GetScancodeFromName(inputconf.qsave2);
        ui.qload1 = SDL_GetScancodeFromName(inputconf.qload1);
        ui.qload2 = SDL_GetScancodeFromName(inputconf.qload2);

        ui.screenshot = SDL_GetScancodeFromName(inputconf.screenshot);

        ui.fdsflip = SDL_GetScancodeFromName(inputconf.fdsflip);
        ui.fdsswitch = SDL_GetScancodeFromName(inputconf.fdsswitch);

        ui.insertcoin1 = SDL_GetScancodeFromName(inputconf.insertcoin1);
        ui.insertcoin2 = SDL_GetScancodeFromName(inputconf.insertcoin2);

        ui.reset = SDL_GetScancodeFromName(inputconf.reset);

        ui.altspeed = SDL_GetScancodeFromName(inputconf.altspeed);
        ui.rwstart = SDL_GetScancodeFromName(inputconf.rwstart);
        ui.rwstop = SDL_GetScancodeFromName(inputconf.rwstop);

        ui.fullscreen = SDL_GetScancodeFromName(inputconf.fullscreen);
        ui.filter = SDL_GetScancodeFromName(inputconf.filter);
        ui.scalefactor = SDL_GetScancodeFromName(inputconf.scalefactor);

        // Player 1
        player[0].u = SDL_GetScancodeFromName(inputconf.kb_p1u);
        player[0].d = SDL_GetScancodeFromName(inputconf.kb_p1d);
        player[0].l = SDL_GetScancodeFromName(inputconf.kb_p1l);
        player[0].r = SDL_GetScancodeFromName(inputconf.kb_p1r);
        player[0].select = SDL_GetScancodeFromName(inputconf.kb_p1select);
        player[0].start = SDL_GetScancodeFromName(inputconf.kb_p1start);
        player[0].a = SDL_GetScancodeFromName(inputconf.kb_p1a);
        player[0].b = SDL_GetScancodeFromName(inputconf.kb_p1b);
        player[0].ta = SDL_GetScancodeFromName(inputconf.kb_p1ta);
        player[0].tb = SDL_GetScancodeFromName(inputconf.kb_p1tb);

        player[0].ju = input_translate_string(inputconf.js_p1u);
        player[0].jd = input_translate_string(inputconf.js_p1d);
        player[0].jl = input_translate_string(inputconf.js_p1l);
        player[0].jr = input_translate_string(inputconf.js_p1r);
        player[0].jselect = input_translate_string(inputconf.js_p1select);
        player[0].jstart = input_translate_string(inputconf.js_p1start);
        player[0].ja = input_translate_string(inputconf.js_p1a);
        player[0].jb = input_translate_string(inputconf.js_p1b);
        player[0].jta = input_translate_string(inputconf.js_p1ta);
        player[0].jtb = input_translate_string(inputconf.js_p1tb);

        // Player 2
        player[1].u = SDL_GetScancodeFromName(inputconf.kb_p2u);
        player[1].d = SDL_GetScancodeFromName(inputconf.kb_p2d);
        player[1].l = SDL_GetScancodeFromName(inputconf.kb_p2l);
        player[1].r = SDL_GetScancodeFromName(inputconf.kb_p2r);
        player[1].select = SDL_GetScancodeFromName(inputconf.kb_p2select);
        player[1].start = SDL_GetScancodeFromName(inputconf.kb_p2start);
        player[1].a = SDL_GetScancodeFromName(inputconf.kb_p2a);
        player[1].b = SDL_GetScancodeFromName(inputconf.kb_p2b);
        player[1].ta = SDL_GetScancodeFromName(inputconf.kb_p2ta);
        player[1].tb = SDL_GetScancodeFromName(inputconf.kb_p2tb);

        player[1].ju = input_translate_string(inputconf.js_p2u);
        player[1].jd = input_translate_string(inputconf.js_p2d);
        player[1].jl = input_translate_string(inputconf.js_p2l);
        player[1].jr = input_translate_string(inputconf.js_p2r);
        player[1].jselect = input_translate_string(inputconf.js_p2select);
        player[1].jstart = input_translate_string(inputconf.js_p2start);
        player[1].ja = input_translate_string(inputconf.js_p2a);
        player[1].jb = input_translate_string(inputconf.js_p2b);
        player[1].jta = input_translate_string(inputconf.js_p2ta);
        player[1].jtb = input_translate_string(inputconf.js_p2tb);
    }
}
コード例 #13
0
inline int32_t from_string(const std::string& str) noexcept {
    return SDL_GetScancodeFromName(str.c_str());
}
コード例 #14
0
ファイル: menu_connect.c プロジェクト: exander77/openomf
void menu_connect_tick(component *c) {
    connect_menu_data *local = menu_get_userdata(c);
    game_state *gs = local->s->gs;
    if(local->host) {
        ENetEvent event;
        if(enet_host_service(local->host, &event, 0) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
            ENetPacket * packet = enet_packet_create("0", 2, ENET_PACKET_FLAG_RELIABLE);
            enet_peer_send(event.peer, 0, packet);
            enet_host_flush(local->host);

            DEBUG("connected to server!");
            controller *player1_ctrl, *player2_ctrl;
            keyboard_keys *keys;
            game_player *p1 = game_state_get_player(gs, 0);
            game_player *p2 = game_state_get_player(gs, 1);

            // force the speed to 3
            game_state_set_speed(gs, 5);

            p1->har_id = HAR_JAGUAR;
            p1->pilot_id = 0;
            p2->har_id = HAR_JAGUAR;
            p2->pilot_id = 0;

            player1_ctrl = malloc(sizeof(controller));
            controller_init(player1_ctrl);
            player1_ctrl->har = p1->har;
            player2_ctrl = malloc(sizeof(controller));
            controller_init(player2_ctrl);
            player2_ctrl->har = p2->har;

            // Player 1 controller -- Network
            net_controller_create(player1_ctrl, local->host, event.peer, ROLE_CLIENT);
            game_player_set_ctrl(p1, player1_ctrl);

            // Player 2 controller -- Keyboard
            settings_keyboard *k = &settings_get()->keys;
            keys = malloc(sizeof(keyboard_keys));
            keys->up = SDL_GetScancodeFromName(k->key1_up);
            keys->down = SDL_GetScancodeFromName(k->key1_down);
            keys->left = SDL_GetScancodeFromName(k->key1_left);
            keys->right = SDL_GetScancodeFromName(k->key1_right);
            keys->punch = SDL_GetScancodeFromName(k->key1_punch);
            keys->kick = SDL_GetScancodeFromName(k->key1_kick);
            keys->escape = SDL_GetScancodeFromName(k->key1_escape);
            keyboard_create(player2_ctrl, keys, 0);
            game_player_set_ctrl(p2, player2_ctrl);
            local->host = NULL;
            game_player_set_selectable(p2, 1);

            chr_score_set_difficulty(game_player_get_score(game_state_get_player(gs, 0)), AI_DIFFICULTY_CHAMPION);
            chr_score_set_difficulty(game_player_get_score(game_state_get_player(gs, 1)), AI_DIFFICULTY_CHAMPION);

            game_state_set_next(gs, SCENE_MELEE);
        } else {
            if(difftime(time(NULL), local->connect_start) > 5.0) {
                DEBUG("connection timed out");
                menu_connect_cancel(local->cancel_button, local->s);
            }
        }
    }
}