Fix not being able to assign gamepad keys in bind menu fields

This commit is contained in:
Jan 2022-05-05 21:24:25 +02:00
parent 6737106785
commit 41c652ed36
4 changed files with 39 additions and 6 deletions

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@ -1033,6 +1033,13 @@ namespace Components
void Gamepad::UI_GamepadKeyEvent(const int gamePadIndex, const int key, const bool down)
{
// If we are currently capturing a key for menu bind inputs then do not map keys and pass to game
if (*Game::g_waitingForKey)
{
Game::UI_KeyEvent(gamePadIndex, key, down);
return;
}
for (const auto& mapping : controllerMenuKeyMappings)
{
if (mapping.controllerKey == key)
@ -1777,19 +1784,19 @@ namespace Components
return command;
}
int Gamepad::Key_GetCommandAssignmentInternal_Hk(const char* cmd, int (*keys)[2])
int Gamepad::Key_GetCommandAssignmentInternal([[maybe_unused]] int localClientNum, const char* cmd, int (*keys)[2])
{
auto keyCount = 0;
if (gamePads[0].inUse)
{
cmd = GetGamePadCommand(cmd);
const auto gamePadCmd = GetGamePadCommand(cmd);
for (auto keyNum = 0; keyNum < Game::K_LAST_KEY; keyNum++)
{
if (!Key_IsValidGamePadChar(keyNum))
continue;
if (Game::playerKeys[0].keys[keyNum].binding && strcmp(Game::playerKeys[0].keys[keyNum].binding, cmd) == 0)
if (Game::playerKeys[0].keys[keyNum].binding && strcmp(Game::playerKeys[0].keys[keyNum].binding, gamePadCmd) == 0)
{
(*keys)[keyCount++] = keyNum;
@ -1818,6 +1825,27 @@ namespace Components
return keyCount;
}
void __declspec(naked) Gamepad::Key_GetCommandAssignmentInternal_Stub()
{
__asm
{
push eax
pushad
push [esp + 0x20 + 0x4 + 0x8] // keyNums
push [esp + 0x20 + 0x4 + 0x8] // command
push eax // localClientNum
call Key_GetCommandAssignmentInternal
add esp, 0xC
mov[esp + 0x20], eax
popad
pop eax
ret
}
}
void Gamepad::CL_KeyEvent_Hk(const int localClientNum, const int key, const int down, const unsigned time)
{
// A keyboard key has been pressed. Mark controller as unused.
@ -1954,7 +1982,7 @@ namespace Components
Utils::Hook(0x48E527, UI_RefreshViewport_Hk, HOOK_CALL).install()->quick();
// Only return gamepad keys when gamepad enabled and only non gamepad keys when not
Utils::Hook(0x5A7A23, Key_GetCommandAssignmentInternal_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x5A7890, Key_GetCommandAssignmentInternal_Stub, HOOK_JUMP).install()->quick();
// Add gamepad inputs to remote control (eg predator) handling
Utils::Hook(0x5A6D4E, CL_RemoteControlMove_Stub, HOOK_CALL).install()->quick();

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@ -192,8 +192,9 @@ namespace Components
static void CG_RegisterDvars_Hk();
static const char* GetGamePadCommand(const char* command);
static int Key_GetCommandAssignmentInternal_Hk(const char* cmd, int(*keys)[2]);
static bool IsGamePadInUse();
static int Key_GetCommandAssignmentInternal(int localClientNum, const char* cmd, int (*keys)[2]);
static void Key_GetCommandAssignmentInternal_Stub();
static bool IsGamePadInUse();
static void CL_KeyEvent_Hk(int localClientNum, int key, int down, unsigned int time);
static int CL_MouseEvent_Hk(int x, int y, int dx, int dy);
static bool UI_RefreshViewport_Hk();

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@ -558,6 +558,8 @@ namespace Game
int* window_center_x = reinterpret_cast<int*>(0x649D638);
int* window_center_y = reinterpret_cast<int*>(0x649D630);
int* g_waitingForKey = reinterpret_cast<int*>(0x63A50FC);
void Sys_LockRead(FastCriticalSection* critSect)
{
InterlockedIncrement(&critSect->readCount);

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@ -1158,6 +1158,8 @@ namespace Game
extern int* window_center_x;
extern int* window_center_y;
extern int* g_waitingForKey;
void Sys_LockRead(FastCriticalSection* critSect);
void Sys_UnlockRead(FastCriticalSection* critSect);