Fix not being able to assign gamepad keys in bind menu fields
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6737106785
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41c652ed36
@ -1033,6 +1033,13 @@ namespace Components
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void Gamepad::UI_GamepadKeyEvent(const int gamePadIndex, const int key, const bool down)
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{
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// If we are currently capturing a key for menu bind inputs then do not map keys and pass to game
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if (*Game::g_waitingForKey)
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{
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Game::UI_KeyEvent(gamePadIndex, key, down);
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return;
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}
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for (const auto& mapping : controllerMenuKeyMappings)
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{
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if (mapping.controllerKey == key)
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@ -1777,19 +1784,19 @@ namespace Components
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return command;
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}
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int Gamepad::Key_GetCommandAssignmentInternal_Hk(const char* cmd, int (*keys)[2])
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int Gamepad::Key_GetCommandAssignmentInternal([[maybe_unused]] int localClientNum, const char* cmd, int (*keys)[2])
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{
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auto keyCount = 0;
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if (gamePads[0].inUse)
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{
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cmd = GetGamePadCommand(cmd);
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const auto gamePadCmd = GetGamePadCommand(cmd);
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for (auto keyNum = 0; keyNum < Game::K_LAST_KEY; keyNum++)
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{
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if (!Key_IsValidGamePadChar(keyNum))
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continue;
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if (Game::playerKeys[0].keys[keyNum].binding && strcmp(Game::playerKeys[0].keys[keyNum].binding, cmd) == 0)
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if (Game::playerKeys[0].keys[keyNum].binding && strcmp(Game::playerKeys[0].keys[keyNum].binding, gamePadCmd) == 0)
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{
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(*keys)[keyCount++] = keyNum;
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@ -1818,6 +1825,27 @@ namespace Components
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return keyCount;
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}
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void __declspec(naked) Gamepad::Key_GetCommandAssignmentInternal_Stub()
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{
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__asm
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{
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push eax
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pushad
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push [esp + 0x20 + 0x4 + 0x8] // keyNums
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push [esp + 0x20 + 0x4 + 0x8] // command
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push eax // localClientNum
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call Key_GetCommandAssignmentInternal
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add esp, 0xC
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mov[esp + 0x20], eax
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popad
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pop eax
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ret
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}
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}
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void Gamepad::CL_KeyEvent_Hk(const int localClientNum, const int key, const int down, const unsigned time)
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{
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// A keyboard key has been pressed. Mark controller as unused.
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@ -1954,7 +1982,7 @@ namespace Components
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Utils::Hook(0x48E527, UI_RefreshViewport_Hk, HOOK_CALL).install()->quick();
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// Only return gamepad keys when gamepad enabled and only non gamepad keys when not
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Utils::Hook(0x5A7A23, Key_GetCommandAssignmentInternal_Hk, HOOK_CALL).install()->quick();
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Utils::Hook(0x5A7890, Key_GetCommandAssignmentInternal_Stub, HOOK_JUMP).install()->quick();
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// Add gamepad inputs to remote control (eg predator) handling
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Utils::Hook(0x5A6D4E, CL_RemoteControlMove_Stub, HOOK_CALL).install()->quick();
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@ -192,8 +192,9 @@ namespace Components
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static void CG_RegisterDvars_Hk();
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static const char* GetGamePadCommand(const char* command);
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static int Key_GetCommandAssignmentInternal_Hk(const char* cmd, int(*keys)[2]);
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static bool IsGamePadInUse();
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static int Key_GetCommandAssignmentInternal(int localClientNum, const char* cmd, int (*keys)[2]);
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static void Key_GetCommandAssignmentInternal_Stub();
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static bool IsGamePadInUse();
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static void CL_KeyEvent_Hk(int localClientNum, int key, int down, unsigned int time);
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static int CL_MouseEvent_Hk(int x, int y, int dx, int dy);
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static bool UI_RefreshViewport_Hk();
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@ -558,6 +558,8 @@ namespace Game
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int* window_center_x = reinterpret_cast<int*>(0x649D638);
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int* window_center_y = reinterpret_cast<int*>(0x649D630);
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int* g_waitingForKey = reinterpret_cast<int*>(0x63A50FC);
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void Sys_LockRead(FastCriticalSection* critSect)
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{
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InterlockedIncrement(&critSect->readCount);
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@ -1158,6 +1158,8 @@ namespace Game
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extern int* window_center_x;
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extern int* window_center_y;
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extern int* g_waitingForKey;
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void Sys_LockRead(FastCriticalSection* critSect);
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void Sys_UnlockRead(FastCriticalSection* critSect);
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