Completely reworked the input system.
The 3DO-controller model has been replaced with a general "game-control" listener that checks for values like menu-left or p1-thrust. Key configuration is completely different now; see starcon.key for ways to control it, or delete your old keys.cfg and let it automatically generate a default. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@978 8092fc87-c524-0410-9efc-e669fe64eaf9
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# File format:
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# Three lines for Pause Key, Exit Key, Abort Key
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# 10 lines for player 1, 10 lines for player 2 in the following order:
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# Left, Right, Up, Down, Button 1, Button 2, Button 3, Button 4,
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# Left Shift, Right Shift
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#
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# Each player's key listing can begin with an optional joystick declaration
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# of the format:
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# <JoyportX-thresholdT> where X is the joystick port (0-based) and T is the
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# threshold. Digital pads can use a threshold of 0, but analog joysticks
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# may need a non-zero threshold to handle jittering
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#
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# Lines beginning with a '#' are ignored
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# Each line contains one or two entries
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# The first entry must be a keyboard key, enclosed in quotes
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# Use "Up" for up arrow, "Down" for down arrow, etc.
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# You can chord keys together like this: "F2,F3"
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# The second entry, if present, will be separated from the first entry by a
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# space. It represents a joystick button press / axis motion
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# The format for joystick button presses is
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# <Joy-Bn> where n is the button number
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# The format for joystick axis movement is
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# <Joy-An+> or <Joy-An-> where n is the axis number, and the
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# + or - represents the direction of movement
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# You can combine two joystick button presses with
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# <Joy-Cn,m> where n and m are button numbers
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# ----------------------------------------------------------------------------
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#
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# Pause
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"F1"
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# Exit
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"F10"
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# Abort
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"F12"
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#
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# Player 1 (keyboard only)
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#
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"Left"
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"Right"
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"Up"
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"Down"
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"Enter"
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" "
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"RCtrl"
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"Esc"
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"LShift"
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"RShift"
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#
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# Example Player 1 (for a 2-axis, 2-button joypad)
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#
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#<Joyport0-threshold0>
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#"Left" <Joy-A0->
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#"Right" <Joy-A0+>
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#"Up" <Joy-A1->
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#"Down" <Joy-A1+>
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#"Enter" <Joy-B0>
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#" " <Joy-B1>
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#"RCtrl" <Joy-C0,1>
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#"Esc"
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#"LShift"
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#"RShift"
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#
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# Example Player 1 (for a gravis xterminator)
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#
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#<Joyport0-threshold2185>
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#"Left" <Joy-A7->
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#"Right" <Joy-A7+>
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#"Up" <Joy-A8->
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#"Down" <Joy-A8+>
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#"Enter" <Joy-B2>
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#" " <Joy-B3>
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#"RCtrl" <Joy-B4>
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#"Esc"
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#"LShift" <Joy-B0>
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#"RShift" <Joy-B1>
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#
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# Player 2 (keyboard only)
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#
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"s"
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"f"
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"e"
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"d"
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"w"
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"q"
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"a"
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""
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""
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""
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# Sample UQM input configuration file. This file may replace the
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# automatically generated keys.cfg if you wish; there is no difference
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# in behavior. This one just has more comments in it.
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# This is the actual key configuration. Most keys can be described in
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# a straightforward manner; consult the name table in
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# src/sc2code/libs/input/sdl/keynames.c for the names of unusual keys.
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# Most keys can be named by just the symbol they produce.
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Menu-Select: key Return
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Player-1-Thrust: key Return
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Lander-Thrust: key Return
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Player-1-Escape: key Escape
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Lander-Escape: key Escape
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Menu-Cancel: key Space
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Player-1-Weapon: key Space
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Lander-Weapon: key Space
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Player-2-Left: key a
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Player-2-Right: key d
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Player-2-Weapon: key t
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Player-2-Thrust: key w
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Player-2-Special: key y
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Menu-Down: key Keypad-2
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Menu-Page-Down: key Keypad-3
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Menu-Left: key Keypad-4
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Player-1-Left: key Keypad-4
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Lander-Left: key Keypad-4
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Menu-Right: key Keypad-6
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Player-1-Right: key Keypad-6
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Lander-Right: key Keypad-6
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Menu-Up: key Keypad-8
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Player-1-Thrust: key Keypad-8
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Lander-Thrust: key Keypad-8
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Menu-Page-Up: key Keypad-9
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Menu-Zoom-Out: key Keypad--
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Menu-Zoom-In: key Keypad-+
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Menu-Select: key Keypad-Enter
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Player-1-Thrust: key Keypad-Enter
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Lander-Thrust: key Keypad-Enter
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Menu-Up: key Up
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Player-1-Thrust: key Up
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Lander-Thrust: key Up
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Menu-Down: key Down
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Menu-Right: key Right
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Player-1-Right: key Right
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Lander-Right: key Right
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Menu-Left: key Left
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Player-1-Left: key Left
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Lander-Left: key Left
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Menu-Page-Up: key PageUp
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Menu-Zoom-In: key PageUp
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Menu-Page-Down: key PageDown
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Menu-Zoom-Out: key PageDown
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Pause: key F1
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Exit: key F10
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Abort: key F12
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Player-1-Weapon: key RightShift
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Lander-Weapon: key RightShift
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Player-1-Special: key RightControl
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# This is a sample joystick configuration. This is intended to work
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# primarily under WinXP with a USB analag/digital gamepad. The
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# digital aspect of the gamepad happens to present itself to the
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# system as a POV hat. This configuration allows either the digital
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# or analog stick to be used simultaneously.
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# joystick 0 threshold 10000 # How far to move before it counts; 0-30000
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# Menu-Left: joystick 0 axis 0 negative
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# Player-1-Left: joystick 0 axis 0 negative
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# Lander-Left: joystick 0 axis 0 negative
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# Menu-Right: joystick 0 axis 0 positive
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# Player-1-Right: joystick 0 axis 0 positive
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# Lander-Right: joystick 0 axis 0 positive
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# Menu-Up: joystick 0 axis 1 negative
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# Player-1-Thrust: joystick 0 axis 1 negative
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# Lander-Thrust: joystick 0 axis 1 negative
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# Menu-Down: joystick 0 axis 1 positive
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# Menu-Cancel: joystick 0 button 0
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# Player-1-Special: joystick 0 button 0
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# Menu-Select: joystick 0 button 1
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# Player-1-Weapon: joystick 0 button 1
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# Lander-Weapon: joystick 0 button 1
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# Menu-Page-Up: joystick 0 button 4
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# Menu-Page-Down: joystick 0 button 5
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# Menu-Zoom-In: joystick 0 button 6
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# Player-1-Escape: joystick 0 button 6
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# Lander-Escape: joystick 0 button 6
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# Menu-Zoom-Out: joystick 0 button 7
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# And now the POV hat controls.
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# Menu-Left: joystick 0 hat 0 left
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# Player-1-Left: joystick 0 hat 0 left
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# Lander-Left: joystick 0 hat 0 left
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# Menu-Right: joystick 0 hat 0 right
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# Player-1-Right: joystick 0 hat 0 right
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# Lander-Right: joystick 0 hat 0 right
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# Menu-Up: joystick 0 hat 0 up
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# Player-1-Thrust: joystick 0 hat 0 up
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# Lander-Thrust: joystick 0 hat 0 up
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# Menu-Down: joystick 0 hat 0 down
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