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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005-8 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------

#include "doomtype.h"
#include "doomkeys.h"

#include "m_config.h"

//
// Keyboard controls
//

int key_right = KEY_RIGHTARROW;
int key_left = KEY_LEFTARROW;

int key_up = KEY_UPARROW;
int key_down = KEY_DOWNARROW; 
int key_strafeleft = ',';
int key_straferight = '.';
int key_fire = KEY_RCTRL;
int key_use = ' ';
int key_strafe = KEY_RALT;
int key_speed = KEY_RSHIFT; 

// 
// Heretic keyboard controls
//
 
int key_flyup = KEY_PGUP;
int key_flydown = KEY_INS;
int key_flycenter = KEY_HOME;

int key_lookup = KEY_PGDN;
int key_lookdown = KEY_DEL;
int key_lookcenter = KEY_END;

int key_invleft = '[';
int key_invright = ']';
int key_useartifact = KEY_ENTER;

//
// Hexen key controls
//

int key_jump = '/';

//
// Mouse controls
//

int mousebfire = 0;
int mousebstrafe = 1;
int mousebforward = 2;

int mousebjump = -1;

int mousebstrafeleft = -1;
int mousebstraferight = -1;
int mousebbackward = -1;
int mousebuse = -1;

int key_message_refresh = KEY_ENTER;
int key_pause = KEY_PAUSE;

// Weapon selection keys:

int key_weapon1 = '1';
int key_weapon2 = '2';
int key_weapon3 = '3';
int key_weapon4 = '4';
int key_weapon5 = '5';
int key_weapon6 = '6';
int key_weapon7 = '7';
int key_weapon8 = '8';

// Map cotnrols keys:

int key_map_north     = KEY_UPARROW;
int key_map_south     = KEY_DOWNARROW;
int key_map_east      = KEY_RIGHTARROW;
int key_map_west      = KEY_LEFTARROW;
int key_map_zoomin    = '=';
int key_map_zoomout   = '-';
int key_map_toggle    = KEY_TAB;
int key_map_maxzoom   = '0';
int key_map_follow    = 'f';
int key_map_grid      = 'g';
int key_map_mark      = 'm';
int key_map_clearmark = 'c';

// menu keys:

int key_menu_activate  = KEY_ESCAPE;
int key_menu_up        = KEY_UPARROW;
int key_menu_down      = KEY_DOWNARROW;
int key_menu_left      = KEY_LEFTARROW;
int key_menu_right     = KEY_RIGHTARROW;
int key_menu_back      = KEY_BACKSPACE;
int key_menu_forward   = KEY_ENTER;
int key_menu_confirm   = 'y';
int key_menu_abort     = 'n';

int key_menu_help      = KEY_F1;
int key_menu_save      = KEY_F2;
int key_menu_load      = KEY_F3;
int key_menu_volume    = KEY_F4;
int key_menu_detail    = KEY_F5;
int key_menu_qsave     = KEY_F6;
int key_menu_endgame   = KEY_F7;
int key_menu_messages  = KEY_F8;
int key_menu_qload     = KEY_F9;
int key_menu_quit      = KEY_F10;
int key_menu_gamma     = KEY_F11;

int key_menu_incscreen = KEY_EQUALS;
int key_menu_decscreen = KEY_MINUS;

//
// Joystick controls
//

int joybfire = 0; 
int joybstrafe = 1; 
int joybuse = 3; 
int joybspeed = 2; 

int joybstrafeleft = -1;
int joybstraferight = -1;

int joybjump = -1;

// Control whether if a mouse button is double clicked, it acts like 
// "use" has been pressed

int dclick_use = 1;
 
// 
// Bind all of the common controls used by Doom and all other games.
//

void M_BindBaseControls(void)
{
    M_BindVariable("key_right",          &key_right),
    M_BindVariable("key_left",           &key_left),
    M_BindVariable("key_up",             &key_up),
    M_BindVariable("key_down",           &key_down),
    M_BindVariable("key_strafeleft",     &key_strafeleft),
    M_BindVariable("key_straferight",    &key_straferight),
    M_BindVariable("key_fire",           &key_fire),
    M_BindVariable("key_use",            &key_use),
    M_BindVariable("key_strafe",         &key_strafe),
    M_BindVariable("key_speed",          &key_speed),

    M_BindVariable("mouseb_fire",        &mousebfire),
    M_BindVariable("mouseb_strafe",      &mousebstrafe),
    M_BindVariable("mouseb_forward",     &mousebforward),

    M_BindVariable("joyb_fire",          &joybfire),
    M_BindVariable("joyb_strafe",        &joybstrafe),
    M_BindVariable("joyb_use",           &joybuse),
    M_BindVariable("joyb_speed",         &joybspeed),

    // Extra controls that are not in the Vanilla versions:
  
    M_BindVariable("joyb_strafeleft",    &joybstrafeleft);
    M_BindVariable("joyb_straferight",   &joybstraferight);
    M_BindVariable("mouseb_strafeleft",  &mousebstrafeleft);
    M_BindVariable("mouseb_straferight", &mousebstraferight);
    M_BindVariable("mouseb_use",         &mousebuse);
    M_BindVariable("mouseb_backward",    &mousebbackward);
    M_BindVariable("dclick_use",         &dclick_use);
    M_BindVariable("key_pause",          &key_pause);
    M_BindVariable("key_message_refresh", &key_message_refresh);
}

void M_BindHereticControls(void)
{
    M_BindVariable("key_flyup",          &key_flyup);
    M_BindVariable("key_flydown",        &key_flydown);
    M_BindVariable("key_flycenter",      &key_flycenter);

    M_BindVariable("key_lookup",         &key_lookup);
    M_BindVariable("key_lookdown",       &key_lookdown);
    M_BindVariable("key_lookcenter",     &key_lookcenter);

    M_BindVariable("key_invleft",        &key_invleft);
    M_BindVariable("key_invright",       &key_invright);
    M_BindVariable("key_useartifact",    &key_useartifact);
}

void M_BindHexenControls(void)
{
    M_BindVariable("key_jump",           &key_jump);
    M_BindVariable("mouseb_jump",        &mousebjump);
    M_BindVariable("joyb_jump",          &joybjump);
}

void M_BindWeaponControls(void)
{
    M_BindVariable("key_weapon1",        &key_weapon1);
    M_BindVariable("key_weapon2",        &key_weapon2);
    M_BindVariable("key_weapon3",        &key_weapon3);
    M_BindVariable("key_weapon4",        &key_weapon4);
    M_BindVariable("key_weapon5",        &key_weapon5);
    M_BindVariable("key_weapon6",        &key_weapon6);
    M_BindVariable("key_weapon7",        &key_weapon7);
    M_BindVariable("key_weapon8",        &key_weapon8);
}

void M_BindMapControls(void)
{
    M_BindVariable("key_map_north",      &key_map_north);
    M_BindVariable("key_map_south",      &key_map_south);
    M_BindVariable("key_map_east",       &key_map_east);
    M_BindVariable("key_map_west",       &key_map_west);
    M_BindVariable("key_map_zoomin",     &key_map_zoomin);
    M_BindVariable("key_map_zoomout",    &key_map_zoomout);
    M_BindVariable("key_map_toggle",     &key_map_toggle);
    M_BindVariable("key_map_maxzoom",    &key_map_maxzoom);
    M_BindVariable("key_map_follow",     &key_map_follow);
    M_BindVariable("key_map_grid",       &key_map_grid);
    M_BindVariable("key_map_mark",       &key_map_mark);
    M_BindVariable("key_map_clearmark",  &key_map_clearmark);
}

void M_BindMenuControls(void)
{
    M_BindVariable("key_menu_activate",  &key_menu_activate);
    M_BindVariable("key_menu_up",        &key_menu_up);
    M_BindVariable("key_menu_down",      &key_menu_down);
    M_BindVariable("key_menu_left",      &key_menu_left);
    M_BindVariable("key_menu_right",     &key_menu_right);
    M_BindVariable("key_menu_back",      &key_menu_back);
    M_BindVariable("key_menu_forward",   &key_menu_forward);
    M_BindVariable("key_menu_confirm",   &key_menu_confirm);
    M_BindVariable("key_menu_abort",     &key_menu_abort);

    M_BindVariable("key_menu_help",      &key_menu_help);
    M_BindVariable("key_menu_save",      &key_menu_save);
    M_BindVariable("key_menu_load",      &key_menu_load);
    M_BindVariable("key_menu_volume",    &key_menu_volume);
    M_BindVariable("key_menu_detail",    &key_menu_detail);
    M_BindVariable("key_menu_qsave",     &key_menu_qsave);
    M_BindVariable("key_menu_endgame",   &key_menu_endgame);
    M_BindVariable("key_menu_messages",  &key_menu_messages);
    M_BindVariable("key_menu_qload",     &key_menu_qload);
    M_BindVariable("key_menu_quit",      &key_menu_quit);
    M_BindVariable("key_menu_gamma",     &key_menu_gamma);

    M_BindVariable("key_menu_incscreen", &key_menu_incscreen);
    M_BindVariable("key_menu_decscreen", &key_menu_decscreen);
}

#ifdef _WIN32_WCE

#define WIN32_LEAN_AND_MEAN
#include <windows.h>

static int SystemHasKeyboard(void)
{
    HKEY key;
    DWORD valtype;
    DWORD valsize;
    DWORD result;

    if (RegOpenKeyExW(HKEY_CURRENT_USER,
                      L"\\Software\\Microsoft\\Shell", 0,
                      KEY_READ, &key) != ERROR_SUCCESS)
    {
        return 0;
    }

    valtype = REG_SZ;
    valsize = sizeof(DWORD);

    if (RegQueryValueExW(key, L"HasKeyboard", NULL, &valtype,
                         (LPBYTE) &result, &valsize) != ERROR_SUCCESS)
    {
        result = 0;
    }

    // Close the key

    RegCloseKey(key);

    return result;
}

//
// Apply custom defaults for Windows CE.
//

static void M_ApplyWindowsCEDefaults(void)
{
    // If the system doesn't have a keyboard, patch the default
    // configuration to use the hardware keys.

    if (!SystemHasKeyboard())
    {
        key_use = KEY_F1;
        key_fire = KEY_F2;
        key_menu_activate = KEY_F3;
        key_map_toggle = KEY_F4;

        key_menu_help = 0;
        key_menu_save = 0;
        key_menu_load = 0;
        key_menu_volume = 0;

        key_menu_confirm = KEY_ENTER;
        key_menu_back = KEY_F2;
        key_menu_abort = KEY_F2;
    }
}

#endif

//
// Apply custom patches to the default values depending on the
// platform we are running on.
//

void M_ApplyPlatformDefaults(void)
{
#ifdef _WIN32_WCE
    M_ApplyWindowsCEDefaults();
#endif
}