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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
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 3 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, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "HeadSpin.h"
#include "hsWindows.h"
// plInputManager.cpp
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include "plInputManager.h"
#include "plPipeline.h"
#include "plInputDevice.h"
#include "plDInputDevice.h"
#include "plMessage/plInputEventMsg.h"
#include "plInputInterfaceMgr.h"
#include "hsStream.h"
#include "pnKeyedObject/plKey.h"
#include "pnKeyedObject/plFixedKey.h"
#include "hsResMgr.h"
#include "hsTimer.h"
#include "plgDispatch.h"
#include "pnMessage/plTimeMsg.h"
#include "pnMessage/plCmdIfaceModMsg.h"
#include "pnMessage/plPlayerPageMsg.h"
13 years ago
bool plInputManager::fUseDInput = false;
uint8_t plInputManager::bRecenterMouse = 0;
HWND plInputManager::fhWnd = nil;
#define NUM_ACTIONS 17
struct plDIDevice
{
plDIDevice() : fDevice(nil), fCaps(nil) {;}
plDIDevice(IDirectInputDevice8* _device) : fCaps(nil) { fDevice = _device;}
IDirectInputDevice8* fDevice;
DIDEVCAPS* fCaps;
};
struct plDInput
{
plDInput() :
fDInput(nil),
fActionFormat(nil)
{;}
IDirectInput8* fDInput;
hsTArray<plDIDevice*> fSticks;
DIACTIONFORMAT* fActionFormat;
};
class plDInputMgr
{
public:
plDInputMgr();
~plDInputMgr();
void Init(HINSTANCE hInst, HWND hWnd);
void Update();
void AddDevice(IDirectInputDevice8* device);
void ConfigureDevice();
13 years ago
virtual bool MsgReceive(plMessage* msg);
// dinput callback functions
static int __stdcall EnumGamepadCallback(const DIDEVICEINSTANCE* device, void* pRef);
// I should be using these but they don't work...
// static int __stdcall SetAxisRange(const DIDEVICEOBJECTINSTANCE* obj, void* pRef);
// static int __stdcall EnumSuitableDevices(const struct DIDEVICEINSTANCEA* devInst, struct IDirectInputDevice8* dev, unsigned long why, unsigned long devRemaining, void* pRef);
protected:
plDInput* fDI;
hsTArray<plDInputDevice*> fInputDevice;
static DIACTION fActionMap[];
HWND fhWnd;
};
// function pointers to dinput callbacks
typedef int (__stdcall * Pfunc1) (const DIDEVICEINSTANCE* device, void* pRef);
// I should need these...
//typedef int (__stdcall * Pfunc2) (const DIDEVICEOBJECTINSTANCE* device, void* pRef);
//typedef int (__stdcall * Pfunc3) (const struct DIDEVICEINSTANCEA* devInst, struct IDirectInputDevice8* dev, unsigned long why, unsigned long devRemaining, void* pRef);
plInputManager* plInputManager::fInstance = nil;
plInputManager::plInputManager( hsWindowHndl hWnd ) :
fDInputMgr(nil),
fInterfaceMgr(nil),
localeC("C")
{
fhWnd = hWnd;
fInstance = this;
fActive = false;
fFirstActivated = false;
fMouseScale = 1.f;
}
plInputManager::plInputManager() :
fDInputMgr(nil),
fInterfaceMgr(nil)
{
fInstance = this;
fActive = false;
fFirstActivated = false;
fMouseScale = 1.f;
}
plInputManager::~plInputManager()
{
fInterfaceMgr->Shutdown();
fInterfaceMgr = nil;
for (int i = 0; i < fInputDevices.Count(); i++)
{
fInputDevices[i]->Shutdown();
delete(fInputDevices[i]);
}
if (fDInputMgr)
delete fDInputMgr;
}
//static
13 years ago
void plInputManager::SetRecenterMouse(bool b)
{
if (b)
bRecenterMouse++;
else if (bRecenterMouse > 0)
bRecenterMouse--;
}
void plInputManager::RecenterCursor()
{
RECT rect;
GetClientRect(fhWnd, &rect);
POINT pt;
// pt.y = ( (rect.bottom - rect.top) / 2 ) / fInstance->fMouseScale;
// pt.x = ( (rect.right - rect.left) / 2 ) / fInstance->fMouseScale;
ClientToScreen(fhWnd, &pt);
SetCursorPos( pt.x, pt.y );
}
void plInputManager::CreateInterfaceMod(plPipeline* p)
{
fInterfaceMgr = new plInputInterfaceMgr();
fInterfaceMgr->Init();
}
void plInputManager::InitDInput(hsWindowInst hInst, hsWindowHndl hWnd)
{
if (fUseDInput)
{
fDInputMgr = new plDInputMgr;
fDInputMgr->Init(hInst, hWnd);
}
}
13 years ago
bool plInputManager::MsgReceive(plMessage* msg)
{
for (int i=0; i<fInputDevices.Count(); i++)
if (fInputDevices[i]->MsgReceive(msg))
return true;
if (fDInputMgr)
return fDInputMgr->MsgReceive(msg);
return hsKeyedObject::MsgReceive(msg);
}
void plInputManager::Update()
{
if (fDInputMgr)
fDInputMgr->Update();
}
void plInputManager::SetMouseScale( float s )
{
/* RECT rect;
POINT currPos;
// Gotta make sure to move the mouse to the correct new position for the scale
GetClientRect( fhWnd, &rect );
GetCursorPos( &currPos );
ScreenToClient( fhWnd, &currPos );
float x = (float)currPos.x / rect.right;
float y = (float)currPos.y / rect.bottom;
x *= fMouseScale; y *= fMouseScale;
fMouseScale = s;
// Refreshes all of the input devices so that they can reset mouse limits, etc
RECT rect2 = rect;
rect2.right /= fMouseScale;
rect2.bottom /= fMouseScale;
::MapWindowPoints( fhWnd, NULL, (POINT *)&rect2, 2 );
BOOL ret = ::ClipCursor( &rect );
// Now move the cursor to the right spot
currPos.x = ( x / fMouseScale ) * rect.right;
currPos.y = ( y / fMouseScale ) * rect.bottom;
ClientToScreen( fhWnd, &currPos );
SetCursorPos( currPos.x, currPos.y );
*/
}
// Sometimes the keyboard driver "helps" us translating a key involved in a key
// combo. For example pressing shif-numpad8 will actually generate a KEY_UP event,
// the same as the up arrow. This function undoes that translation.
13 years ago
plKeyDef plInputManager::UntranslateKey(plKeyDef key, bool extended)
{
if (!extended)
{
if (key == KEY_UP)
return KEY_NUMPAD8;
if (key == KEY_DOWN)
return KEY_NUMPAD2;
if (key == KEY_LEFT)
return KEY_NUMPAD4;
if (key == KEY_RIGHT)
return KEY_NUMPAD6;
}
return key;
}
#if HS_BUILD_FOR_WIN32
void plInputManager::HandleWin32ControlEvent(UINT message, WPARAM Wparam, LPARAM Lparam, hsWindowHndl hWnd)
{
if( !fhWnd )
fhWnd = hWnd;
13 years ago
bool bExtended;
switch (message)
{
case SYSKEYDOWN:
case KEYDOWN:
{
bExtended = Lparam >> 24 & 1;
13 years ago
bool bRepeat = ((Lparam >> 29) & 0xf) != 0;
for (int i=0; i<fInputDevices.Count(); i++)
fInputDevices[i]->HandleKeyEvent( KEYDOWN, UntranslateKey((plKeyDef)Wparam, bExtended), true, bRepeat );
}
break;
case SYSKEYUP:
case KEYUP:
{
bExtended = Lparam >> 24 & 1;
for (int i=0; i<fInputDevices.Count(); i++)
fInputDevices[i]->HandleKeyEvent( KEYUP, UntranslateKey((plKeyDef)Wparam, bExtended), false, false );
}
break;
case CHAR_MSG:
{
wchar_t ch = (wchar_t)Wparam;
// These are handled by KEYUP/KEYDOWN and should not be sent
// We don't like garbage getting in string fields
if (std::iscntrl(ch, localeC))
break;
BYTE scan = (BYTE)(Lparam >> 16);
13 years ago
UINT vkey = MapVirtualKey(scan, 1); //MAPVK_VSC_TO_VK
bExtended = Lparam >> 24 & 1;
13 years ago
bool bRepeat = ((Lparam >> 29) & 0xf) != 0;
bool down = !(Lparam >> 31);
for (int i=0; i<fInputDevices.Count(); i++)
fInputDevices[i]->HandleKeyEvent( CHAR_MSG, (plKeyDef)vkey, down, bRepeat, ch );
}
break;
case MOUSEWHEEL:
{
plMouseEventMsg* pMsg = new plMouseEventMsg;
int zDelta = GET_WHEEL_DELTA_WPARAM(Wparam);
pMsg->SetWheelDelta((float)zDelta);
if (zDelta < 0)
pMsg->SetButton(kWheelNeg);
else
pMsg->SetButton(kWheelPos);
RECT rect;
GetClientRect(hWnd, &rect);
pMsg->SetXPos(LOWORD(Lparam) / (float)rect.right);
pMsg->SetYPos(HIWORD(Lparam) / (float)rect.bottom);
pMsg->Send();
}
break;
case MOUSEMOVE:
case L_BUTTONDN:
case L_BUTTONUP:
case R_BUTTONDN:
case R_BUTTONUP:
case L_BUTTONDBLCLK:
case R_BUTTONDBLCLK:
case M_BUTTONDN:
case M_BUTTONUP:
{
RECT rect;
GetClientRect(hWnd, &rect);
plIMouseXEventMsg* pXMsg = new plIMouseXEventMsg;
plIMouseYEventMsg* pYMsg = new plIMouseYEventMsg;
plIMouseBEventMsg* pBMsg = new plIMouseBEventMsg;
pXMsg->fWx = LOWORD(Lparam);
pXMsg->fX = (float)LOWORD(Lparam) / (float)rect.right;
pYMsg->fWy = HIWORD(Lparam);
pYMsg->fY = (float)HIWORD(Lparam) / (float)rect.bottom;
// Apply mouse scale
// pXMsg->fX *= fMouseScale;
// pYMsg->fY *= fMouseScale;
if (Wparam & MK_LBUTTON && message != L_BUTTONUP)
{
pBMsg->fButton |= kLeftButtonDown;
}
else
{
pBMsg->fButton |= kLeftButtonUp;
}
if (Wparam & MK_RBUTTON && message != R_BUTTONUP)
{
pBMsg->fButton |= kRightButtonDown;
}
else
{
pBMsg->fButton |= kRightButtonUp;
}
if (Wparam & MK_MBUTTON && message != M_BUTTONUP)
{
pBMsg->fButton |= kMiddleButtonDown;
}
else
{
pBMsg->fButton |= kMiddleButtonUp;
}
if( message == L_BUTTONDBLCLK )
pBMsg->fButton |= kLeftButtonDblClk; // We send the double clicks separately
if( message == R_BUTTONDBLCLK )
pBMsg->fButton |= kRightButtonDblClk;
for (int i=0; i<fInputDevices.Count(); i++)
{
fInputDevices[i]->MsgReceive(pXMsg);
fInputDevices[i]->MsgReceive(pYMsg);
fInputDevices[i]->MsgReceive(pBMsg);
}
POINT pt;
if (RecenterMouse() && (pXMsg->fX <= 0.1 || pXMsg->fX >= 0.9) )
{
pt.x = (rect.right - rect.left) / 2;
pt.y = HIWORD(Lparam);
ClientToScreen(hWnd, &pt);
SetCursorPos( pt.x, pt.y );
}
else
if (RecenterMouse() && (pYMsg->fY <= 0.1 || pYMsg->fY >= 0.9) )
{
pt.y = (rect.bottom - rect.top) / 2;
pt.x = LOWORD(Lparam);
ClientToScreen(hWnd, &pt);
SetCursorPos( pt.x, pt.y );
}
if (RecenterMouse() && Lparam == 0)
{
pt.y = (rect.bottom - rect.top) / 2;
pt.x = (rect.right - rect.left) / 2;
ClientToScreen(hWnd, &pt);
SetCursorPos( pt.x, pt.y );
}
delete(pXMsg);
delete(pYMsg);
delete(pBMsg);
}
break;
case WM_ACTIVATE:
{
bool activated = ( LOWORD( Wparam ) == WA_INACTIVE ) ? false : true;
Activate( activated );
}
break;
}
}
#endif
//// Activate ////////////////////////////////////////////////////////////////
// Handles what happens when the app (window) activates/deactivates
void plInputManager::Activate( bool activating )
{
int i;
for( i = 0; i < fInputDevices.GetCount(); i++ )
fInputDevices[ i ]->HandleWindowActivate( activating, fhWnd );
fActive = activating;
fFirstActivated = true;
}
//// AddInputDevice //////////////////////////////////////////////////////////
void plInputManager::AddInputDevice( plInputDevice *pDev )
{
fInputDevices.Append( pDev );
if( fFirstActivated )
pDev->HandleWindowActivate( fActive, fhWnd );
}
//
//
// dinput manager
//
//
plDInputMgr::plDInputMgr() :
fDI(nil)
{
fDI = new plDInput;
}
plDInputMgr::~plDInputMgr()
{
if (fDI)
{
for (int i = 0; i < fDI->fSticks.Count(); i++)
{
plDIDevice* pD = fDI->fSticks[i];
pD->fDevice->Release();
delete(pD->fCaps);
delete(pD);
}
fDI->fSticks.SetCountAndZero(0);
delete(fDI->fActionFormat);
fDI->fDInput->Release();
for(int j = 0; j < fInputDevice.Count(); j++)
delete(fInputDevice[j]);
fInputDevice.SetCountAndZero(0);
delete fDI;
}
}
void plDInputMgr::Init(HINSTANCE hInst, HWND hWnd)
{
HRESULT hr;
hr = DirectInput8Create(hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&fDI->fDInput, NULL);
hsAssert(!hr, "failed to initialize directInput!");
// enumerate game controllers
Pfunc1 fPtr = &plDInputMgr::EnumGamepadCallback;
int i = 0;
// set up the action mapping
fDI->fActionFormat = new DIACTIONFORMAT;
fDI->fActionFormat->dwSize = sizeof(DIACTIONFORMAT);
fDI->fActionFormat->dwActionSize = sizeof(DIACTION);
fDI->fActionFormat->dwDataSize = NUM_ACTIONS * sizeof(DWORD);
fDI->fActionFormat->dwNumActions = NUM_ACTIONS;
fDI->fActionFormat->guidActionMap = PL_ACTION_GUID;
fDI->fActionFormat->dwGenre = DIVIRTUAL_FIGHTING_THIRDPERSON;
fDI->fActionFormat->rgoAction = fActionMap;
fDI->fActionFormat->dwBufferSize = 16;
fDI->fActionFormat->lAxisMin = -1000;
fDI->fActionFormat->lAxisMax = 1000;
sprintf( fDI->fActionFormat->tszActionMap, "Plasma 2.0 Game Actions" );
// this call should not work:
fDI->fDInput->EnumDevices(DI8DEVCLASS_GAMECTRL, fPtr, fDI, DIEDFL_ATTACHEDONLY);
// apply the mapping to the game controller
// this is the correct <but broken> way to apply the action map:
// Pfunc3 fPtr3 = &plDInputMgr::EnumSuitableDevices;
// hr = fDI->fDInput->EnumDevicesBySemantics(NULL, fDI->fActionFormat, EnumSuitableDevices, fDI, NULL);
for (i = 0; i < fDI->fSticks.Count(); i++)
{
fDI->fSticks[i]->fCaps = new DIDEVCAPS;
fDI->fSticks[i]->fCaps->dwSize = sizeof(DIDEVCAPS);
hr = fDI->fSticks[i]->fDevice->GetCapabilities(fDI->fSticks[i]->fCaps);
hsAssert(!hr, "Unable to acquire devcaps in DInput Device!");
hr = fDI->fSticks[i]->fDevice->Acquire();
hsAssert(!hr, "Unable to acquire DInput Device!");
}
fhWnd = hWnd;
for (i = 0; i < fDI->fSticks.Count(); i++)
fInputDevice.Append( new plDInputDevice );
}
void plDInputMgr::Update()
{
HRESULT hr;
if (!fDI->fSticks.Count())
return;
// Poll the devices to read the current state
for (int i = 0; i < fDI->fSticks.Count(); i++)
{
hr = fDI->fSticks[i]->fDevice->Poll();
if (FAILED(hr))
{
// Attempt to reacquire joystick
while(hr == DIERR_INPUTLOST)
{
hr = fDI->fSticks[i]->fDevice->Acquire();
char str[256];
sprintf(str, "DInput Device # %d connection lost - press Ignore to attempt to reacquire!", i);
hsAssert(!hr, str);
}
}
DIDEVICEOBJECTDATA data;
ULONG size = 1;
hr = fDI->fSticks[i]->fDevice->GetDeviceData(sizeof(DIDEVICEOBJECTDATA),&data,&size,0);
fInputDevice[i]->Update(&data);
}
}
void plDInputMgr::AddDevice(IDirectInputDevice8* device)
{
HRESULT hr = device->BuildActionMap(fDI->fActionFormat, NULL, NULL);
if (!FAILED(hr))
device->SetActionMap( fDI->fActionFormat, NULL, NULL );
}
void plDInputMgr::ConfigureDevice()
{
::ShowCursor( TRUE );
DICOLORSET dics;
ZeroMemory(&dics, sizeof(DICOLORSET));
dics.dwSize = sizeof(DICOLORSET);
DICONFIGUREDEVICESPARAMS dicdp;
ZeroMemory(&dicdp, sizeof(dicdp));
dicdp.dwSize = sizeof(dicdp);
dicdp.dwcUsers = 1;
dicdp.lptszUserNames = NULL;
dicdp.dwcFormats = 1;
dicdp.lprgFormats = fDI->fActionFormat;
dicdp.hwnd = fhWnd;
dicdp.lpUnkDDSTarget = NULL;
fDI->fDInput->ConfigureDevices(NULL, &dicdp, DICD_EDIT, NULL);
for (int i = 0; i < fDI->fSticks.Count(); i++)
fDI->fSticks[i]->fDevice->SetActionMap( fDI->fActionFormat, NULL, DIDSAM_FORCESAVE );
::ShowCursor( FALSE );
}
13 years ago
bool plDInputMgr::MsgReceive(plMessage* msg)
{
plInputEventMsg* pMsg = plInputEventMsg::ConvertNoRef(msg);
if (pMsg && pMsg->fEvent == plInputEventMsg::kConfigure)
{
ConfigureDevice();
}
return false;
}
// dinput required callback functions:
// enumerate the dinput devices
int __stdcall plDInputMgr::EnumGamepadCallback(const DIDEVICEINSTANCE* device, void* pRef)
{
HRESULT hr;
plDInput* pDI = (plDInput*)pRef;
IDirectInputDevice8* fStick = nil;
hr = pDI->fDInput->CreateDevice(device->guidInstance, &fStick, NULL);
if(!FAILED(hr))
{
pDI->fSticks.Append(new plDIDevice(fStick));
// the following code pertaining to the action map shouldn't be here.
// in fact this shouldn't work at all according to MS, but this is
// currently the only way this works. Whatever - the correct
// code is here and commented out in case this ever gets fixed by MS
// in a future release of dinput.
HRESULT hr = fStick->BuildActionMap(pDI->fActionFormat, NULL, NULL);
if (!FAILED(hr))
{
hr = fStick->SetActionMap( pDI->fActionFormat, NULL, NULL );
DIPROPDWORD dipW;
dipW.diph.dwSize = sizeof(DIPROPDWORD);
dipW.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipW.diph.dwHow = DIPH_DEVICE;
dipW.diph.dwObj = 0;
dipW.dwData = 500; // 5% of axis range for deadzone
hr = fStick->SetProperty(DIPROP_DEADZONE , &dipW.diph);
}
return DIENUM_CONTINUE;
}
return DIENUM_STOP;
}
// look for axes on the controller and set the output range to +-100
// apparently not needed with action mapping:
/*
int __stdcall plDInputMgr::SetAxisRange(const DIDEVICEOBJECTINSTANCE* obj, void* pRef)
{
HRESULT hr;
DIPROPRANGE diprg;
diprg.diph.dwSize = sizeof(DIPROPRANGE);
diprg.diph.dwHeaderSize = sizeof(DIPROPHEADER);
diprg.diph.dwHow = DIPH_BYID;
diprg.diph.dwObj = obj->dwType;
diprg.lMin = -100;
diprg.lMax = +100;
plDInput* pDI = (plDInput*)pRef;
for (int i = 0; i < pDI->fSticks.Count(); i++)
hr = pDI->fSticks[i]->fDevice->SetProperty(DIPROP_RANGE, &diprg.diph);
if(!FAILED(hr))
return DIENUM_CONTINUE;
return DIENUM_STOP;
}
*/
// apply mapping to controller
// not used. why? no one really knows.
// leave this here in case dinput ever gets fixed...
/*
int __stdcall plDInputMgr::EnumSuitableDevices(const struct DIDEVICEINSTANCEA* devInst, struct IDirectInputDevice8* dev, unsigned long why, unsigned long devRemaining, void* pRef)
{
plDInput* pDI = (plDInput*)pRef;
HRESULT hr = dev->BuildActionMap(pDI->fActionFormat, NULL, NULL);
if (!FAILED(hr))
{
hr = dev->SetActionMap( pDI->fActionFormat, NULL, NULL );
}
return DIENUM_STOP;
}
*/
DIACTION plDInputMgr::fActionMap[NUM_ACTIONS] =
{
{A_CONTROL_MOVE, DIAXIS_TPS_MOVE, 0, "Walk Forward-Backward" ,},
{A_CONTROL_TURN, DIAXIS_TPS_TURN, 0, "Turn Left-Right" ,},
{A_CONTROL_MOUSE_X, DIAXIS_ANY_1, 0, "Move Camera Left-Right",},
{A_CONTROL_MOUSE_Y, DIAXIS_ANY_2, 0, "Move Camera Up-Down" ,},
{B_CONTROL_ACTION, DIBUTTON_TPS_ACTION, 0, "Action" ,},
{B_CONTROL_JUMP, DIBUTTON_TPS_JUMP, 0, "Jump" ,},
{B_CONTROL_STRAFE_LEFT, DIBUTTON_TPS_STEPLEFT, 0, "Strafe Left" ,},
{B_CONTROL_STRAFE_RIGHT, DIBUTTON_TPS_STEPRIGHT, 0, "Strafe Right" ,},
{B_CONTROL_MODIFIER_FAST, DIBUTTON_TPS_RUN, 0, "Run" ,},
{B_CONTROL_EQUIP, DIBUTTON_TPS_SELECT, 0, "Equip Item" ,},
{B_CONTROL_DROP, DIBUTTON_TPS_USE, 0, "Drop Item" ,},
{B_CONTROL_MOVE_FORWARD, DIBUTTON_ANY(0), 0, "Walk Forward" ,},
{B_CONTROL_MOVE_BACKWARD, DIBUTTON_ANY(1), 0, "Walk Backward" ,},
{B_CONTROL_ROTATE_LEFT, DIBUTTON_ANY(2), 0, "Turn Left" ,},
{B_CONTROL_ROTATE_RIGHT, DIBUTTON_ANY(3), 0, "Turn Right" ,},
{B_CONTROL_TURN_TO, DIBUTTON_ANY(4), 0, "Pick Item" ,},
{B_CAMERA_RECENTER, DIBUTTON_ANY(5), 0, "Recenter Camera" ,},
};