- Rename ControlInfo joystick variables to names matching backend.

This commit is contained in:
Mitchell Richters 2023-03-17 20:16:58 +11:00
parent 686bec5664
commit 1f97e73501
4 changed files with 19 additions and 19 deletions

View file

@ -119,8 +119,8 @@ void processMovement(InputPacket* const currInput, InputPacket* const inputBuffe
// determine player input.
const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf;
const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf;
const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dforward * scaleAdjustf;
const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dside * scaleAdjustf;
// process player angle input.
if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))

View file

@ -215,9 +215,9 @@ ControlInfo CONTROL_GetInput()
I_GetAxes(joyaxes);
hidInput.dyaw += -joyaxes[JOYAXIS_Yaw];
hidInput.dx += joyaxes[JOYAXIS_Side] * .5f;
hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f;
hidInput.dpitch += -joyaxes[JOYAXIS_Pitch];
hidInput.dforward += joyaxes[JOYAXIS_Forward] * .5f;
hidInput.dside += joyaxes[JOYAXIS_Side] * .5f;
}
return hidInput;
@ -405,18 +405,18 @@ void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crou
if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
// These buttons should not autorepeat. The game handlers are not really equipped for that.
if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
if (hidInput->dforward > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
else dpad_lock &= ~1;
if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
if (hidInput->dforward < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
else dpad_lock &= ~2;
if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
if ((hidInput->dside < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
else dpad_lock &= ~4;
if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
if ((hidInput->dside > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
else dpad_lock &= ~8;
// This eats the controller input for regular use
hidInput->dx = 0;
hidInput->dz = 0;
hidInput->dside = 0;
hidInput->dforward = 0;
hidInput->dyaw = 0;
}
else dpad_lock = 0;
@ -424,14 +424,14 @@ void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crou
input.actions |= ActionsToSend;
ActionsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0))
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward > 0))
input.actions |= SB_AIM_UP;
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0)))
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward < 0)))
input.actions |= SB_AIM_DOWN;
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
hidInput->dz = 0;
hidInput->dforward = 0;
if (buttonMap.ButtonDown(gamefunc_Jump))
input.actions |= SB_JUMP;

View file

@ -16,9 +16,9 @@
struct ControlInfo
{
float dx;
float dy;
float dz;
float dside;
float dup;
float dforward;
float dyaw;
float dpitch;
float droll;

View file

@ -582,7 +582,7 @@ static float motoApplyTurn(player_struct* p, ControlInfo* const hidInput, bool c
if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
{
constexpr float velScale = (3.f / 10.f);
const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dz < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dforward < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
{
@ -744,8 +744,8 @@ static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, I
if (p->OnBoat || !p->moto_underwater)
{
p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dz, 1.f);
p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dz, 1.f);
p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dforward, 1.f);
p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dforward, 1.f);
p->vehBraking = buttonMap.ButtonDown(gamefunc_Run);
}