raze/source/core/gameinput.h

104 lines
3.5 KiB
C++

#pragma once
#include "m_fixed.h"
#include "gamecvars.h"
#include "gamestruct.h"
#include "gamefuncs.h"
#include "packet.h"
struct PlayerAngles
{
// Player viewing angles, separate from the camera.
DRotator PrevViewAngles, ViewAngles;
// Player camera angles, not for direct manipulation within the playsim.
DRotator RenderAngles;
// Holder of current yaw spin state for the 180 degree turn.
DAngle YawSpin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
// Prototypes for applying input.
void applyPitch(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
void applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
// Prototypes for applying view.
void doViewPitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, bool const climbing = false);
void doViewYaw(const ESyncBits actions);
// General methods.
void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
{
if ((pActor = actor)) RenderAngles = PrevLerpAngles = pActor->spr.Angles;
PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
}
DAngle getPitchWithView()
{
return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch);
}
// Render angle functions.
DRotator& activeAngles()
{
return !SyncInput() ? RenderAngles : pActor->spr.Angles;
}
DRotator lerpViewAngles(const double interpfrac)
{
return interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
}
DRotator getRenderAngles(const double interpfrac)
{
// Get angles and return with clamped off pitch.
auto angles = RenderAngles + lerpViewAngles(interpfrac);
angles.Pitch = ClampViewPitch(angles.Pitch);
return angles;
}
void updateRenderAngles(const double interpfrac)
{
// Apply the current interpolated angle state to the render angles.
const auto lerpAngles = pActor->interpolatedangles(interpfrac);
RenderAngles += lerpAngles - PrevLerpAngles;
PrevLerpAngles = lerpAngles;
}
void resetRenderAngles()
{
// Apply any last remaining ticrate angle updates and reset variables.
RenderAngles += pActor->spr.Angles - PrevLerpAngles;
PrevLerpAngles = pActor->spr.Angles = RenderAngles;
PrevViewAngles = ViewAngles;
}
// Draw code helpers.
auto getCrosshairOffsets(const double interpfrac)
{
// Set up angles.
const auto viewAngles = lerpViewAngles(interpfrac);
const auto rotTangent = viewAngles.Roll.Tan();
const auto yawTangent = clamp(viewAngles.Yaw, -DAngle90, DAngle90).Tan();
const auto fovTangent = tan(r_fov * pi::pi() / 360.);
// Return as pair with roll as the 2nd object since all callers inevitably need it.
return std::make_pair(DVector2(160, 120 * -rotTangent) * -yawTangent / fovTangent, viewAngles.Roll);
}
auto getWeaponOffsets(const double interpfrac)
{
// Push the Y down a bit since the weapon is at the edge of the screen.
auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.;
return offsets;
}
private:
// Private data which should never be accessed publically.
DRotator PrevLerpAngles;
DCoreActor* pActor;
};
class FSerializer;
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
void updateTurnHeldAmt(double const scaleAdjust);
bool isTurboTurnTime();
void resetTurnHeldAmt();
void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);