raze/source/core/gameinput.h

86 lines
3 KiB
C++

#pragma once
#include "serializer.h"
#include "gamefuncs.h"
struct PlayerAngles
{
// Player viewing angles, separate from the camera.
DRotator PrevViewAngles, ViewAngles;
// Player camera angles, not for direct manipulation within the playsim.
DRotator CameraAngles;
// 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.
void doPitchKeys(InputPacket* const input);
void doYawKeys(InputPacket* const input);
void doViewPitch(const bool canslopetilt, const bool climbing = false);
void doViewYaw(InputPacket* const input);
// General methods.
void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
{
if (pActor = actor) CameraAngles = PrevLerpAngles = pActor->spr.Angles;
PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
}
DAngle getPitchWithView()
{
return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch);
}
// Render angle functions.
DRotator getRenderAngles(const double interpfrac)
{
// Get angles and return with clamped off pitch.
auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
angles.Pitch = ClampViewPitch(angles.Pitch);
return angles;
}
void updateCameraAngles(const double interpfrac)
{
// Apply the current interpolated angle state to the render angles.
const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac);
CameraAngles += lerpAngles - PrevLerpAngles;
PrevLerpAngles = lerpAngles;
}
void resetCameraAngles()
{
// Apply any last remaining ticrate angle updates and reset variables.
CameraAngles += pActor->spr.Angles - PrevLerpAngles;
PrevLerpAngles = pActor->spr.Angles = CameraAngles;
PrevViewAngles = ViewAngles;
}
// Draw code helpers.
auto getCrosshairOffsets(const double interpfrac)
{
// Set up angles and return as pair with roll as the 2nd object since all callers inevitably need it.
const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll);
}
auto getWeaponOffsets(const double interpfrac)
{
// Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now.
auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.; offsets.second = nullAngle;
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(const double scaleAdjust);
bool isTurboTurnTime();
void resetTurnHeldAmt();
void processMovement(HIDInput* const hidInput, InputPacket* const inputBuffer, InputPacket* const currInput, const double scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1);