raze/source/core/inputstate.h

132 lines
2.5 KiB
C++

#pragma once
#include <stdint.h>
#include "printf.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "scancodes.h"
#include "c_bind.h"
#include "c_buttons.h"
#include "d_event.h"
#include "m_joy.h"
#include "gamecvars.h"
#include "packet.h"
#include "vectors.h"
struct HIDInput
{
float joyaxes[NUM_JOYAXIS];
float mouseturnx;
float mouseturny;
float mousemovex;
float mousemovey;
};
class InputState
{
uint8_t KeyStatus[NUM_KEYS];
bool AnyKeyStatus;
FVector2 g_mousePos;
public:
bool ShiftPressed()
{
return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
}
void AddEvent(const event_t* ev);
void MouseAddToPos(float x, float y)
{
g_mousePos.X += x;
g_mousePos.Y += y;
}
void GetMouseDelta(HIDInput* hidInput);
void ClearAllInput();
bool CheckAllInput()
{
bool res = AnyKeyStatus;
AnyKeyStatus = false;
return res;
}
};
extern InputState inputState;
int32_t handleevents(void);
enum GameFunction_t
{
gamefunc_Move_Forward, //
gamefunc_Move_Backward, //
gamefunc_Turn_Left, //
gamefunc_Turn_Right, //
gamefunc_Strafe, //
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire,
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left, //
gamefunc_Strafe_Right, //
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Shrink_Screen, // Automap only
gamefunc_Enlarge_Screen, // Automap only
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Toggle_Crouch,
gamefunc_Quick_Kick,
gamefunc_AM_PanLeft,
gamefunc_AM_PanRight,
gamefunc_AM_PanUp,
gamefunc_AM_PanDown,
NUM_ACTIONS
};
void SetupGameButtons();
void ApplyGlobalInput(InputPacket& input, HIDInput* const hidInput, bool const crouchable = true, bool const disableToggle = false);
extern ESyncBits ActionsToSend;
extern bool gamesetinput;
inline bool SyncInput()
{
return gamesetinput || cl_syncinput || cl_capfps;
}
inline float backendinputscale()
{
return (1.f / 16.f);
}
inline void getHidInput(HIDInput* const hidInput)
{
inputState.GetMouseDelta(hidInput);
if (use_joystick) I_GetAxes(hidInput->joyaxes);
}
//---------------------------------------------------------------------------
//
// Inline functions to help with edge cases where synchronised input is needed.
//
//---------------------------------------------------------------------------
inline void setForcedSyncInput()
{
gamesetinput = true;
}
inline void resetForcedSyncInput()
{
gamesetinput = false;
}