raze-gles/source/common/inputstate.cpp

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#include "inputstate.h"
#include "v_draw.h"
#include "build.h"
#include "gamecvars.h"
void InputState::GetMouseDelta(ControlInfo * info)
{
vec2_t input;
if (!appactive)
{
input = {0,0};
return;
}
input = g_mousePos;
g_mousePos = {};
vec2f_t finput = { float(input.x) / 3.0f, float(input.y) };
if (in_mousesmoothing)
{
static vec2_t last;
finput = { float(input.x + last.x) * 0.5f, float(input.y + last.y) * 0.5f };
last = input;
}
info->mousex = int(finput.x * (16.f) * in_mousesensitivity * in_mousescalex);
info->mousey = int(finput.y * (16.f) * in_mousesensitivity * in_mousescaley);
// todo: Use these when the mouse is used for moving instead of turning.
//info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
//info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
if (in_mousedeadzone)
{
if (info->mousey > 0)
info->mousey = max(info->mousey - in_mousedeadzone, 0);
else if (info->mousey < 0)
info->mousey = min(info->mousey + in_mousedeadzone, 0);
if (info->mousex > 0)
info->mousex = max(info->mousex - in_mousedeadzone, 0);
else if (info->mousex < 0)
info->mousex = min(info->mousex + in_mousedeadzone, 0);
}
if (in_mousebias)
{
if (abs(info->mousex) > abs(info->mousey))
info->mousey = tabledivide32_noinline(info->mousey, in_mousebias);
else
info->mousex = tabledivide32_noinline(info->mousex, in_mousebias);
}
}
void InputState::AddEvent(const event_t *ev)
{
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
keySetState(ev->data1, ev->type == EV_KeyDown);
if (ev->data2) keySetChar(ev->data2);
}
}
void I_StartTic();
int32_t handleevents(void)
{
timerUpdateClock();
// The mouse wheel is not a real key so in order to be "pressed" it may only be cleared at the end of the tic (or the start of the next.)
if (inputState.GetKeyStatus(KEY_MWHEELUP))
{
event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELUP };
D_PostEvent(&ev);
}
if (inputState.GetKeyStatus(KEY_MWHEELDOWN))
{
event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELDOWN };
D_PostEvent(&ev);
}
if (inputState.GetKeyStatus(KEY_MWHEELLEFT))
{
event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELLEFT };
D_PostEvent(&ev);
}
if (inputState.GetKeyStatus(KEY_MWHEELRIGHT))
{
event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELRIGHT };
D_PostEvent(&ev);
}
I_StartTic();
return 0;
}
void CONTROL_GetInput(ControlInfo* info)
{
memset(info, 0, sizeof(ControlInfo));
if (in_mouse >= 0)
inputState.GetMouseDelta(info);
if (in_joystick >= 0)
{
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
info->dyaw += joyaxes[JOYAXIS_Yaw];
info->dx += joyaxes[JOYAXIS_Side];
info->dz += joyaxes[JOYAXIS_Forward];
info->dpitch += joyaxes[JOYAXIS_Pitch];
}
}