raze-gles/source/core/inputstate.cpp

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/*
** Main input handler
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "inputstate.h"
#include "i_system.h"
#include "v_draw.h"
#include "build.h"
#include "gamecvars.h"
#include "v_video.h"
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//==========================================================================
//
//
//
//==========================================================================
void InputState::GetMouseDelta(ControlInfo * info)
{
vec2f_t input, finput;
input = g_mousePos;
g_mousePos = {};
if (in_mousesmoothing)
{
static vec2f_t last;
finput = { (input.x + last.x) * 0.5f, (input.y + last.y) * 0.5f };
last = input;
}
else
{
finput = { input.x, input.y };
}
info->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
info->mousey = finput.y * (16.f / 64.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_mousebias)
{
if (fabs(info->mousex) > fabs(info->mousey))
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info->mousey /= in_mousebias;
else
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info->mousex /= in_mousebias;
}
}
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//==========================================================================
//
//
//
//==========================================================================
void InputState::keySetState(int32_t key, int32_t state)
{
KeyStatus[key] = (uint8_t)state;
if (state)
{
g_keyFIFO[g_keyFIFOend] = key;
g_keyFIFO[(g_keyFIFOend + 1) & (KEYFIFOSIZ - 1)] = state;
g_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1));
}
}
//==========================================================================
//
//
//
//==========================================================================
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 && ev->type == EV_KeyDown)
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{
g_keyAsciiFIFO[g_keyAsciiEnd] = (char16_t)ev->data2;
g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void InputState::ClearAllInput()
{
memset(KeyStatus, 0, sizeof(KeyStatus));
keyFlushChars();
keyFlushScans();
buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
gi->clearlocalinputstate(); // also clear game local input state.
}
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//==========================================================================
//
//
//
//==========================================================================
void I_StartTic();
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bool ToggleFullscreen;
int32_t handleevents(void)
{
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if (ToggleFullscreen)
{
vid_fullscreen = !vid_fullscreen;
ToggleFullscreen = false;
}
// fullscreen toggle has been requested
if (setmodeneeded)
{
setmodeneeded = false;
screen->ToggleFullscreen(vid_fullscreen);
V_OutputResized(screen->GetWidth(), screen->GetHeight());
}
// change the view size if needed
if (setsizeneeded)
{
videoSetGameMode(vid_fullscreen, SCREENWIDTH, SCREENHEIGHT, 32, 1);
if (gi) gi->UpdateScreenSize();
setsizeneeded = false;
}
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_StartFrame();
I_StartTic();
return 0;
}
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//==========================================================================
//
//
//
//==========================================================================
void CONTROL_GetInput(ControlInfo* info)
{
memset(info, 0, sizeof(ControlInfo));
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inputState.GetMouseDelta(info);
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if (use_joystick)
{
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
info->dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
info->dx += -joyaxes[JOYAXIS_Side] * 0.75f;
info->dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
}
}