raze-gles/source/common/inputstate.cpp

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#include "inputstate.h"
#include "v_draw.h"
#include "build.h"
#include "gamecvars.h"
int32_t InputState::mouseReadAbs(vec2_t * const pResult)
{
auto pInput = &g_mouseAbs;
if (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || GUICapture)
return 0;
int32_t const xwidth = max(scale(240<<16, screen->GetWidth(), screen->GetHeight()), 320<<16);
pResult->x = scale(pInput->x, xwidth, xres) - ((xwidth>>1) - (320<<15));
pResult->y = scale(pInput->y, 200<<16, yres);
pResult->y = divscale16(pResult->y - (200<<15), rotatesprite_yxaspect) + (200<<15) - rotatesprite_y_offset;
return 1;
}
void InputState::GetMouseDelta(ControlInfo * info)
{
vec2_t input;
if (!g_mouseEnabled || !g_mouseGrabbed || !appactive)
{
input = {0,0};
return;
}
input = g_mousePos;
g_mousePos = {};
vec2f_t finput = { float(input.x), 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)
{
// Set the old mouseBits. Yet another piece of cruft that needs to go away.
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
switch (ev->data1)
{
case KEY_MOUSE1 : mouseSetBit(LEFT_MOUSE, ev->type == EV_KeyDown); handleevents_updatemousestate(ev->type); break;
case KEY_MOUSE2 : mouseSetBit(RIGHT_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MOUSE3 : mouseSetBit(MIDDLE_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MOUSE4 : mouseSetBit(THUMB_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MWHEELUP: mouseSetBit(WHEELUP_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MWHEELDOWN: mouseSetBit(WHEELDOWN_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MWHEELLEFT: mouseSetBit(WHEELLEFT_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MWHEELRIGHT: mouseSetBit(WHEELRIGHT_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MOUSE5: mouseSetBit(THUMB2_MOUSE, ev->type == EV_KeyDown); break;
default: break;
}
keySetState(ev->data1, ev->type == EV_KeyDown);
if (ev->data2) keySetChar(ev->data2);
}
}