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https://github.com/ZDoom/raze-gles.git
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- pass key events to the event queue.
This commit is contained in:
parent
c7af86bd00
commit
01d5d51f13
4 changed files with 9 additions and 22 deletions
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@ -585,6 +585,8 @@ void CPlayerMsg::Send(void)
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void CPlayerMsg::ProcessKeys(void)
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void CPlayerMsg::ProcessKeys(void)
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{
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{
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if (KB_KeyPressed(sc_Escape)) Term();
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#if 0
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int key = keyGetScan();
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int key = keyGetScan();
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int ch;
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int ch;
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if (key != 0)
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if (key != 0)
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@ -635,6 +637,7 @@ void CPlayerMsg::ProcessKeys(void)
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}
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}
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sub_5A944(key);
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sub_5A944(key);
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}
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}
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#endif
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}
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}
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bool CPlayerMsg::IsWhitespaceOnly(const char * const pzString)
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bool CPlayerMsg::IsWhitespaceOnly(const char * const pzString)
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@ -112,8 +112,6 @@ extern char g_keyAsciiFIFO[KEYFIFOSIZ];
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extern uint8_t g_keyAsciiPos;
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extern uint8_t g_keyAsciiPos;
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extern uint8_t g_keyAsciiEnd;
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extern uint8_t g_keyAsciiEnd;
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extern uint8_t g_keyFIFOend;
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extern uint8_t g_keyFIFOend;
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extern char g_keyRemapTable[NUMKEYS];
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extern char g_keyNameTable[NUMKEYS][24];
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extern void keySetState(int32_t key, int32_t state);
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extern void keySetState(int32_t key, int32_t state);
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@ -178,7 +176,6 @@ void uninitinput(void);
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void keySetCallback(void (*callback)(int32_t,int32_t));
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void keySetCallback(void (*callback)(int32_t,int32_t));
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void mouseSetCallback(void (*callback)(int32_t,int32_t));
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void mouseSetCallback(void (*callback)(int32_t,int32_t));
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void joySetCallback(void (*callback)(int32_t,int32_t));
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void joySetCallback(void (*callback)(int32_t,int32_t));
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const char *keyGetName(int32_t num);
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const char *joyGetName(int32_t what, int32_t num); // what: 0=axis, 1=button, 2=hat
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const char *joyGetName(int32_t what, int32_t num); // what: 0=axis, 1=button, 2=hat
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void joyScanDevices(void);
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void joyScanDevices(void);
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@ -9,6 +9,7 @@
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#include "polymost.h"
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#include "polymost.h"
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#include "cache1d.h"
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#include "cache1d.h"
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#include "inputstate.h"
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#include "inputstate.h"
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#include "d_event.h"
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#include "../../glbackend/glbackend.h"
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#include "../../glbackend/glbackend.h"
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// video
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// video
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@ -31,8 +32,6 @@ uint8_t g_keyFIFOpos;
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uint8_t g_keyFIFOend;
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uint8_t g_keyFIFOend;
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uint8_t g_keyAsciiPos;
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uint8_t g_keyAsciiPos;
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uint8_t g_keyAsciiEnd;
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uint8_t g_keyAsciiEnd;
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char g_keyRemapTable[NUMKEYS];
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char g_keyNameTable[NUMKEYS][24];
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void (*keypresscallback)(int32_t, int32_t);
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void (*keypresscallback)(int32_t, int32_t);
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@ -40,12 +39,14 @@ void keySetCallback(void (*callback)(int32_t, int32_t)) { keypresscallback = cal
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void keySetState(int32_t key, int32_t state)
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void keySetState(int32_t key, int32_t state)
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{
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{
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inputState.SetKeyStatus(g_keyRemapTable[key], state);
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inputState.SetKeyStatus(key, state);
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//keystatus[g_keyRemapTable[key]] = state;
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event_t ev = { (uint8_t)(state ? EV_KeyDown : EV_KeyUp), 0, (uint16_t)key };
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D_PostEvent(&ev);
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if (state)
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if (state)
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{
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{
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g_keyFIFO[g_keyFIFOend] = g_keyRemapTable[key];
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g_keyFIFO[g_keyFIFOend] = key;
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g_keyFIFO[(g_keyFIFOend+1)&(KEYFIFOSIZ-1)] = state;
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g_keyFIFO[(g_keyFIFOend+1)&(KEYFIFOSIZ-1)] = state;
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g_keyFIFOend = ((g_keyFIFOend+2)&(KEYFIFOSIZ-1));
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g_keyFIFOend = ((g_keyFIFOend+2)&(KEYFIFOSIZ-1));
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}
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}
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@ -88,8 +89,6 @@ void keyFlushChars(void)
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g_keyAsciiPos = g_keyAsciiEnd = 0;
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g_keyAsciiPos = g_keyAsciiEnd = 0;
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}
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}
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const char *keyGetName(int32_t num) { return ((unsigned)num >= NUMKEYS) ? NULL : g_keyNameTable[num]; }
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vec2_t g_mousePos;
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vec2_t g_mousePos;
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vec2_t g_mouseAbs;
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vec2_t g_mouseAbs;
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int32_t g_mouseBits;
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int32_t g_mouseBits;
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@ -263,8 +262,6 @@ int32_t baselayer_init(void)
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polymost_initosdfuncs();
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polymost_initosdfuncs();
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#endif
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#endif
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for (native_t i = 0; i < NUMKEYS; i++) g_keyRemapTable[i] = i;
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return 0;
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return 0;
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}
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}
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@ -907,16 +907,6 @@ int32_t initinput(void)
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inputdevices = 1 | 2; // keyboard (1) and mouse (2)
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inputdevices = 1 | 2; // keyboard (1) and mouse (2)
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g_mouseGrabbed = 0;
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g_mouseGrabbed = 0;
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memset(g_keyNameTable, 0, sizeof(g_keyNameTable));
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for (i = SDL_NUM_SCANCODES - 1; i >= 0; i--)
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{
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if (!keytranslation[i])
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continue;
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Bstrncpyz(g_keyNameTable[keytranslation[i]], SDL_GetKeyName(SDL_SCANCODE_TO_KEYCODE(i)), sizeof(g_keyNameTable[0]));
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}
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if (!SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))
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if (!SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))
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{
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{
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LoadSDLControllerDB();
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LoadSDLControllerDB();
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