mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
- added an input state class which will contain all game-facing input data state.
Having this grouped in a single object will make refactoring a lot easier. Access functions have been provided to avoid changing client code for the reorganization.
This commit is contained in:
parent
68b64d2091
commit
113b5d9037
6 changed files with 221 additions and 148 deletions
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@ -10,6 +10,9 @@
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#include "gamecvars.h"
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#include "build.h"
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InputState inputState;
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struct GameFuncNameDesc
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{
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int index;
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@ -5,100 +5,10 @@
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#include "_control.h"
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#include "c_cvars.h"
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#include "zstring.h"
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#include "inputstate.h"
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extern FString currentGame;
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire,
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1,
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gamefunc_Weapon_2,
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gamefunc_Weapon_3,
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gamefunc_Weapon_4,
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gamefunc_Weapon_5,
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gamefunc_Weapon_6,
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gamefunc_Weapon_7,
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gamefunc_Weapon_8,
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gamefunc_Weapon_9,
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gamefunc_Weapon_10,
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gamefunc_Inventory,
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gamefunc_Inventory_Use = gamefunc_Inventory,
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gamefunc_Inventory_Left,
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gamefunc_Inventory_Right,
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gamefunc_Holo_Duke,
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gamefunc_Jetpack,
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gamefunc_NightVision,
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gamefunc_Night_Vision = gamefunc_NightVision,
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gamefunc_MedKit,
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gamefunc_Med_Kit = gamefunc_MedKit,
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map,
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gamefunc_Map_Toggle = gamefunc_Map,
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gamefunc_Shrink_Screen,
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gamefunc_Enlarge_Screen,
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gamefunc_Center_View,
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gamefunc_Holster_Weapon,
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gamefunc_Show_Opponents_Weapon,
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gamefunc_Map_Follow_Mode,
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gamefunc_See_Coop_View,
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gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
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gamefunc_Mouse_Aiming,
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gamefunc_Toggle_Crosshair,
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gamefunc_Steroids,
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gamefunc_Quick_Kick,
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gamefunc_Next_Weapon,
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gamefunc_Previous_Weapon,
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gamefunc_Show_Console,
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gamefunc_Show_DukeMatch_Scores,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_AutoRun,
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gamefunc_Last_Weapon,
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gamefunc_Quick_Save,
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gamefunc_Quick_Load,
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View,
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gamefunc_Toggle_Crouch,
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gamefunc_See_Chase_View, // this was added by Blood
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gamefunc_Turn_Around,
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gamefunc_Weapon_Fire,
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gamefunc_Weapon_Special_Fire,
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gamefunc_Aim_Center,
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gamefunc_Tilt_Left,
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gamefunc_Tilt_Right,
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gamefunc_Send_Message,
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gamefunc_BeastVision,
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gamefunc_CrystalBall,
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gamefunc_JumpBoots,
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gamefunc_ProximityBombs,
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gamefunc_RemoteBombs,
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gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
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gamefunc_Gas_Bomb,
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gamefunc_Flash_Bomb,
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gamefunc_Caltrops,
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NUMGAMEFUNCTIONS
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};
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extern uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
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177
source/common/inputstate.h
Normal file
177
source/common/inputstate.h
Normal file
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@ -0,0 +1,177 @@
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#pragma once
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// This encapsulates the entire game-readable input state which previously was spread out across several files.
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire,
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1,
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gamefunc_Weapon_2,
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gamefunc_Weapon_3,
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gamefunc_Weapon_4,
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gamefunc_Weapon_5,
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gamefunc_Weapon_6,
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gamefunc_Weapon_7,
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gamefunc_Weapon_8,
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gamefunc_Weapon_9,
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gamefunc_Weapon_10,
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gamefunc_Inventory,
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gamefunc_Inventory_Use = gamefunc_Inventory,
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gamefunc_Inventory_Left,
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gamefunc_Inventory_Right,
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gamefunc_Holo_Duke,
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gamefunc_Jetpack,
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gamefunc_NightVision,
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gamefunc_Night_Vision = gamefunc_NightVision,
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gamefunc_MedKit,
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gamefunc_Med_Kit = gamefunc_MedKit,
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map,
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gamefunc_Map_Toggle = gamefunc_Map,
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gamefunc_Shrink_Screen,
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gamefunc_Enlarge_Screen,
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gamefunc_Center_View,
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gamefunc_Holster_Weapon,
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gamefunc_Show_Opponents_Weapon,
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gamefunc_Map_Follow_Mode,
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gamefunc_See_Coop_View,
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gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
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gamefunc_Mouse_Aiming,
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gamefunc_Toggle_Crosshair,
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gamefunc_Steroids,
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gamefunc_Quick_Kick,
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gamefunc_Next_Weapon,
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gamefunc_Previous_Weapon,
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gamefunc_Show_Console,
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gamefunc_Show_DukeMatch_Scores,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_AutoRun,
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gamefunc_Last_Weapon,
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gamefunc_Quick_Save,
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gamefunc_Quick_Load,
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View,
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gamefunc_Toggle_Crouch,
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gamefunc_See_Chase_View, // this was added by Blood
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gamefunc_Turn_Around,
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gamefunc_Weapon_Fire,
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gamefunc_Weapon_Special_Fire,
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gamefunc_Aim_Center,
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gamefunc_Tilt_Left,
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gamefunc_Tilt_Right,
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gamefunc_Send_Message,
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gamefunc_BeastVision,
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gamefunc_CrystalBall,
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gamefunc_JumpBoots,
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gamefunc_ProximityBombs,
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gamefunc_RemoteBombs,
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gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
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gamefunc_Gas_Bomb,
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gamefunc_Flash_Bomb,
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gamefunc_Caltrops,
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NUMGAMEFUNCTIONS
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};
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class InputState
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{
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FixedBitArray<NUMGAMEFUNCTIONS> ButtonState, ButtonHeldState;
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public:
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bool BUTTON(int x)
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{
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return ButtonState[x];
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}
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bool BUTTONHELD(int x)
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{
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return ButtonHeldState[x];
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}
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void SetButton(int x, bool set = true)
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{
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if (set) ButtonState.Set(x);
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else ButtonState.Clear(x);
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}
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void SetButtonHeld(int x, bool set = true)
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{
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if (set) ButtonHeldState.Set(x);
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else ButtonHeldState.Clear(x);
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}
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void ClearButton(int x)
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{
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ButtonState.Clear(x);
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}
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void ClearButtonHeld(int x)
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{
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ButtonHeldState.Clear(x);
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}
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void ClearButtonState()
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{
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ButtonState.Zero();
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ButtonHeldState.Zero();
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}
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void PrepareState()
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{
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ButtonHeldState = ButtonState;
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ButtonState.Zero();
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}
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};
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extern InputState inputState;
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inline bool BUTTON(int x)
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{
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return inputState.BUTTON(x);
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}
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inline bool BUTTONHELD(int x)
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{
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return inputState.BUTTONHELD(x);
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}
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inline bool BUTTONJUSTPRESSED(int x)
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{
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return (BUTTON(x) && !BUTTONHELD(x));
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}
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inline bool BUTTONRELEASED(int x)
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{
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return (!BUTTON(x) && BUTTONHELD(x));
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}
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inline bool BUTTONSTATECHANGED(int x)
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{
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return (BUTTON(x) != BUTTONHELD(x));
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}
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@ -1457,6 +1457,40 @@ public:
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};
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template<int size>
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class FixedBitArray
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{
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uint8_t bytes[(size + 7) / 8];
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public:
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bool operator[](size_t index) const
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{
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return !!(bytes[index >> 3] & (1 << (index & 7)));
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}
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void Set(size_t index, bool set = true)
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{
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if (!set) Clear(index);
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else bytes[index >> 3] |= (1 << (index & 7));
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}
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void Clear(size_t index)
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{
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bytes[index >> 3] &= ~(1 << (index & 7));
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}
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constexpr unsigned Size() const
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{
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return size;
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}
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void Zero()
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{
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memset(&bytes[0], 0, sizeof(bytes));
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}
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};
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// A wrapper to externally stored data.
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// I would have expected something for this in the stl, but std::span is only in C++20.
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template <class T>
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@ -37,6 +37,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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#define control_public_h_
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#include "tarray.h"
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#include "inputstate.h"
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//***************************************************************************
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//
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//
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//***************************************************************************
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#define MAXGAMEBUTTONS 80
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extern BitArray CONTROL_ButtonState, CONTROL_ButtonHeldState;
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inline bool BUTTON(int x)
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{
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return CONTROL_ButtonState[x];
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}
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inline bool BUTTONHELD(int x)
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{
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return CONTROL_ButtonHeldState[x];
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}
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inline bool BUTTONJUSTPRESSED(int x)
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{
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return (BUTTON(x) && !BUTTONHELD(x));
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}
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inline bool BUTTONRELEASED(int x)
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{
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return (!BUTTON(x) && BUTTONHELD(x));
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}
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inline bool BUTTONSTATECHANGED(int x)
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{
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return (BUTTON(x) != BUTTONHELD(x));
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}
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//***************************************************************************
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//
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// TYPEDEFS
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bool CONTROL_JoyPresent = false;
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bool CONTROL_JoystickEnabled = false;
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BitArray CONTROL_ButtonState(MAXGAMEBUTTONS);
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BitArray CONTROL_ButtonHeldState(MAXGAMEBUTTONS);
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LastSeenInput CONTROL_LastSeenInput;
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float CONTROL_MouseSensitivity = DEFAULTMOUSESENSITIVITY;
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{
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memset(info, 0, sizeof(ControlInfo));
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#ifdef __ANDROID__
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CONTROL_Android_PollDevices(info);
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#endif
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if (CONTROL_MouseEnabled)
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CONTROL_GetMouseDelta(info);
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CONTROL_Android_ClearButton(whichbutton);
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#endif
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CONTROL_ButtonState.Clear(whichbutton);
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inputState.ClearButton(whichbutton);
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CONTROL_Flags[whichbutton].cleared = TRUE;
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}
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void CONTROL_ClearAllButtons(void)
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{
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CONTROL_ButtonHeldState.Zero();
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CONTROL_ButtonState.Zero();
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inputState.ClearButtonState();
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for (auto & c : CONTROL_Flags)
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c.cleared = TRUE;
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CONTROL_ButtonFunctionState(CONTROL_ButtonFlags);
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CONTROL_AxisFunctionState(CONTROL_ButtonFlags);
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std::swap(CONTROL_ButtonHeldState, CONTROL_ButtonState);
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CONTROL_ButtonState.Zero();
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inputState.PrepareState();
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int i = CONTROL_NUM_FLAGS-1;
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{
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CONTROL_SetFlag(i, /*CONTROL_KeyboardFunctionPressed(i) | */CONTROL_ButtonFlags[i]);
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if (CONTROL_Flags[i].cleared == FALSE) CONTROL_ButtonState.Set(i, CONTROL_Flags[i].active);
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if (CONTROL_Flags[i].cleared == FALSE) inputState.SetButton(i, CONTROL_Flags[i].active);
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else if (CONTROL_Flags[i].active == FALSE) CONTROL_Flags[i].cleared = 0;
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}
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while (i--);
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void CONTROL_GetInput(ControlInfo *info)
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{
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#ifdef __ANDROID__
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CONTROL_Android_PollDevices(info);
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#endif
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CONTROL_PollDevices(info);
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CONTROL_GetFunctionInput();
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inputchecked = 1;
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@ -881,16 +869,7 @@ bool CONTROL_Startup(controltype which, int32_t(*TimeFunction)(void), int32_t ti
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CONTROL_ResetJoystickValues();
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#ifdef GEKKO
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if (CONTROL_MousePresent)
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initprintf("CONTROL_Startup: Mouse Present\n");
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if (CONTROL_JoyPresent)
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initprintf("CONTROL_Startup: Joystick Present\n");
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#endif
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CONTROL_ButtonState.Zero();
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CONTROL_ButtonHeldState.Zero();
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inputState.ClearButtonState();
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for (auto & CONTROL_Flag : CONTROL_Flags)
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CONTROL_Flag.used = FALSE;
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