mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
- cleaned up the input code a bit.
This commit is contained in:
parent
bcb48d8441
commit
d464017363
18 changed files with 122 additions and 126 deletions
|
@ -1194,9 +1194,7 @@ RESTART:
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gRestartGame = 0;
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if (gGameOptions.nGameType > 0)
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{
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inputState.ClearKeysDown();
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inputState.keyFlushChars();
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inputState.keyFlushScans();
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inputState.ClearAllInput();
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}
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else if (gDemo.at1 && !bAddUserMap && !bNoDemo)
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gDemo.Playback();
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@ -38,6 +38,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "seq.h"
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#include "sound.h"
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#include "view.h"
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#include "menu/menu.h"
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extern bool gHaveNetworking;
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@ -542,7 +543,10 @@ void netGetPackets(void)
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gStartNewGame = 1;
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break;
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case 255:
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inputState.SetKeyStatus(sc_Escape);
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// What are we trying to do here? Opening the menu, maybe?
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//inputState.SetKeyStatus(sc_Escape);
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M_StartControlPanel(false);
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M_SetMenu(NAME_MainMenu);
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break;
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}
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}
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@ -1,8 +1,47 @@
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/*
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** Main input handler
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "inputstate.h"
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#include "v_draw.h"
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#include "build.h"
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#include "gamecvars.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InputState::GetMouseDelta(ControlInfo * info)
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{
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vec2_t input;
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@ -54,15 +93,50 @@ void InputState::GetMouseDelta(ControlInfo * info)
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InputState::keySetState(int32_t key, int32_t state)
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{
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KeyStatus[key] = (uint8_t)state;
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if (state)
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{
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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_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InputState::AddEvent(const event_t *ev)
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{
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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keySetState(ev->data1, ev->type == EV_KeyDown);
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if (ev->data2) keySetChar(ev->data2);
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if (ev->data2)
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{
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g_keyAsciiFIFO[g_keyAsciiEnd] = (char16_t)ev->data2;
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g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void I_StartTic();
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int32_t handleevents(void)
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@ -111,6 +185,12 @@ int32_t handleevents(void)
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void CONTROL_GetInput(ControlInfo* info)
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{
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memset(info, 0, sizeof(ControlInfo));
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@ -46,10 +46,10 @@ class InputState
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uint8_t g_keyAsciiPos;
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uint8_t g_keyAsciiEnd;
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kb_scancode KB_LastScan;
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vec2_t g_mousePos;
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void keySetState(int32_t key, int32_t state);
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public:
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uint8_t GetKeyStatus(int key)
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@ -57,21 +57,11 @@ public:
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return KeyStatus[key];
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}
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void SetKeyStatus(int key, int state = 1)
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{
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KeyStatus[key] = (uint8_t)state;
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}
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void ClearKeyStatus(int key)
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{
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KeyStatus[key] = 0;
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}
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void ClearAllKeyStatus()
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{
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memset(KeyStatus, 0, sizeof(KeyStatus));
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}
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bool AltPressed()
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{
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return KeyStatus[sc_LeftAlt] || KeyStatus[sc_RightAlt];
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@ -111,22 +101,6 @@ public:
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return ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1)) == g_keyAsciiPos;
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}
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void keySetState(int32_t key, int32_t state)
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{
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if (state && !GetKeyStatus(key))
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{
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KB_LastScan = key;
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}
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SetKeyStatus(key, state);
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if (state)
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{
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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_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1));
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}
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}
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kb_scancode keyGetScan()
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{
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if (g_keyFIFOpos == g_keyFIFOend)
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@ -157,12 +131,6 @@ public:
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return c;
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}
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void keySetChar(int key)
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{
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g_keyAsciiFIFO[g_keyAsciiEnd] = (char16_t)key;
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g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
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}
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void keyFlushChars(void)
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{
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memset(&g_keyAsciiFIFO, 0, sizeof(g_keyAsciiFIFO));
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@ -174,28 +142,6 @@ public:
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return (GetKeyStatus(scan) != 0 && Bindings.GetBind(scan) == nullptr);
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}
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kb_scancode GetLastScanCode()
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{
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return (KB_LastScan);
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}
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void SetLastScanCode(kb_scancode scancode)
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{
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KB_LastScan = (scancode);
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}
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void ClearLastScanCode()
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{
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KB_LastScan = sc_None;
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}
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void ClearKeysDown(void)
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{
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ClearLastScanCode();
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ClearAllKeyStatus();
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}
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void AddEvent(const event_t* ev);
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void MouseSetPos(int x, int y)
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@ -217,7 +163,7 @@ public:
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void ClearAllInput()
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{
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ClearKeysDown();
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memset(KeyStatus, 0, sizeof(KeyStatus));
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keyFlushChars();
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keyFlushScans();
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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@ -370,8 +370,7 @@ void M_StartControlPanel (bool makeSound)
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gi->MenuOpened();
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if (makeSound) gi->MenuSound(ActivateSound);
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buttonMap.ResetButtonStates ();
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inputState.ClearAllKeyStatus();
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inputState.ClearAllInput();
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for (int i = 0; i < NUM_MKEYS; ++i)
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{
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MenuButtons[i].ReleaseKey(0);
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@ -325,7 +325,7 @@ void G_DoCheats(void)
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// cheat string matching logic below.
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Bassert(g_cheatBufLen < (signed)sizeof(cheatbuf));
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cheatbuf[g_cheatBufLen] = 0;
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// inputState.ClearKeysDown();
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// inputState.ClearAllInput();
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for (cheatNum=0; cheatNum < NUMCHEATCODES; cheatNum++)
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{
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@ -1080,7 +1080,7 @@ static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags, int32_t cons
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if (resetFlags & 4)
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{
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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inputState.ClearAllInput();
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FX_StopAllSounds();
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if (G_LoadPlayerMaybeMulti(*g_quickload) != 0)
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{
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@ -2030,8 +2030,7 @@ MENU:
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bInDemo = kTrue;
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bPlayback = kTrue;
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inputState.keyFlushChars();
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inputState.ClearAllKeyStatus();
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inputState.ClearAllInput();
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break;
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}
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STARTGAME1:
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@ -2228,8 +2227,7 @@ GAMELOOP:
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// YELLOW
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if (((bInDemo && inputState.keyBufferWaiting()) || !ReadPlaybackInputs()) && inputState.keyGetChar())
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{
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inputState.keyFlushChars();
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inputState.ClearAllKeyStatus();
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inputState.ClearAllInput();
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bPlayback = kFalse;
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bInDemo = kFalse;
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@ -2277,7 +2275,7 @@ GAMELOOP:
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// loc_11FBC:
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while (bPause)
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{
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ClearAllKeys();
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inputState.ClearAllInput();
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if (WaitAnyKey(-1) != sc_Pause)
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{
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bPause = kFalse;
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@ -2492,7 +2490,7 @@ void KeyFn1()
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void DoGameOverScene()
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{
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FadeOut(0);
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ClearAllKeys();
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inputState.ClearAllInput();
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if (LoadCinemaPalette(16) < 0) {
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return;
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@ -2529,7 +2527,7 @@ void DoTitle()
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if (videoGetRenderMode() == REND_CLASSIC)
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FadeIn();
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ClearAllKeys();
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inputState.ClearAllInput();
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WaitAnyKey(2);
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@ -2551,7 +2549,7 @@ void DoTitle()
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if (videoGetRenderMode() == REND_CLASSIC)
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FadeOut(0);
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ClearAllKeys();
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inputState.ClearAllInput();
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PlayMovie("book.mov");
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@ -2602,7 +2600,7 @@ void DoTitle()
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var_18 += theArray[0];
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inputState.ClearAllKeyStatus();
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inputState.ClearAllInput();
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while (LocalSoundPlaying())
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{
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HandleAsync();
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@ -163,12 +163,6 @@ ClearSpaceBar_
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faketimerhandler_
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*/
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void ClearAllKeys()
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{
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inputState.ClearAllKeyStatus();
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inputState.keyFlushChars();
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}
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void WaitNoKey(int nSecs, void (*pFunc) (void))
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{
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int nTotalTime = (kTimerTicks * nSecs) + (int)totalclock;
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@ -630,7 +630,7 @@ int menu_DrawTheMap(int nLevel, int nLevelNew, int nLevelBest)
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int startTime = (int)totalclock;
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ClearAllKeys();
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inputState.ClearAllInput();
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UnMaskStatus();
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videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
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@ -1180,7 +1180,7 @@ void ComputeCinemaText(int nLine)
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nCrawlY = 199;
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nHeight = linecount * 10;
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ClearAllKeys();
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inputState.ClearAllInput();
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}
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void ReadyCinemaText(uint16_t nVal)
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@ -1359,7 +1359,7 @@ void GoToTheCinema(int nVal)
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videoNextPage();
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CinemaFadeIn();
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ClearAllKeys();
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inputState.ClearAllInput();
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int ebx = -1;
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int edx = -1;
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@ -1518,11 +1518,7 @@ int FindGString(const char *str)
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uint8_t CheckForEscape()
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{
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if (!inputState.keyBufferWaiting() || (inputState.keyGetChar() != 27)) {
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return kFalse;
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}
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return kTrue;
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return inputState.CheckAllInput();
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}
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void DoStatic(int a, int b)
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@ -1681,8 +1677,7 @@ void DoLastLevelCinema()
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nString++;
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inputState.keyFlushChars();
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inputState.ClearAllKeyStatus();
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inputState.ClearAllInput();
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int v11 = (kTimerTicks * (var_1C + 2)) + (int)totalclock;
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@ -213,8 +213,7 @@ void PlayMovie(const char* fileName)
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banktail = 0;
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// clear keys
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inputState.keyFlushChars();
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inputState.ClearAllKeyStatus();
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inputState.ClearAllInput();
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if (bDoFade) {
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StartFadeIn();
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@ -2637,7 +2637,7 @@ do_default_b:
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FinishLevel();
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}
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else {
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inputState.keySetState(32, 1);
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//inputState.keySetState(32, 1); // Huh, what?
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}
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DestroyItemAnim(nValB);
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@ -52,7 +52,6 @@ struct PlayerInput // TODO consider adjusting this for demo compatibility
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};
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void InitInput();
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void ClearAllKeys();
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void WaitNoKey(int nSecs, void (*pFunc) (void));
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int WaitAnyKey(int nSecs);
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|
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|
@ -318,7 +318,7 @@ void G_DoCheats(void)
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// cheat string matching logic below.
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Bassert(cheatbuflen < (signed)sizeof(cheatbuf));
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cheatbuf[cheatbuflen] = 0;
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// inputState.ClearKeysDown();
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// inputState.ClearAllInput();
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for (cheatNum=0; cheatNum < NUMCHEATCODES; cheatNum++)
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{
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|
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@ -232,8 +232,7 @@ playanm(short anim_num)
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ANIMnum = anim_num;
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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inputState.ClearAllInput();
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DSPRINTF(ds,"PlayAnm");
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MONO_PRINT(ds);
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@ -332,8 +331,7 @@ ENDOFANIMLOOP:
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videoSetPalette(0, BASEPAL, 2);
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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inputState.ClearAllInput();
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ANIM_FreeAnim();
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}
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END_SW_NS
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@ -568,7 +568,7 @@ ScenePlayBack(void)
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ready2send = 0;
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DemoDone = FALSE;
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ResetKeys();
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inputState.ClearAllInput();
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while (TRUE)
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{
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|
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@ -1399,14 +1399,6 @@ void NewLevel(void)
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FinishAnim = 0;
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}
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void
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ResetKeys(void)
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{
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int i;
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inputState.ClearAllKeyStatus();
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}
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uint8_t* KeyPressedRange(uint8_t* kb, uint8_t* ke)
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{
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@ -1475,7 +1467,7 @@ void LogoLevel(void)
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videoNextPage();
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//FadeIn(0, 3);
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ResetKeys();
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inputState.ClearAllInput();
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while (TRUE)
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{
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handleevents();
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@ -1555,7 +1547,7 @@ void CreditsLevel(void)
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totalclock = 0;
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ototalclock = 0;
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ResetKeys();
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inputState.ClearAllInput();
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curpic = CREDITS1_PIC;
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while (TRUE)
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@ -1590,7 +1582,7 @@ void CreditsLevel(void)
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// put up a blank screen while loading
|
||||
twod->AddColorOnlyQuad(0, 0, xdim, ydim, 0xff000000);
|
||||
videoNextPage();
|
||||
ResetKeys();
|
||||
inputState.ClearAllInput();
|
||||
Mus_Stop();
|
||||
}
|
||||
|
||||
|
@ -1605,7 +1597,7 @@ void SybexScreen(void)
|
|||
rotatesprite(0, 0, RS_SCALE, 0, 5261, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
|
||||
videoNextPage();
|
||||
|
||||
ResetKeys();
|
||||
inputState.ClearAllInput();
|
||||
while (!inputState.CheckAllInput()) handleevents();
|
||||
}
|
||||
|
||||
|
@ -1637,7 +1629,7 @@ TitleLevel(void)
|
|||
videoNextPage();
|
||||
//FadeIn(0, 3);
|
||||
|
||||
ResetKeys();
|
||||
inputState.ClearAllInput();
|
||||
while (TRUE)
|
||||
{
|
||||
handleevents();
|
||||
|
@ -1762,7 +1754,7 @@ void MenuLevel(void)
|
|||
// don't allow BorderAdjusting in these menus
|
||||
BorderAdjust = FALSE;
|
||||
|
||||
ResetKeys();
|
||||
inputState.ClearAllInput();
|
||||
|
||||
if (SW_SHAREWARE)
|
||||
{
|
||||
|
@ -1838,8 +1830,7 @@ void MenuLevel(void)
|
|||
|
||||
BorderAdjust = TRUE;
|
||||
//LoadGameOutsideMoveLoop = FALSE;
|
||||
inputState.ClearKeyStatus(sc_Escape);
|
||||
inputState.ClearKeysDown();
|
||||
inputState.ClearAllInput();
|
||||
M_ClearMenus();
|
||||
InMenuLevel = FALSE;
|
||||
twod->AddColorOnlyQuad(0, 0, xdim, ydim, 0xff000000);
|
||||
|
@ -2070,7 +2061,7 @@ void BonusScreen(PLAYERp pp)
|
|||
twod->AddColorOnlyQuad(0, 0, xdim, ydim, 0xff000000);
|
||||
videoNextPage();
|
||||
|
||||
inputState.ClearKeysDown();
|
||||
inputState.ClearAllInput();
|
||||
|
||||
totalclock = ototalclock = 0;
|
||||
limit = synctics;
|
||||
|
@ -4004,8 +3995,7 @@ void GetMessageInput(PLAYERp pp)
|
|||
case -1: // Cancel Input (pressed ESC) or Err
|
||||
MessageInputMode = FALSE;
|
||||
InputMode = FALSE;
|
||||
inputState.ClearKeysDown();
|
||||
inputState.keyFlushChars();
|
||||
inputState.ClearAllInput();
|
||||
break;
|
||||
case FALSE: // Input finished (RETURN)
|
||||
if (MessageInputString[0] == '\0')
|
||||
|
@ -4013,8 +4003,7 @@ void GetMessageInput(PLAYERp pp)
|
|||
// no input
|
||||
MessageInputMode = FALSE;
|
||||
InputMode = FALSE;
|
||||
inputState.ClearKeysDown();
|
||||
inputState.keyFlushChars();
|
||||
inputState.ClearAllInput();
|
||||
buttonMap.ClearButton(gamefunc_Inventory);
|
||||
}
|
||||
else
|
||||
|
@ -4041,9 +4030,7 @@ void GetMessageInput(PLAYERp pp)
|
|||
// broadcast message
|
||||
MessageInputMode = FALSE;
|
||||
InputMode = FALSE;
|
||||
inputState.ClearKeysDown();
|
||||
inputState.keyFlushChars();
|
||||
buttonMap.ClearButton(gamefunc_Inventory);
|
||||
inputState.ClearAllInput();
|
||||
|
||||
for (i = 0; i < NUMGAMEFUNCTIONS; i++)
|
||||
buttonMap.ClearButton(i);
|
||||
|
|
|
@ -2339,7 +2339,6 @@ void AnimateCacheCursor(void); // game.c
|
|||
void MapSetAll2D(uint8_t fill); // game.c
|
||||
void TerminateGame(void); // game.c
|
||||
void TerminateLevel(void); // game.c
|
||||
void ResetKeys(void); // game.c
|
||||
void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
|
||||
void COVERsetbrightness(int bright, unsigned char *pal); // game.c
|
||||
void DrawMenuLevelScreen(void); // game.c
|
||||
|
|
Loading…
Reference in a new issue