#pragma once // This encapsulates the entire game-readable input state which previously was spread out across several files. // Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name. enum GameFunction_t { gamefunc_Move_Forward, gamefunc_Move_Backward, gamefunc_Turn_Left, gamefunc_Turn_Right, gamefunc_Strafe, gamefunc_Fire, gamefunc_Open, gamefunc_Run, gamefunc_Alt_Fire, gamefunc_Jump, gamefunc_Crouch, gamefunc_Look_Up, gamefunc_Look_Down, gamefunc_Look_Left, gamefunc_Look_Right, gamefunc_Strafe_Left, gamefunc_Strafe_Right, gamefunc_Aim_Up, gamefunc_Aim_Down, gamefunc_Weapon_1, gamefunc_Weapon_2, gamefunc_Weapon_3, gamefunc_Weapon_4, gamefunc_Weapon_5, gamefunc_Weapon_6, gamefunc_Weapon_7, gamefunc_Weapon_8, gamefunc_Weapon_9, gamefunc_Weapon_10, gamefunc_Inventory, gamefunc_Inventory_Use = gamefunc_Inventory, gamefunc_Inventory_Left, gamefunc_Inventory_Right, gamefunc_Holo_Duke, gamefunc_Jetpack, gamefunc_NightVision, gamefunc_Night_Vision = gamefunc_NightVision, gamefunc_MedKit, gamefunc_Med_Kit = gamefunc_MedKit, gamefunc_TurnAround, gamefunc_SendMessage, gamefunc_Map, gamefunc_Map_Toggle = gamefunc_Map, gamefunc_Shrink_Screen, gamefunc_Enlarge_Screen, gamefunc_Center_View, gamefunc_Holster_Weapon, gamefunc_Show_Opponents_Weapon, gamefunc_Map_Follow_Mode, gamefunc_See_Coop_View, gamefunc_See_Co_Op_View = gamefunc_See_Coop_View, gamefunc_Mouse_Aiming, gamefunc_Toggle_Crosshair, gamefunc_Steroids, gamefunc_Quick_Kick, gamefunc_Next_Weapon, gamefunc_Previous_Weapon, gamefunc_Show_Console, gamefunc_Show_DukeMatch_Scores, gamefunc_Dpad_Select, gamefunc_Dpad_Aiming, gamefunc_AutoRun, gamefunc_Last_Weapon, gamefunc_Quick_Save, gamefunc_Quick_Load, gamefunc_Alt_Weapon, gamefunc_Third_Person_View, gamefunc_Toggle_Crouch, gamefunc_See_Chase_View, // this was added by Blood gamefunc_Turn_Around, gamefunc_Weapon_Fire, gamefunc_Weapon_Special_Fire, gamefunc_Aim_Center, gamefunc_Tilt_Left, gamefunc_Tilt_Right, gamefunc_Send_Message, gamefunc_BeastVision, gamefunc_CrystalBall, gamefunc_JumpBoots, gamefunc_ProximityBombs, gamefunc_RemoteBombs, gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?) gamefunc_Gas_Bomb, gamefunc_Flash_Bomb, gamefunc_Caltrops, NUMGAMEFUNCTIONS }; class InputState { FixedBitArray ButtonState, ButtonHeldState; public: bool BUTTON(int x) { return ButtonState[x]; } bool BUTTONHELD(int x) { return ButtonHeldState[x]; } void SetButton(int x, bool set = true) { if (set) ButtonState.Set(x); else ButtonState.Clear(x); } void SetButtonHeld(int x, bool set = true) { if (set) ButtonHeldState.Set(x); else ButtonHeldState.Clear(x); } void ClearButton(int x) { ButtonState.Clear(x); } void ClearButtonHeld(int x) { ButtonHeldState.Clear(x); } void ClearButtonState() { ButtonState.Zero(); ButtonHeldState.Zero(); } void PrepareState() { ButtonHeldState = ButtonState; ButtonState.Zero(); } }; extern InputState inputState; inline bool BUTTON(int x) { return inputState.BUTTON(x); } inline bool BUTTONHELD(int x) { return inputState.BUTTONHELD(x); } inline bool BUTTONJUSTPRESSED(int x) { return (BUTTON(x) && !BUTTONHELD(x)); } inline bool BUTTONRELEASED(int x) { return (!BUTTON(x) && BUTTONHELD(x)); } inline bool BUTTONSTATECHANGED(int x) { return (BUTTON(x) != BUTTONHELD(x)); }