/* ** Main input handler ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "inputstate.h" #include "i_system.h" #include "v_draw.h" #include "build.h" #include "gamecvars.h" #include "v_video.h" #include "statusbar.h" #include"packet.h" #include "gamecontrol.h" #include "gamestruct.h" #include "d_net.h" #include "gamestate.h" #include "gameinput.h" static int WeaponToSend = 0; ESyncBits ActionsToSend = 0; static int dpad_lock = 0; bool sendPause; bool crouch_toggle; static double lastCheck; CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) // Mouse speeds CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) //========================================================================== // // // //========================================================================== void InputState::GetMouseDelta(ControlInfo * hidInput) { hidInput->mouseturnx = g_mousePos.x * m_yaw * (1.f / 18.f); hidInput->mouseturny = g_mousePos.y * m_pitch * (1.f / 14.f); hidInput->mousemovex = g_mousePos.x * m_side; hidInput->mousemovey = g_mousePos.y * m_forward; g_mousePos = {}; } //========================================================================== // // // //========================================================================== static int exclKeys[] = { KEY_VOLUMEDOWN, KEY_VOLUMEUP }; void InputState::AddEvent(const event_t *ev) { if (ev->type == EV_KeyDown || ev->type == EV_KeyUp) { int key = ev->data1; bool state = ev->type == EV_KeyDown; bool ignore = false; KeyStatus[key] = (uint8_t)state; // Check if key is to be excluded from setting AnyKeyStatus. for (int i = 0; i < 2; i++) { if (exclKeys[i] == key) { ignore = true; break; } } if (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT) { ignore = true; } if (state && !ignore) AnyKeyStatus = true; } } //========================================================================== // // // //========================================================================== void InputState::ClearAllInput() { memset(KeyStatus, 0, sizeof(KeyStatus)); AnyKeyStatus = false; WeaponToSend = 0; dpad_lock = 0; lastCheck = 0; if (gamestate != GS_LEVEL) { ActionsToSend = 0; crouch_toggle = false; gi->clearlocalinputstate(); // also clear game local input state. } else if (gamestate == GS_LEVEL && crouch_toggle) { ActionsToSend |= SB_CROUCH; } else { ActionsToSend = 0; } buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well. resetTurnHeldAmt(); } //========================================================================== // // // //========================================================================== void I_StartTic(); bool ToggleFullscreen; int32_t handleevents(void) { if (ToggleFullscreen) { vid_fullscreen = !vid_fullscreen; ToggleFullscreen = false; } // fullscreen toggle has been requested if (setmodeneeded) { setmodeneeded = false; screen->ToggleFullscreen(vid_fullscreen); V_OutputResized(screen->GetWidth(), screen->GetHeight()); } // change the view size if needed if (setsizeneeded) { setVideoMode(); setViewport(hud_size); setsizeneeded = false; } I_StartFrame(); I_StartTic(); return 0; } //========================================================================== // // // //========================================================================== ControlInfo CONTROL_GetInput() { ControlInfo hidInput {}; inputState.GetMouseDelta(&hidInput); if (use_joystick) { // Handle joysticks/game controllers. float joyaxes[NUM_JOYAXIS]; I_GetAxes(joyaxes); hidInput.dyaw += -joyaxes[JOYAXIS_Yaw]; hidInput.dx += joyaxes[JOYAXIS_Side] * .5f; hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f; hidInput.dpitch += -joyaxes[JOYAXIS_Pitch]; } return hidInput; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SetupGameButtons() { static const char* actions[] = { "Move_Forward", "Move_Backward", "Turn_Left", "Turn_Right", "Strafe", "Fire", "Open", "Run", "Alt_Fire", "Jump", "Crouch", "Look_Up", "Look_Down", "Look_Left", "Look_Right", "Strafe_Left", "Strafe_Right", "Aim_Up", "Aim_Down", "Shrink_Screen", "Enlarge_Screen", "Mouse_Aiming", "Dpad_Select", "Dpad_Aiming", "Toggle_Crouch", "Quick_Kick", "AM_PanLeft", "AM_PanRight", "AM_PanUp", "AM_PanDown", }; buttonMap.SetButtons(actions, NUM_ACTIONS); } //========================================================================== // // // //========================================================================== CCMD(slot) { // The max differs between games so we have to handle this here. int max = (g_gameType & GAMEFLAG_PSEXHUMED) || (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE) ? 7 : isBlood() ? 12 : 10; if (argv.argc() != 2) { Printf("slot : select a weapon from the given slot (1-%d)", max); } auto slot = atoi(argv[1]); if (slot >= 1 && slot <= max) { WeaponToSend = slot; } } CCMD(weapprev) { WeaponToSend = WeaponSel_Prev; } CCMD(weapnext) { WeaponToSend = WeaponSel_Next; } CCMD(weapalt) { WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot. } CCMD(useitem) { int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : isBlood() ? 4 : 5; if (argv.argc() != 2) { Printf("useitem : activates an inventory item (1-%d)", max); } auto slot = atoi(argv[1]); if (slot >= 1 && slot <= max) { ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1)); } } CCMD(invprev) { ActionsToSend |= SB_INVPREV; } CCMD(invnext) { ActionsToSend |= SB_INVNEXT; } CCMD(invuse) { ActionsToSend |= SB_INVUSE; } CCMD(centerview) { ActionsToSend |= SB_CENTERVIEW; } CCMD(turnaround) { ActionsToSend |= SB_TURNAROUND; } CCMD(holsterweapon) { ActionsToSend |= SB_HOLSTER; } CCMD(backoff) { ActionsToSend |= SB_ESCAPE; } CCMD(pause) { sendPause = true; } CCMD(warptocoords) { if (netgame) { Printf("warptocoords cannot be used in multiplayer.\n"); return; } if (argv.argc() < 4) { Printf("warptocoords [x] [y] [z] [ang] (optional) [horiz] (optional): warps the player to the specified coordinates\n"); return; } if (gamestate != GS_LEVEL) { Printf("warptocoords: must be in a level\n"); return; } int x = atoi(argv[1]); int y = atoi(argv[2]); int z = atoi(argv[3]); int ang = INT_MIN, horiz = INT_MIN; if (argv.argc() > 4) { ang = atoi(argv[4]); } if (argv.argc() > 5) { horiz = atoi(argv[5]); } gi->WarpToCoords(x, y, z, ang, horiz); } CCMD(third_person_view) { gi->ToggleThirdPerson(); } CCMD(coop_view) { gi->SwitchCoopView(); } CCMD(show_weapon) { gi->ToggleShowWeapon(); } void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crouchable, bool const disableToggle) { if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend); WeaponToSend = 0; if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select)) { // These buttons should not autorepeat. The game handlers are not really equipped for that. if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); } else dpad_lock &= ~1; if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); } else dpad_lock &= ~2; if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; } else dpad_lock &= ~4; if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; } else dpad_lock &= ~8; // This eats the controller input for regular use hidInput->dx = 0; hidInput->dz = 0; hidInput->dyaw = 0; } else dpad_lock = 0; input.actions |= ActionsToSend; ActionsToSend = 0; if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0)) input.actions |= SB_AIM_UP; if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0))) input.actions |= SB_AIM_DOWN; if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming)) hidInput->dz = 0; if (buttonMap.ButtonDown(gamefunc_Jump)) input.actions |= SB_JUMP; if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle) input.actions |= SB_CROUCH; if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch)) { crouch_toggle = !crouch_toggle && crouchable; if (crouchable) buttonMap.ClearButton(gamefunc_Toggle_Crouch); } if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || disableToggle) crouch_toggle = false; if (buttonMap.ButtonDown(gamefunc_Fire)) input.actions |= SB_FIRE; if (buttonMap.ButtonDown(gamefunc_Alt_Fire)) input.actions |= SB_ALTFIRE; if (buttonMap.ButtonDown(gamefunc_Open)) { if (isBlood()) buttonMap.ClearButton(gamefunc_Open); input.actions |= SB_OPEN; } if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run))) input.actions |= SB_RUN; if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming)) input.actions |= SB_AIMMODE; if (buttonMap.ButtonDown(gamefunc_Look_Up)) input.actions |= SB_LOOK_UP; if (buttonMap.ButtonDown(gamefunc_Look_Down)) input.actions |= SB_LOOK_DOWN; if (buttonMap.ButtonDown(gamefunc_Look_Left)) input.actions |= SB_LOOK_LEFT; if (buttonMap.ButtonDown(gamefunc_Look_Right)) input.actions |= SB_LOOK_RIGHT; } double InputScale() { if (!SyncInput()) { double now = I_msTimeF(); double elapsedInputTicks = lastCheck > 0 ? min(now - lastCheck, 1000.0 / GameTicRate) : 1; lastCheck = now; return elapsedInputTicks * GameTicRate / 1000.0; } else { return 1; } }