#include "inputstate.h" #include "v_draw.h" #include "build.h" #include "gamecvars.h" void InputState::GetMouseDelta(ControlInfo * info) { vec2_t input; if (!appactive) { input = {0,0}; return; } input = g_mousePos; g_mousePos = {}; vec2f_t finput = { float(input.x) / 3.0f, float(input.y) }; if (in_mousesmoothing) { static vec2_t last; finput = { float(input.x + last.x) * 0.5f, float(input.y + last.y) * 0.5f }; last = input; } info->mousex = int(finput.x * (16.f) * in_mousesensitivity * in_mousescalex); info->mousey = int(finput.y * (16.f) * in_mousesensitivity * in_mousescaley); // todo: Use these when the mouse is used for moving instead of turning. //info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside); //info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward); if (in_mousedeadzone) { if (info->mousey > 0) info->mousey = max(info->mousey - in_mousedeadzone, 0); else if (info->mousey < 0) info->mousey = min(info->mousey + in_mousedeadzone, 0); if (info->mousex > 0) info->mousex = max(info->mousex - in_mousedeadzone, 0); else if (info->mousex < 0) info->mousex = min(info->mousex + in_mousedeadzone, 0); } if (in_mousebias) { if (abs(info->mousex) > abs(info->mousey)) info->mousey = tabledivide32_noinline(info->mousey, in_mousebias); else info->mousex = tabledivide32_noinline(info->mousex, in_mousebias); } } void InputState::AddEvent(const event_t *ev) { if (ev->type == EV_KeyDown || ev->type == EV_KeyUp) { keySetState(ev->data1, ev->type == EV_KeyDown); if (ev->data2) keySetChar(ev->data2); } } void I_StartTic(); int32_t handleevents(void) { timerUpdateClock(); // The mouse wheel is not a real key so in order to be "pressed" it may only be cleared at the end of the tic (or the start of the next.) if (inputState.GetKeyStatus(KEY_MWHEELUP)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELUP }; D_PostEvent(&ev); } if (inputState.GetKeyStatus(KEY_MWHEELDOWN)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELDOWN }; D_PostEvent(&ev); } if (inputState.GetKeyStatus(KEY_MWHEELLEFT)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELLEFT }; D_PostEvent(&ev); } if (inputState.GetKeyStatus(KEY_MWHEELRIGHT)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELRIGHT }; D_PostEvent(&ev); } I_StartTic(); return 0; } void CONTROL_GetInput(ControlInfo* info) { memset(info, 0, sizeof(ControlInfo)); if (in_mouse >= 0) inputState.GetMouseDelta(info); if (in_joystick >= 0) { // Handle joysticks/game controllers. float joyaxes[NUM_JOYAXIS]; I_GetAxes(joyaxes); info->dyaw += joyaxes[JOYAXIS_Yaw]; info->dx += joyaxes[JOYAXIS_Side]; info->dz += joyaxes[JOYAXIS_Forward]; info->dpitch += joyaxes[JOYAXIS_Pitch]; } }