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https://github.com/ZDoom/raze-gles.git
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c076310e34
* Fixes #287.
490 lines
11 KiB
C++
490 lines
11 KiB
C++
/*
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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 "i_system.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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#include "v_video.h"
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#include "statusbar.h"
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#include"packet.h"
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "d_net.h"
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#include "gamestate.h"
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#include "gameinput.h"
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static int WeaponToSend = 0;
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ESyncBits ActionsToSend = 0;
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static int dpad_lock = 0;
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bool sendPause;
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bool crouch_toggle;
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static double lastCheck;
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) // Mouse speeds
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CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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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 * hidInput)
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{
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hidInput->mouseturnx = g_mousePos.x * m_yaw * (1.f / 18.f);
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hidInput->mouseturny = g_mousePos.y * m_pitch * (1.f / 14.f);
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hidInput->mousemovex = g_mousePos.x * m_side;
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hidInput->mousemovey = g_mousePos.y * m_forward;
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g_mousePos = {};
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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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static int exclKeys[] = { KEY_VOLUMEDOWN, KEY_VOLUMEUP };
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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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int key = ev->data1;
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bool state = ev->type == EV_KeyDown;
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bool ignore = false;
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KeyStatus[key] = (uint8_t)state;
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// Check if key is to be excluded from setting AnyKeyStatus.
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for (int i = 0; i < 2; i++)
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{
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if (exclKeys[i] == key)
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{
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ignore = true;
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break;
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}
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}
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if (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)
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{
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ignore = true;
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}
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if (state && !ignore)
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AnyKeyStatus = true;
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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::ClearAllInput()
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{
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memset(KeyStatus, 0, sizeof(KeyStatus));
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AnyKeyStatus = false;
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WeaponToSend = 0;
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dpad_lock = 0;
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lastCheck = 0;
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if (gamestate != GS_LEVEL)
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{
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ActionsToSend = 0;
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crouch_toggle = false;
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gi->clearlocalinputstate(); // also clear game local input state.
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}
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else if (gamestate == GS_LEVEL && crouch_toggle)
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{
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ActionsToSend |= SB_CROUCH;
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}
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else
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{
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ActionsToSend = 0;
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}
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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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resetTurnHeldAmt();
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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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bool ToggleFullscreen;
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int32_t handleevents(void)
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{
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if (ToggleFullscreen)
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{
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vid_fullscreen = !vid_fullscreen;
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ToggleFullscreen = false;
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}
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// fullscreen toggle has been requested
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if (setmodeneeded)
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{
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setmodeneeded = false;
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screen->ToggleFullscreen(vid_fullscreen);
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V_OutputResized(screen->GetWidth(), screen->GetHeight());
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}
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// change the view size if needed
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if (setsizeneeded)
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{
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setVideoMode();
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setViewport(hud_size);
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setsizeneeded = false;
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}
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I_StartFrame();
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I_StartTic();
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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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ControlInfo CONTROL_GetInput()
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{
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ControlInfo hidInput {};
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inputState.GetMouseDelta(&hidInput);
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if (use_joystick)
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{
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// Handle joysticks/game controllers.
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float joyaxes[NUM_JOYAXIS];
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I_GetAxes(joyaxes);
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hidInput.dyaw += -joyaxes[JOYAXIS_Yaw];
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hidInput.dx += joyaxes[JOYAXIS_Side] * .5f;
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hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f;
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hidInput.dpitch += -joyaxes[JOYAXIS_Pitch];
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}
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return hidInput;
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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 SetupGameButtons()
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{
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static const char* actions[] = {
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"Move_Forward",
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"Move_Backward",
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"Turn_Left",
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"Turn_Right",
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"Strafe",
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"Fire",
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"Open",
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"Run",
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"Alt_Fire",
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"Jump",
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"Crouch",
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"Look_Up",
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"Look_Down",
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"Look_Left",
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"Look_Right",
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"Strafe_Left",
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"Strafe_Right",
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"Aim_Up",
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"Aim_Down",
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"Shrink_Screen",
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"Enlarge_Screen",
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"Mouse_Aiming",
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"Dpad_Select",
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"Dpad_Aiming",
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"Toggle_Crouch",
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"Quick_Kick",
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"AM_PanLeft",
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"AM_PanRight",
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"AM_PanUp",
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"AM_PanDown",
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};
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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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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CCMD(slot)
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{
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// The max differs between games so we have to handle this here.
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int max = (g_gameType & GAMEFLAG_PSEXHUMED) || (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE) ? 7 : isBlood() ? 12 : 10;
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if (argv.argc() != 2)
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{
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Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
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}
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auto slot = atoi(argv[1]);
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if (slot >= 1 && slot <= max)
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{
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WeaponToSend = slot;
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}
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}
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CCMD(weapprev)
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{
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WeaponToSend = WeaponSel_Prev;
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}
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CCMD(weapnext)
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{
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WeaponToSend = WeaponSel_Next;
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}
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CCMD(weapalt)
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{
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WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
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}
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CCMD(useitem)
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{
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int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : isBlood() ? 4 : 5;
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if (argv.argc() != 2)
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{
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Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
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}
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auto slot = atoi(argv[1]);
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if (slot >= 1 && slot <= max)
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{
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ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1));
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}
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}
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CCMD(invprev)
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{
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ActionsToSend |= SB_INVPREV;
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}
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CCMD(invnext)
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{
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ActionsToSend |= SB_INVNEXT;
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}
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CCMD(invuse)
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{
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ActionsToSend |= SB_INVUSE;
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}
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CCMD(centerview)
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{
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ActionsToSend |= SB_CENTERVIEW;
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}
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CCMD(turnaround)
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{
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ActionsToSend |= SB_TURNAROUND;
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}
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CCMD(holsterweapon)
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{
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ActionsToSend |= SB_HOLSTER;
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}
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CCMD(backoff)
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{
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ActionsToSend |= SB_ESCAPE;
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}
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CCMD(pause)
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{
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sendPause = true;
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}
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CCMD(warptocoords)
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{
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if (netgame)
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{
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Printf("warptocoords cannot be used in multiplayer.\n");
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return;
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}
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if (argv.argc() < 4)
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{
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Printf("warptocoords [x] [y] [z] [ang] (optional) [horiz] (optional): warps the player to the specified coordinates\n");
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return;
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}
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if (gamestate != GS_LEVEL)
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{
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Printf("warptocoords: must be in a level\n");
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return;
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}
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int x = atoi(argv[1]);
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int y = atoi(argv[2]);
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int z = atoi(argv[3]);
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int ang = INT_MIN, horiz = INT_MIN;
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if (argv.argc() > 4)
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{
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ang = atoi(argv[4]);
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}
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if (argv.argc() > 5)
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{
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horiz = atoi(argv[5]);
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}
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gi->WarpToCoords(x, y, z, ang, horiz);
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}
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CCMD(third_person_view)
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{
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gi->ToggleThirdPerson();
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}
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CCMD(coop_view)
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{
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gi->SwitchCoopView();
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}
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CCMD(show_weapon)
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{
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gi->ToggleShowWeapon();
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}
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void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crouchable, bool const disableToggle)
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{
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if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
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WeaponToSend = 0;
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if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
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{
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
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if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
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else dpad_lock &= ~8;
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// This eats the controller input for regular use
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hidInput->dx = 0;
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hidInput->dz = 0;
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hidInput->dyaw = 0;
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}
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else dpad_lock = 0;
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input.actions |= ActionsToSend;
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0))
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input.actions |= SB_AIM_UP;
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0)))
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input.actions |= SB_AIM_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
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hidInput->dz = 0;
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if (buttonMap.ButtonDown(gamefunc_Jump))
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input.actions |= SB_JUMP;
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle)
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input.actions |= SB_CROUCH;
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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crouch_toggle = !crouch_toggle && crouchable;
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if (crouchable) buttonMap.ClearButton(gamefunc_Toggle_Crouch);
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}
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || disableToggle)
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crouch_toggle = false;
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if (buttonMap.ButtonDown(gamefunc_Fire))
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input.actions |= SB_FIRE;
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if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
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input.actions |= SB_ALTFIRE;
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if (buttonMap.ButtonDown(gamefunc_Open))
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{
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if (isBlood()) buttonMap.ClearButton(gamefunc_Open);
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input.actions |= SB_OPEN;
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}
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if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
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input.actions |= SB_RUN;
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if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
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input.actions |= SB_AIMMODE;
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if (buttonMap.ButtonDown(gamefunc_Look_Up))
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input.actions |= SB_LOOK_UP;
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if (buttonMap.ButtonDown(gamefunc_Look_Down))
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input.actions |= SB_LOOK_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Look_Left))
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input.actions |= SB_LOOK_LEFT;
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if (buttonMap.ButtonDown(gamefunc_Look_Right))
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input.actions |= SB_LOOK_RIGHT;
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}
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double InputScale()
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{
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if (!SyncInput())
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{
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double now = I_msTimeF();
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double elapsedInputTicks = lastCheck > 0 ? min(now - lastCheck, 1000.0 / GameTicRate) : 1;
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lastCheck = now;
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return elapsedInputTicks * GameTicRate / 1000.0;
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}
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else
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{
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return 1;
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}
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}
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