mirror of
https://github.com/ZDoom/raze-gles.git
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8256b54005
* removed the timer callback stuff that came back through the backdoor. * do not use gameclock in the UI code - use the underlying timer directly. * UpdateSounds must still use totalclock, until this can be refactored in its entirety.
177 lines
5 KiB
C++
177 lines
5 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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//==========================================================================
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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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vec2f_t input, finput;
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input = g_mousePos;
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g_mousePos = {};
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if (in_mousesmoothing)
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{
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static vec2f_t last;
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finput = { (input.x + last.x) * 0.5f, (input.y + last.y) * 0.5f };
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last = input;
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}
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else
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{
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finput = { input.x, input.y };
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}
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info->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
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info->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley;
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// todo: Use these when the mouse is used for moving instead of turning.
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//info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
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//info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
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if (in_mousebias)
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{
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if (fabs(info->mousex) > fabs(info->mousey))
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info->mousey /= in_mousebias;
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else
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info->mousex /= in_mousebias;
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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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int key = ev->data1;
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bool state = ev->type == EV_KeyDown;
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KeyStatus[key] = (uint8_t)state;
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if (state && !(key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT))
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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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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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gi->clearlocalinputstate(); // also clear game local input state.
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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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videoSetGameMode(vid_fullscreen, SCREENWIDTH, SCREENHEIGHT, 32, 1);
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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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void CONTROL_GetInput(ControlInfo* info)
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{
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memset(info, 0, sizeof(ControlInfo));
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inputState.GetMouseDelta(info);
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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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info->dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
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info->dx += -joyaxes[JOYAXIS_Side] * 0.75f;
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info->dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
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info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
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}
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}
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