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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.
64 lines
1,005 B
C++
64 lines
1,005 B
C++
#pragma once
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#include <stdint.h>
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#include "compat.h"
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#include "printf.h"
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#include "c_dispatch.h"
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#include "tarray.h"
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#include "scancodes.h"
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#include "c_bind.h"
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#include "c_buttons.h"
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#include "d_event.h"
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#include "m_joy.h"
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#include "gamecvars.h"
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struct ControlInfo
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{
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float dx;
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float dy;
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float dz;
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float dyaw;
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float dpitch;
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float droll;
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float mousex;
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float mousey;
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};
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class InputState
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{
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uint8_t KeyStatus[NUM_KEYS];
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bool AnyKeyStatus;
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vec2f_t g_mousePos;
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public:
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bool ShiftPressed()
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{
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return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
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}
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void AddEvent(const event_t* ev);
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void MouseAddToPos(float x, float y)
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{
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g_mousePos.x += x;
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g_mousePos.y += y;
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}
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void GetMouseDelta(ControlInfo* info);
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void ClearAllInput();
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bool CheckAllInput()
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{
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bool res = AnyKeyStatus;
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AnyKeyStatus = false;
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return res;
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}
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};
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extern InputState inputState;
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void CONTROL_GetInput(ControlInfo* info);
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int32_t handleevents(void);
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