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https://github.com/ZDoom/raze-gles.git
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76811a1881
This removes most of the InputState class because it is no longer used. The only remaining places still checking scan codes are the modifiers for sizeup and sizedown. All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
179 lines
5 KiB
C++
179 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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timerUpdateClock();
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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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