mirror of
https://github.com/ZDoom/raze-gles.git
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139 lines
2.7 KiB
C++
139 lines
2.7 KiB
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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#include "packet.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 mouseturnx;
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float mouseturny;
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float mousemovex;
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float mousemovey;
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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* hidInput);
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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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ControlInfo CONTROL_GetInput();
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int32_t handleevents(void);
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enum GameFunction_t
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{
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gamefunc_Move_Forward, //
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gamefunc_Move_Backward, //
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gamefunc_Turn_Left, //
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gamefunc_Turn_Right, //
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gamefunc_Strafe, //
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire,
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left, //
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gamefunc_Strafe_Right, //
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Shrink_Screen, // Automap only
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gamefunc_Enlarge_Screen, // Automap only
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gamefunc_Mouse_Aiming,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_Toggle_Crouch,
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gamefunc_Quick_Kick,
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gamefunc_AM_PanLeft,
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gamefunc_AM_PanRight,
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gamefunc_AM_PanUp,
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gamefunc_AM_PanDown,
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NUM_ACTIONS
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};
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void SetupGameButtons();
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void ApplyGlobalInput(InputPacket& input, ControlInfo* const hidInput, bool const crouchable = true, bool const disableToggle = false);
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extern ESyncBits ActionsToSend;
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double InputScale();
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extern bool gamesetinput;
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inline bool SyncInput()
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{
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return gamesetinput || cl_syncinput;
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}
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//---------------------------------------------------------------------------
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//
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// Inline functions to help with edge cases where synchronised input is needed.
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//
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//---------------------------------------------------------------------------
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inline void setForcedSyncInput()
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{
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gamesetinput = true;
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}
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inline void resetForcedSyncInput()
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{
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gamesetinput = false;
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}
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inline bool specialKeyEvent(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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if (key == KEY_VOLUMEDOWN || key == KEY_VOLUMEUP || (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)) return true;
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}
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return false;
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}
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