raze-gles/source/common/inputstate.cpp
Christoph Oelckers 21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00

66 lines
2.1 KiB
C++

#include "inputstate.h"
#include "v_draw.h"
#include "build.h"
#include "gamecvars.h"
int32_t InputState::mouseReadAbs(vec2_t * const pResult)
{
auto pInput = &g_mouseAbs;
if (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || GUICapture)
return 0;
int32_t const xwidth = max(scale(240<<16, screen->GetWidth(), screen->GetHeight()), 320<<16);
pResult->x = scale(pInput->x, xwidth, xres) - ((xwidth>>1) - (320<<15));
pResult->y = scale(pInput->y, 200<<16, yres);
pResult->y = divscale16(pResult->y - (200<<15), rotatesprite_yxaspect) + (200<<15) - rotatesprite_y_offset;
return 1;
}
void InputState::GetMouseDelta(ControlInfo * info)
{
vec2_t input;
if (!g_mouseEnabled || !g_mouseGrabbed || !appactive)
{
input = {0,0};
return;
}
input = g_mousePos;
g_mousePos = {};
vec2f_t finput = { float(input.x), float(input.y) };
if (in_mousesmoothing)
{
static vec2_t last;
finput = { float(input.x + last.x) * 0.5f, float(input.y + last.y) * 0.5f };
last = input;
}
info->mousex = int(finput.x * (4.f / 65536.f) * in_mousesensitivity * in_mousescalex);
info->mousey = int(finput.y * (4.f / 65536.f) * in_mousesensitivity * in_mousescaley);
}
void InputState::AddEvent(const event_t *ev)
{
// Set the old mouseBits. Yet another piece of cruft that needs to go away.
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
switch (ev->data1)
{
case KEY_MOUSE1 : mouseSetBit(LEFT_MOUSE, ev->type == EV_KeyDown); handleevents_updatemousestate(ev->type); break;
case KEY_MOUSE2 : mouseSetBit(RIGHT_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MOUSE3 : mouseSetBit(MIDDLE_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MOUSE4 : mouseSetBit(THUMB_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MWHEELUP: mouseSetBit(WHEELUP_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MWHEELDOWN: mouseSetBit(WHEELDOWN_MOUSE, ev->type == EV_KeyDown); break;
case KEY_MOUSE5: mouseSetBit(THUMB2_MOUSE, ev->type == EV_KeyDown); break;
default: break;
}
}
keySetState(ev->data1, ev->type == EV_KeyDown);
if (ev->data2) keySetChar(ev->data2);
}