raze-gles/source/core/inputstate.h
Christoph Oelckers 43de0d8312 - consolidation of inventory item activation through hotkeys.
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00

103 lines
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1.8 KiB
C++

#pragma once
#include <stdint.h>
#include "compat.h"
#include "printf.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "scancodes.h"
#include "c_bind.h"
#include "c_buttons.h"
#include "d_event.h"
#include "m_joy.h"
#include "gamecvars.h"
#include "packet.h"
struct ControlInfo
{
float dx;
float dy;
float dz;
float dyaw;
float dpitch;
float droll;
float mousex;
float mousey;
};
class InputState
{
uint8_t KeyStatus[NUM_KEYS];
bool AnyKeyStatus;
vec2f_t g_mousePos;
public:
bool ShiftPressed()
{
return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
}
void AddEvent(const event_t* ev);
void MouseAddToPos(float x, float y)
{
g_mousePos.x += x;
g_mousePos.y += y;
}
void GetMouseDelta(ControlInfo* info);
void ClearAllInput();
bool CheckAllInput()
{
bool res = AnyKeyStatus;
AnyKeyStatus = false;
return res;
}
};
extern InputState inputState;
void CONTROL_GetInput(ControlInfo* info);
int32_t handleevents(void);
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire,
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Shrink_Screen, // Automap only
gamefunc_Enlarge_Screen, // Automap only
gamefunc_Show_Opponents_Weapon, // CCMD
gamefunc_See_Coop_View, // CCMD
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Third_Person_View, // CCMD
gamefunc_Toggle_Crouch,
gamefunc_Quick_Kick,
NUM_ACTIONS
};
void SetupGameButtons();
void ApplyGlobalInput(InputPacket& input, ControlInfo *info);
extern ESyncBits ActionsToSend;