raze-gles/source/core/inputstate.cpp
Christoph Oelckers e3839b01bc - removed in_mousesmoothing.
This not only was redundant with m_filter, even worse, it was in the wrong place.
Control_GetInput is used to read the current input state from the backend and can get called at uneven intervals, or even multiple times during the same frame, so smoothing the movement here can lead to erratic behavior.
With this change CONTROL_GetInput will return the same data unless it gets updated between calls.
2020-08-29 18:37:22 +02:00

399 lines
9.8 KiB
C++

/*
** Main input handler
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "inputstate.h"
#include "i_system.h"
#include "v_draw.h"
#include "build.h"
#include "gamecvars.h"
#include "v_video.h"
#include "statusbar.h"
#include"packet.h"
#include "gamecontrol.h"
#include "gamestruct.h"
static int WeaponToSend = 0;
ESyncBits ActionsToSend = 0;
static int dpad_lock = 0;
bool sendPause;
//==========================================================================
//
//
//
//==========================================================================
void InputState::GetMouseDelta(ControlInfo * info)
{
vec2f_t finput = g_mousePos;
g_mousePos = {};
info->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
info->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley;
// todo: Use these when the mouse is used for moving instead of turning.
//info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
//info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
if (in_mousebias)
{
if (fabs(info->mousex) > fabs(info->mousey))
info->mousey /= in_mousebias;
else
info->mousex /= in_mousebias;
}
}
//==========================================================================
//
//
//
//==========================================================================
static int exclKeys[] = { KEY_VOLUMEDOWN, KEY_VOLUMEUP };
void InputState::AddEvent(const event_t *ev)
{
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
int key = ev->data1;
bool state = ev->type == EV_KeyDown;
bool ignore = false;
KeyStatus[key] = (uint8_t)state;
// Check if key is to be excluded from setting AnyKeyStatus.
for (int i = 0; i < 2; i++)
{
if (exclKeys[i] == key)
{
ignore = true;
break;
}
}
if (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)
{
ignore = true;
}
if (state && !ignore)
AnyKeyStatus = true;
}
}
//==========================================================================
//
//
//
//==========================================================================
void InputState::ClearAllInput()
{
memset(KeyStatus, 0, sizeof(KeyStatus));
AnyKeyStatus = false;
ActionsToSend = 0;
WeaponToSend = 0;
dpad_lock = 0;
buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
gi->clearlocalinputstate(); // also clear game local input state.
}
//==========================================================================
//
//
//
//==========================================================================
void I_StartTic();
bool ToggleFullscreen;
int32_t handleevents(void)
{
if (ToggleFullscreen)
{
vid_fullscreen = !vid_fullscreen;
ToggleFullscreen = false;
}
// fullscreen toggle has been requested
if (setmodeneeded)
{
setmodeneeded = false;
screen->ToggleFullscreen(vid_fullscreen);
V_OutputResized(screen->GetWidth(), screen->GetHeight());
}
// change the view size if needed
if (setsizeneeded)
{
videoSetGameMode(vid_fullscreen, SCREENWIDTH, SCREENHEIGHT, 32, 1);
setViewport(hud_size);
setsizeneeded = false;
}
I_StartFrame();
I_StartTic();
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
void CONTROL_GetInput(ControlInfo* info)
{
memset(info, 0, sizeof(ControlInfo));
inputState.GetMouseDelta(info);
if (use_joystick)
{
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
info->dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
info->dx += -joyaxes[JOYAXIS_Side] * 0.75f;
info->dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetupGameButtons()
{
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Alt_Fire",
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Shrink_Screen",
"Enlarge_Screen",
"Mouse_Aiming",
"Dpad_Select",
"Dpad_Aiming",
"Toggle_Crouch",
"Quick_Kick",
};
buttonMap.SetButtons(actions, NUM_ACTIONS);
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(slot)
{
// The max differs between games so we have to handle this here.
int max = (g_gameType & GAMEFLAG_PSEXHUMED) || (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE) ? 7 : (g_gameType & GAMEFLAG_BLOOD) ? 12 : 10;
if (argv.argc() != 2)
{
Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
}
auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
WeaponToSend = slot;
}
}
CCMD(weapprev)
{
WeaponToSend = WeaponSel_Prev;
}
CCMD(weapnext)
{
WeaponToSend = WeaponSel_Next;
}
CCMD(weapalt)
{
WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
}
CCMD(useitem)
{
int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : (g_gameType & GAMEFLAG_BLOOD) ? 4 : 5;
if (argv.argc() != 2)
{
Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
}
auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1));
}
}
CCMD(invprev)
{
ActionsToSend |= SB_INVPREV;
}
CCMD(invnext)
{
ActionsToSend |= SB_INVNEXT;
}
CCMD(invuse)
{
ActionsToSend |= SB_INVUSE;
}
CCMD(centerview)
{
ActionsToSend |= SB_CENTERVIEW;
}
CCMD(turnaround)
{
ActionsToSend |= SB_TURNAROUND;
}
CCMD(holsterweapon)
{
ActionsToSend |= SB_HOLSTER;
}
CCMD(backoff)
{
ActionsToSend |= SB_ESCAPE;
}
CCMD(pause)
{
sendPause = true;
}
void ApplyGlobalInput(InputPacket& input, ControlInfo *info)
{
if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
WeaponToSend = 0;
if (info && buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
// These buttons should not autorepeat. The game handlers are not really equipped for that.
if (info->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
else dpad_lock &= ~1;
if (info->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
else dpad_lock &= ~2;
if ((info->dx < 0 || info->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
else dpad_lock &= ~4;
if ((info->dx > 0 || info->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
else dpad_lock &= ~8;
// This eats the controller input for regular use
info->dx = 0;
info->dz = 0;
info->dyaw = 0;
}
else dpad_lock = 0;
input.actions |= ActionsToSend;
ActionsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && info->dz > 0))
input.actions |= SB_AIM_UP;
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && info->dz < 0)))
input.actions |= SB_AIM_DOWN;
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
info->dz = 0;
if (buttonMap.ButtonDown(gamefunc_Jump))
input.actions |= SB_JUMP;
if (buttonMap.ButtonDown(gamefunc_Crouch))
input.actions |= SB_CROUCH;
if (buttonMap.ButtonDown(gamefunc_Fire))
input.actions |= SB_FIRE;
if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
input.actions |= SB_ALTFIRE;
if (buttonMap.ButtonDown(gamefunc_Open))
{
if (g_gameType & GAMEFLAG_BLOOD) buttonMap.ClearButton(gamefunc_Open);
input.actions |= SB_OPEN;
}
if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
input.actions |= SB_RUN;
if (in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
input.actions |= SB_AIMMODE;
if (buttonMap.ButtonDown(gamefunc_Look_Up))
input.actions |= SB_LOOK_UP;
if (buttonMap.ButtonDown(gamefunc_Look_Down))
input.actions |= SB_LOOK_DOWN;
if (buttonMap.ButtonDown(gamefunc_Look_Left))
input.actions |= SB_LOOK_LEFT;
if (buttonMap.ButtonDown(gamefunc_Look_Right))
input.actions |= SB_LOOK_RIGHT;
}