raze/source/core/inputstate.h

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C
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#pragma once
#include <stdint.h>
#include "compat.h"
#include "printf.h"
#include "c_dispatch.h"
#include "tarray.h"
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#include "scancodes.h"
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#include "c_bind.h"
#include "c_buttons.h"
#include "d_event.h"
#include "m_joy.h"
#include "gamecvars.h"
#include "packet.h"
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struct ControlInfo
{
float dx;
float dy;
float dz;
float dyaw;
float dpitch;
float droll;
float mouseturnx;
float mouseturny;
float mousemovex;
float mousemovey;
};
class InputState
{
uint8_t KeyStatus[NUM_KEYS];
bool AnyKeyStatus;
vec2f_t g_mousePos;
public:
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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* hidInput);
void ClearAllInput();
bool CheckAllInput()
{
bool res = AnyKeyStatus;
AnyKeyStatus = false;
return res;
}
};
extern InputState inputState;
ControlInfo CONTROL_GetInput();
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_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Toggle_Crouch,
gamefunc_Quick_Kick,
gamefunc_AM_PanLeft,
gamefunc_AM_PanRight,
gamefunc_AM_PanUp,
gamefunc_AM_PanDown,
NUM_ACTIONS
};
void SetupGameButtons();
void ApplyGlobalInput(InputPacket& input, ControlInfo* const hidInput, bool const crouchable = true, bool const disableToggle = false);
extern ESyncBits ActionsToSend;
double InputScale();
extern bool gamesetinput;
inline bool SyncInput()
{
return gamesetinput || cl_syncinput;
}
//---------------------------------------------------------------------------
//
// Inline functions to help with edge cases where synchronised input is needed.
//
//---------------------------------------------------------------------------
inline void setForcedSyncInput()
{
gamesetinput = true;
}
inline void resetForcedSyncInput()
{
gamesetinput = false;
}
inline bool specialKeyEvent(event_t* ev)
{
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
int key = ev->data1;
if (key == KEY_VOLUMEDOWN || key == KEY_VOLUMEUP || (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)) return true;
}
return false;
}