raze/source/core/inputstate.cpp

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/*
** 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"
static int WeaponToSend = 0;
ESyncBits ActionsToSend = 0;
static int dpad_lock = 0;
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//==========================================================================
//
//
//
//==========================================================================
void InputState::GetMouseDelta(ControlInfo * info)
{
vec2f_t input, finput;
input = g_mousePos;
g_mousePos = {};
if (in_mousesmoothing)
{
static vec2f_t last;
finput = { (input.x + last.x) * 0.5f, (input.y + last.y) * 0.5f };
last = input;
}
else
{
finput = { input.x, input.y };
}
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))
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info->mousey /= in_mousebias;
else
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info->mousex /= in_mousebias;
}
}
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//==========================================================================
//
//
//
//==========================================================================
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;
KeyStatus[key] = (uint8_t)state;
if (state && !(key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT))
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.
}
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//==========================================================================
//
//
//
//==========================================================================
void I_StartTic();
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bool ToggleFullscreen;
int32_t handleevents(void)
{
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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;
}
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//==========================================================================
//
//
//
//==========================================================================
void CONTROL_GetInput(ControlInfo* info)
{
memset(info, 0, sizeof(ControlInfo));
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inputState.GetMouseDelta(info);
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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",
"Show_Opponents_Weapon",
"See_Coop_View",
"Mouse_Aiming",
"Dpad_Select",
"Dpad_Aiming",
"Third_Person_View",
"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;
}
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;
}