2020-01-01 10:35:47 +00:00
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/*
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** Main input handler
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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2019-11-10 14:15:14 +00:00
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#include "inputstate.h"
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2020-04-23 19:18:40 +00:00
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#include "i_system.h"
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2019-11-10 14:15:14 +00:00
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#include "v_draw.h"
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#include "build.h"
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#include "gamecvars.h"
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2020-05-25 15:11:32 +00:00
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#include "v_video.h"
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2020-08-16 00:55:50 +00:00
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#include "statusbar.h"
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2020-08-26 22:25:59 +00:00
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#include"packet.h"
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#include "gamecontrol.h"
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2019-11-10 14:15:14 +00:00
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2020-08-26 22:53:35 +00:00
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static int WeaponToSend = 0;
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2020-08-27 19:25:09 +00:00
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ESyncBits ActionsToSend = 0;
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2020-08-27 20:19:24 +00:00
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static int dpad_lock = 0;
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2020-01-01 10:35:47 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2019-11-10 14:15:14 +00:00
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void InputState::GetMouseDelta(ControlInfo * info)
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{
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2020-07-05 02:02:33 +00:00
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vec2f_t input, finput;
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2019-11-10 14:15:14 +00:00
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input = g_mousePos;
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g_mousePos = {};
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if (in_mousesmoothing)
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{
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2020-07-05 02:02:33 +00:00
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static vec2f_t last;
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finput = { (input.x + last.x) * 0.5f, (input.y + last.y) * 0.5f };
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2019-11-10 14:15:14 +00:00
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last = input;
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}
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2020-07-05 02:02:33 +00:00
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else
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{
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finput = { input.x, input.y };
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}
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2019-11-10 14:15:14 +00:00
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2020-07-05 02:02:33 +00:00
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info->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
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info->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley;
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2019-12-03 19:49:56 +00:00
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// todo: Use these when the mouse is used for moving instead of turning.
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//info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
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//info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
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2019-12-03 19:58:43 +00:00
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if (in_mousebias)
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{
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2020-07-05 02:02:33 +00:00
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if (fabs(info->mousex) > fabs(info->mousey))
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2020-01-29 20:51:57 +00:00
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info->mousey /= in_mousebias;
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2019-12-03 19:58:43 +00:00
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else
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2020-01-29 20:51:57 +00:00
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info->mousex /= in_mousebias;
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2019-12-03 19:58:43 +00:00
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}
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2019-11-10 14:15:14 +00:00
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}
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2020-01-01 10:35:47 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2019-11-10 14:15:14 +00:00
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void InputState::AddEvent(const event_t *ev)
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{
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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2020-08-24 18:34:18 +00:00
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int key = ev->data1;
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bool state = ev->type == EV_KeyDown;
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KeyStatus[key] = (uint8_t)state;
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if (state && !(key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT))
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AnyKeyStatus = true;
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2019-11-10 14:15:14 +00:00
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}
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}
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2019-12-24 12:54:50 +00:00
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2020-07-17 18:56:10 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InputState::ClearAllInput()
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{
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memset(KeyStatus, 0, sizeof(KeyStatus));
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2020-08-24 18:34:18 +00:00
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AnyKeyStatus = false;
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2020-08-27 20:19:24 +00:00
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ActionsToSend = 0;
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WeaponToSend = 0;
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dpad_lock = 0;
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2020-07-17 18:56:10 +00:00
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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gi->clearlocalinputstate(); // also clear game local input state.
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}
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2020-01-01 10:35:47 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2019-12-24 12:54:50 +00:00
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void I_StartTic();
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2020-01-08 00:00:57 +00:00
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bool ToggleFullscreen;
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2019-12-24 12:54:50 +00:00
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int32_t handleevents(void)
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{
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2020-01-08 00:00:57 +00:00
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if (ToggleFullscreen)
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{
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vid_fullscreen = !vid_fullscreen;
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ToggleFullscreen = false;
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}
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2020-01-01 08:49:06 +00:00
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// fullscreen toggle has been requested
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if (setmodeneeded)
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{
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setmodeneeded = false;
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2020-01-01 11:36:48 +00:00
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screen->ToggleFullscreen(vid_fullscreen);
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2020-01-01 08:49:06 +00:00
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V_OutputResized(screen->GetWidth(), screen->GetHeight());
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}
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// change the view size if needed
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if (setsizeneeded)
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{
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videoSetGameMode(vid_fullscreen, SCREENWIDTH, SCREENHEIGHT, 32, 1);
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2020-08-16 00:55:50 +00:00
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setViewport(hud_size);
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2020-01-01 08:49:06 +00:00
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setsizeneeded = false;
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}
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2020-04-23 19:18:40 +00:00
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I_StartFrame();
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2019-12-24 12:54:50 +00:00
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I_StartTic();
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return 0;
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}
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2020-01-01 10:35:47 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2019-12-24 12:54:50 +00:00
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void CONTROL_GetInput(ControlInfo* info)
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{
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memset(info, 0, sizeof(ControlInfo));
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2020-01-08 00:00:57 +00:00
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inputState.GetMouseDelta(info);
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2019-12-24 12:54:50 +00:00
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2020-04-07 22:24:16 +00:00
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if (use_joystick)
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2019-12-24 12:54:50 +00:00
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{
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// Handle joysticks/game controllers.
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float joyaxes[NUM_JOYAXIS];
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I_GetAxes(joyaxes);
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2020-06-24 13:11:42 +00:00
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info->dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
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info->dx += -joyaxes[JOYAXIS_Side] * 0.75f;
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info->dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
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info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
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2019-12-24 12:54:50 +00:00
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}
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}
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2020-08-26 22:25:59 +00:00
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SetupGameButtons()
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{
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static const char* actions[] = {
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"Move_Forward",
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"Move_Backward",
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"Turn_Left",
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"Turn_Right",
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"Strafe",
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"Fire",
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"Open",
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"Run",
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"Alt_Fire",
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"Jump",
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"Crouch",
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"Look_Up",
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"Look_Down",
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"Look_Left",
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"Look_Right",
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"Strafe_Left",
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"Strafe_Right",
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"Aim_Up",
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"Aim_Down",
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"Shrink_Screen",
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"Enlarge_Screen",
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"Show_Opponents_Weapon",
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"See_Coop_View",
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"Mouse_Aiming",
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"Dpad_Select",
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"Dpad_Aiming",
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"Third_Person_View",
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"Toggle_Crouch",
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"Quick_Kick",
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};
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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}
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2020-08-26 22:53:35 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CCMD(slot)
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{
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// The max differs between games so we have to handle this here.
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int max = (g_gameType & GAMEFLAG_PSEXHUMED) || (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE) ? 7 : (g_gameType & GAMEFLAG_BLOOD) ? 12 : 10;
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if (argv.argc() != 2)
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{
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Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
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}
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auto slot = atoi(argv[1]);
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if (slot >= 1 && slot <= max)
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{
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WeaponToSend = slot;
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}
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}
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CCMD(weapprev)
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{
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WeaponToSend = WeaponSel_Prev;
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}
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CCMD(weapnext)
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{
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WeaponToSend = WeaponSel_Next;
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}
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CCMD(weapalt)
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{
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WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
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}
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2020-08-27 19:25:09 +00:00
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CCMD(useitem)
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{
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int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : (g_gameType & GAMEFLAG_BLOOD) ? 4 : 5;
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if (argv.argc() != 2)
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{
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Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
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}
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auto slot = atoi(argv[1]);
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if (slot >= 1 && slot <= max)
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{
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ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1));
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}
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}
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2020-08-27 20:19:24 +00:00
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CCMD(invprev)
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{
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ActionsToSend |= SB_INVPREV;
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}
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CCMD(invnext)
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{
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ActionsToSend |= SB_INVNEXT;
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}
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CCMD(invuse)
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{
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ActionsToSend |= SB_INVUSE;
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}
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2020-08-27 19:25:09 +00:00
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2020-08-26 22:53:35 +00:00
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void ApplyGlobalInput(InputPacket& input, ControlInfo *info)
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{
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if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
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WeaponToSend = 0;
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2020-08-27 20:19:24 +00:00
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if (info && buttonMap.ButtonDown(gamefunc_Dpad_Select))
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2020-08-26 22:53:35 +00:00
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{
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2020-08-27 20:19:24 +00:00
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (info->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
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if (info->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((info->dx < 0 || info->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((info->dx > 0 || info->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
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else dpad_lock &= ~8;
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2020-08-26 22:53:35 +00:00
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// This eats the controller input for regular use
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info->dx = 0;
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info->dz = 0;
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info->dyaw = 0;
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}
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2020-08-27 20:19:24 +00:00
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else dpad_lock = 0;
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2020-08-27 19:25:09 +00:00
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input.actions |= ActionsToSend;
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ActionsToSend = 0;
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2020-08-26 22:53:35 +00:00
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}
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