mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- simplified the button state maintenance
This removes all unused parts of the implementation and moves the rest to the InputState class for easier replacement later. All MACT is doing now here is to call the UpdateStatus function, the internal workings are no longer relevant.
This commit is contained in:
parent
f8203ac766
commit
065721c62b
23 changed files with 137 additions and 476 deletions
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@ -816,7 +816,7 @@ void LocalKeys(void)
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bool shift = inputState.ShiftPressed();
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if (BUTTON(gamefunc_See_Chase_View) && !alt && !shift)
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{
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CONTROL_ClearButton(gamefunc_See_Chase_View);
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inputState.ClearButton(gamefunc_See_Chase_View);
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if (gViewPos > VIEWPOS_0)
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gViewPos = VIEWPOS_0;
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else
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@ -824,7 +824,7 @@ void LocalKeys(void)
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}
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if (BUTTON(gamefunc_See_Coop_View))
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{
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CONTROL_ClearButton(gamefunc_See_Coop_View);
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inputState.ClearButton(gamefunc_See_Coop_View);
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if (gGameOptions.nGameType == 1)
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{
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gViewIndex = connectpoint2[gViewIndex];
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@ -878,7 +878,7 @@ void LocalKeys(void)
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}
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keyFlushScans();
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inputState.ClearKeyStatus(key);
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CONTROL_ClearButton(gamefunc_See_Chase_View);
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inputState.ClearButton(gamefunc_See_Chase_View);
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return;
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}
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switch (key)
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@ -142,7 +142,7 @@ void ctrlGetInput(void)
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g_MyAimMode = 1;
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else
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{
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CONTROL_ClearButton(gamefunc_Mouse_Aiming);
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inputState.ClearButton(gamefunc_Mouse_Aiming);
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g_MyAimMode = !g_MyAimMode;
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if (g_MyAimMode)
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{
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@ -189,14 +189,14 @@ void ctrlGetInput(void)
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if (gGameStarted && gInputMode != kInputMessage && gInputMode != kInputMenu
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&& BUTTON(gamefunc_Send_Message))
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{
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CONTROL_ClearButton(gamefunc_Send_Message);
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inputState.ClearButton(gamefunc_Send_Message);
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keyFlushScans();
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gInputMode = kInputMessage;
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}
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if (BUTTON(gamefunc_AutoRun))
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{
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CONTROL_ClearButton(gamefunc_AutoRun);
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inputState.ClearButton(gamefunc_AutoRun);
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gAutoRun = !gAutoRun;
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if (gAutoRun)
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viewSetMessage("Auto run ON");
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@ -206,13 +206,13 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Map_Toggle))
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{
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CONTROL_ClearButton(gamefunc_Map_Toggle);
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inputState.ClearButton(gamefunc_Map_Toggle);
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viewToggle(gViewMode);
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}
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if (BUTTON(gamefunc_Map_Follow_Mode))
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{
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CONTROL_ClearButton(gamefunc_Map_Follow_Mode);
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inputState.ClearButton(gamefunc_Map_Follow_Mode);
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gFollowMap = !gFollowMap;
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gViewMap.FollowMode(gFollowMap);
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}
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@ -221,7 +221,7 @@ void ctrlGetInput(void)
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{
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if (gViewMode == 3)
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{
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CONTROL_ClearButton(gamefunc_Shrink_Screen);
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inputState.ClearButton(gamefunc_Shrink_Screen);
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G_ChangeHudLayout(-1);
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}
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if (gViewMode == 2 || gViewMode == 4)
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@ -235,7 +235,7 @@ void ctrlGetInput(void)
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{
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if (gViewMode == 3)
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{
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CONTROL_ClearButton(gamefunc_Enlarge_Screen);
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inputState.ClearButton(gamefunc_Enlarge_Screen);
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G_ChangeHudLayout(1);
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}
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if (gViewMode == 2 || gViewMode == 4)
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@ -247,25 +247,25 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Toggle_Crosshair))
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{
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CONTROL_ClearButton(gamefunc_Toggle_Crosshair);
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inputState.ClearButton(gamefunc_Toggle_Crosshair);
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cl_crosshair = !cl_crosshair;
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}
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if (BUTTON(gamefunc_Next_Weapon))
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{
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CONTROL_ClearButton(gamefunc_Next_Weapon);
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inputState.ClearButton(gamefunc_Next_Weapon);
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gInput.keyFlags.nextWeapon = 1;
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}
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if (BUTTON(gamefunc_Previous_Weapon))
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{
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CONTROL_ClearButton(gamefunc_Previous_Weapon);
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inputState.ClearButton(gamefunc_Previous_Weapon);
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gInput.keyFlags.prevWeapon = 1;
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}
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if (BUTTON(gamefunc_Show_Opponents_Weapon))
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{
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CONTROL_ClearButton(gamefunc_Show_Opponents_Weapon);
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inputState.ClearButton(gamefunc_Show_Opponents_Weapon);
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cl_showweapon = (cl_showweapon + 1) & 3;
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}
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@ -283,7 +283,7 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Open))
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{
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CONTROL_ClearButton(gamefunc_Open);
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inputState.ClearButton(gamefunc_Open);
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gInput.keyFlags.action = 1;
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}
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@ -300,7 +300,7 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Aim_Center))
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{
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CONTROL_ClearButton(gamefunc_Aim_Center);
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inputState.ClearButton(gamefunc_Aim_Center);
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gInput.keyFlags.lookCenter = 1;
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}
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@ -308,43 +308,43 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Inventory_Left))
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{
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CONTROL_ClearButton(gamefunc_Inventory_Left);
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inputState.ClearButton(gamefunc_Inventory_Left);
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gInput.keyFlags.prevItem = 1;
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}
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if (BUTTON(gamefunc_Inventory_Right))
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{
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CONTROL_ClearButton(gamefunc_Inventory_Right);
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inputState.ClearButton(gamefunc_Inventory_Right);
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gInput.keyFlags.nextItem = 1;
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}
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if (BUTTON(gamefunc_Inventory_Use))
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{
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CONTROL_ClearButton(gamefunc_Inventory_Use);
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inputState.ClearButton(gamefunc_Inventory_Use);
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gInput.keyFlags.useItem = 1;
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}
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if (BUTTON(gamefunc_BeastVision))
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{
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CONTROL_ClearButton(gamefunc_BeastVision);
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inputState.ClearButton(gamefunc_BeastVision);
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gInput.useFlags.useBeastVision = 1;
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}
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if (BUTTON(gamefunc_CrystalBall))
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{
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CONTROL_ClearButton(gamefunc_CrystalBall);
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inputState.ClearButton(gamefunc_CrystalBall);
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gInput.useFlags.useCrystalBall = 1;
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}
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if (BUTTON(gamefunc_JumpBoots))
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{
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CONTROL_ClearButton(gamefunc_JumpBoots);
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inputState.ClearButton(gamefunc_JumpBoots);
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gInput.useFlags.useJumpBoots = 1;
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}
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if (BUTTON(gamefunc_MedKit))
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{
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CONTROL_ClearButton(gamefunc_MedKit);
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inputState.ClearButton(gamefunc_MedKit);
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gInput.useFlags.useMedKit = 1;
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}
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@ -352,26 +352,26 @@ void ctrlGetInput(void)
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{
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if (BUTTON(gamefunc_Weapon_1 + i))
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{
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CONTROL_ClearButton(gamefunc_Weapon_1 + i);
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inputState.ClearButton(gamefunc_Weapon_1 + i);
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gInput.newWeapon = 1 + i;
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}
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}
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if (BUTTON(gamefunc_ProximityBombs))
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{
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CONTROL_ClearButton(gamefunc_ProximityBombs);
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inputState.ClearButton(gamefunc_ProximityBombs);
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gInput.newWeapon = 11;
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}
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if (BUTTON(gamefunc_RemoteBombs))
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{
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CONTROL_ClearButton(gamefunc_RemoteBombs);
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inputState.ClearButton(gamefunc_RemoteBombs);
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gInput.newWeapon = 12;
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}
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if (BUTTON(gamefunc_Holster_Weapon))
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{
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CONTROL_ClearButton(gamefunc_Holster_Weapon);
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inputState.ClearButton(gamefunc_Holster_Weapon);
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gInput.keyFlags.holsterWeapon = 1;
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}
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@ -31,6 +31,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "input.h"
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#include "menus.h"
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#include "gamemenu.h"
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#include "inputstate.h"
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BEGIN_BLD_NS
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@ -52,7 +53,7 @@ void I_ClearAllInput(void)
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KB_ClearKeysDown();
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MOUSE_ClearAllButtons();
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JOYSTICK_ClearAllButtons();
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CONTROL_ClearAllButtons();
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inputState.ClearAllButtons();
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#if defined EDUKE32_IOS
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mouseAdvanceClickState();
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#endif
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@ -146,10 +147,10 @@ void I_GeneralTriggerClear(void)
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I_AdvanceTriggerClear();
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I_ReturnTriggerClear();
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#if !defined GEKKO
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CONTROL_ClearButton(gamefunc_Open);
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CONTROL_ClearButton(gamefunc_Weapon_Fire);
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inputState.ClearButton(gamefunc_Open);
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inputState.ClearButton(gamefunc_Weapon_Fire);
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#endif
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CONTROL_ClearButton(gamefunc_Crouch);
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inputState.ClearButton(gamefunc_Crouch);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_START);
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}
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@ -194,7 +195,7 @@ void I_MenuUpClear(void)
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KB_ClearKeyDown(sc_UpArrow);
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KB_ClearKeyDown(sc_kpad_8);
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MOUSE_ClearButton(WHEELUP_MOUSE);
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CONTROL_ClearButton(gamefunc_Move_Forward);
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inputState.ClearButton(gamefunc_Move_Forward);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_UP);
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CONTROL_ClearGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTY);
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KB_ClearKeyDown(sc_kpad_2);
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KB_ClearKeyDown(sc_PgDn);
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MOUSE_ClearButton(WHEELDOWN_MOUSE);
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CONTROL_ClearButton(gamefunc_Move_Backward);
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inputState.ClearButton(gamefunc_Move_Backward);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_DOWN);
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CONTROL_ClearGameControllerDigitalAxisPos(GAMECONTROLLER_AXIS_LEFTY);
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@ -246,8 +247,8 @@ void I_MenuLeftClear(void)
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KB_ClearKeyDown(sc_LeftArrow);
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KB_ClearKeyDown(sc_kpad_4);
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KB_ClearKeyDown(sc_Tab);
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CONTROL_ClearButton(gamefunc_Turn_Left);
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CONTROL_ClearButton(gamefunc_Strafe_Left);
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inputState.ClearButton(gamefunc_Turn_Left);
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inputState.ClearButton(gamefunc_Strafe_Left);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_LEFT);
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CONTROL_ClearGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTX);
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KB_ClearKeyDown(sc_RightArrow);
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KB_ClearKeyDown(sc_kpad_6);
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KB_ClearKeyDown(sc_Tab);
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CONTROL_ClearButton(gamefunc_Turn_Right);
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CONTROL_ClearButton(gamefunc_Strafe_Right);
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inputState.ClearButton(gamefunc_Turn_Right);
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inputState.ClearButton(gamefunc_Strafe_Right);
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MOUSE_ClearButton(MIDDLE_MOUSE);
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JOYSTICK_ClearHat(0);
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JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_RIGHT);
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@ -50,7 +50,7 @@ CCheatMgr gCheatMgr;
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void sub_5A928(void)
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{
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for (int i = 0; i < NUMGAMEFUNCTIONS-1; i++)
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CONTROL_ClearButton(i);
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inputState.ClearButton(i);
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}
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void sub_5A944(char key)
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@ -61,7 +61,7 @@ void sub_5A944(char key)
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key1 = KeyboardKeys[i][0];
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key2 = KeyboardKeys[i][1];
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if (key1 == key || key2 == key)
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CONTROL_ClearButton(i);
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inputState.ClearButton(i);
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}
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}
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@ -612,7 +612,7 @@ void CPlayerMsg::ProcessKeys(void)
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case sc_F8:
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case sc_F9:
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case sc_F10:
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CONTROL_ClearButton(gamefunc_See_Chase_View);
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inputState.ClearButton(gamefunc_See_Chase_View);
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Set(*CombatMacros[key-sc_F1]);
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Send();
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inputState.ClearKeyStatus(key);
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@ -338,7 +338,6 @@ void CONFIG_SetDefaultKeys(const char *defbinds, bool lazy/*=false*/)
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CONFIG_MapKey(num, key[0], 0, key[1], 0);
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}
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CONTROL_DefineFlag(num, false);
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}
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}
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0
source/common/inputstate.cpp
Normal file
0
source/common/inputstate.cpp
Normal file
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@ -124,54 +124,47 @@ enum GameFunction_t
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class InputState
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{
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// NOTE: This entire thing is mostly a band-aid to wrap something around MACT so that replacing it with a true event-driven system later
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// won't result in a total disaster. None of this is meant to live for long because the input method at use here is fundamentally flawed
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// because it does not track what triggered the button.
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struct ButtonStateFlags
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{
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bool ButtonActive; // Button currently reports being active to the client
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bool ButtonCleared;, // Button has been cleared by the client, i.e. do not set to active until no input for this button is active anymore.
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};
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FixedBitArray<NUMGAMEFUNCTIONS> ButtonState, ButtonHeldState;
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ButtonStateFlags ButtonState[NUMGAMEFUNCTIONS];
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uint8_t KeyStatus[NUMKEYS];
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public:
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bool BUTTON(int x)
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{
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return ButtonState[x];
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return ButtonState[x].ButtonActive;
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}
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bool BUTTONHELD(int x)
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// Receive a status update
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void UpdateButton(int x, bool set)
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{
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return ButtonHeldState[x];
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}
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auto &b = ButtonState[x];
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if (!b.ButtonCleared) b.ButtonActive = set;
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else if (!set) b.ButtonCleared = false;
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void SetButton(int x, bool set = true)
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{
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if (set) ButtonState.Set(x);
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else ButtonState.Clear(x);
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}
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void SetButtonHeld(int x, bool set = true)
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{
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if (set) ButtonHeldState.Set(x);
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else ButtonHeldState.Clear(x);
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}
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void ClearButton(int x)
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{
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ButtonState.Clear(x);
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ButtonState[x].ButtonActive = false;
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ButtonState[x].ButtonCleared = true;
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}
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void ClearButtonHeld(int x)
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void ClearAllButtons()
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{
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ButtonHeldState.Clear(x);
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for (auto & b : ButtonState)
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{
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b.ButtonActive = false;
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b.ButtonCleared = true;
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}
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void ClearButtonState()
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{
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ButtonState.Zero();
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ButtonHeldState.Zero();
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}
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void PrepareState()
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{
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ButtonHeldState = ButtonState;
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ButtonState.Zero();
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}
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uint8_t GetKeyStatus(int key)
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@ -224,26 +217,6 @@ inline bool BUTTON(int x)
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return inputState.BUTTON(x);
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}
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inline bool BUTTONHELD(int x)
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{
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return inputState.BUTTONHELD(x);
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}
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inline bool BUTTONJUSTPRESSED(int x)
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{
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return (BUTTON(x) && !BUTTONHELD(x));
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}
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inline bool BUTTONRELEASED(int x)
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{
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return (!BUTTON(x) && BUTTONHELD(x));
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}
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inline bool BUTTONSTATECHANGED(int x)
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{
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return (BUTTON(x) != BUTTONHELD(x));
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}
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inline uint8_t KB_KeyPressed(int scan)
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{
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return inputState.GetKeyStatus(scan);
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@ -909,7 +909,7 @@ nextdemo_nomenu:
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if (BUTTON(gamefunc_SendMessage))
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{
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KB_FlushKeyboardQueue();
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CONTROL_ClearButton(gamefunc_SendMessage);
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inputState.ClearButton(gamefunc_SendMessage);
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g_player[myconnectindex].ps->gm = MODE_TYPE;
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typebuf[0] = 0;
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}
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@ -4550,7 +4550,7 @@ void G_HandleLocalKeys(void)
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{
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if (BUTTON(gamefunc_Enlarge_Screen))
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{
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CONTROL_ClearButton(gamefunc_Enlarge_Screen);
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inputState.ClearButton(gamefunc_Enlarge_Screen);
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if (!SHIFTS_IS_PRESSED)
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{
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@ -4569,7 +4569,7 @@ void G_HandleLocalKeys(void)
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if (BUTTON(gamefunc_Shrink_Screen))
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{
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CONTROL_ClearButton(gamefunc_Shrink_Screen);
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inputState.ClearButton(gamefunc_Shrink_Screen);
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if (!SHIFTS_IS_PRESSED)
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{
|
||||
|
@ -4592,7 +4592,7 @@ void G_HandleLocalKeys(void)
|
|||
|
||||
if (BUTTON(gamefunc_See_Coop_View) && (GTFLAGS(GAMETYPE_COOPVIEW) || ud.recstat == 2))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_See_Coop_View);
|
||||
inputState.ClearButton(gamefunc_See_Coop_View);
|
||||
screenpeek = connectpoint2[screenpeek];
|
||||
if (screenpeek == -1) screenpeek = 0;
|
||||
g_restorePalette = -1;
|
||||
|
@ -4600,21 +4600,21 @@ void G_HandleLocalKeys(void)
|
|||
|
||||
if ((g_netServer || ud.multimode > 1) && BUTTON(gamefunc_Show_Opponents_Weapon))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Show_Opponents_Weapon);
|
||||
inputState.ClearButton(gamefunc_Show_Opponents_Weapon);
|
||||
ud.config.ShowWeapons = ud.showweapons = 1-ud.showweapons;
|
||||
P_DoQuote(QUOTE_WEAPON_MODE_OFF-ud.showweapons, &myplayer);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Toggle_Crosshair))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Toggle_Crosshair);
|
||||
inputState.ClearButton(gamefunc_Toggle_Crosshair);
|
||||
cl_crosshair = !cl_crosshair;
|
||||
P_DoQuote(QUOTE_CROSSHAIR_OFF-cl_crosshair, &myplayer);
|
||||
}
|
||||
|
||||
if (ud.overhead_on && BUTTON(gamefunc_Map_Follow_Mode))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Map_Follow_Mode);
|
||||
inputState.ClearButton(gamefunc_Map_Follow_Mode);
|
||||
ud.scrollmode = 1-ud.scrollmode;
|
||||
if (ud.scrollmode)
|
||||
{
|
||||
|
@ -4806,7 +4806,7 @@ void G_HandleLocalKeys(void)
|
|||
if ((g_netServer || ud.multimode > 1) && BUTTON(gamefunc_SendMessage))
|
||||
{
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_SendMessage);
|
||||
inputState.ClearButton(gamefunc_SendMessage);
|
||||
myplayer.gm |= MODE_TYPE;
|
||||
typebuf[0] = 0;
|
||||
}
|
||||
|
@ -4905,7 +4905,7 @@ FAKE_F3:
|
|||
|
||||
if ((BUTTON(gamefunc_Quick_Save) || g_doQuickSave == 1) && (myplayer.gm & MODE_GAME))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Quick_Save);
|
||||
inputState.ClearButton(gamefunc_Quick_Save);
|
||||
|
||||
g_doQuickSave = 0;
|
||||
|
||||
|
@ -4942,7 +4942,7 @@ FAKE_F3:
|
|||
|
||||
if (BUTTON(gamefunc_Third_Person_View))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Third_Person_View);
|
||||
inputState.ClearButton(gamefunc_Third_Person_View);
|
||||
|
||||
myplayer.over_shoulder_on = !myplayer.over_shoulder_on;
|
||||
|
||||
|
@ -4964,7 +4964,7 @@ FAKE_F3:
|
|||
|
||||
if ((BUTTON(gamefunc_Quick_Load) || g_doQuickSave == 2) && (myplayer.gm & MODE_GAME))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Quick_Load);
|
||||
inputState.ClearButton(gamefunc_Quick_Load);
|
||||
|
||||
g_doQuickSave = 0;
|
||||
|
||||
|
@ -5036,14 +5036,14 @@ FAKE_F3:
|
|||
|
||||
if (BUTTON(gamefunc_AutoRun))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_AutoRun);
|
||||
inputState.ClearButton(gamefunc_AutoRun);
|
||||
cl_autorun= 1-cl_autorun;
|
||||
P_DoQuote(QUOTE_RUN_MODE_OFF + cl_autorun, &myplayer);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Map))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Map);
|
||||
inputState.ClearButton(gamefunc_Map);
|
||||
if (ud.last_overhead != ud.overhead_on && ud.last_overhead)
|
||||
{
|
||||
ud.overhead_on = ud.last_overhead;
|
||||
|
|
|
@ -31,6 +31,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "control.h"
|
||||
#include "input.h"
|
||||
#include "menus.h"
|
||||
#include "inputstate.h"
|
||||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
|
@ -52,7 +53,7 @@ void I_ClearAllInput(void)
|
|||
KB_ClearKeysDown();
|
||||
MOUSE_ClearAllButtons();
|
||||
JOYSTICK_ClearAllButtons();
|
||||
CONTROL_ClearAllButtons();
|
||||
inputState.ClearAllButtons();
|
||||
#if defined EDUKE32_IOS
|
||||
mouseAdvanceClickState();
|
||||
#endif
|
||||
|
@ -146,10 +147,10 @@ void I_GeneralTriggerClear(void)
|
|||
I_AdvanceTriggerClear();
|
||||
I_ReturnTriggerClear();
|
||||
#if !defined GEKKO
|
||||
CONTROL_ClearButton(gamefunc_Open);
|
||||
CONTROL_ClearButton(gamefunc_Fire);
|
||||
inputState.ClearButton(gamefunc_Open);
|
||||
inputState.ClearButton(gamefunc_Fire);
|
||||
#endif
|
||||
CONTROL_ClearButton(gamefunc_Crouch);
|
||||
inputState.ClearButton(gamefunc_Crouch);
|
||||
JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_START);
|
||||
}
|
||||
|
||||
|
@ -194,7 +195,7 @@ void I_MenuUpClear(void)
|
|||
KB_ClearKeyDown(sc_UpArrow);
|
||||
KB_ClearKeyDown(sc_kpad_8);
|
||||
MOUSE_ClearButton(WHEELUP_MOUSE);
|
||||
CONTROL_ClearButton(gamefunc_Move_Forward);
|
||||
inputState.ClearButton(gamefunc_Move_Forward);
|
||||
JOYSTICK_ClearHat(0);
|
||||
JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_UP);
|
||||
CONTROL_ClearGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTY);
|
||||
|
@ -220,7 +221,7 @@ void I_MenuDownClear(void)
|
|||
KB_ClearKeyDown(sc_kpad_2);
|
||||
KB_ClearKeyDown(sc_PgDn);
|
||||
MOUSE_ClearButton(WHEELDOWN_MOUSE);
|
||||
CONTROL_ClearButton(gamefunc_Move_Backward);
|
||||
inputState.ClearButton(gamefunc_Move_Backward);
|
||||
JOYSTICK_ClearHat(0);
|
||||
JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_DOWN);
|
||||
CONTROL_ClearGameControllerDigitalAxisPos(GAMECONTROLLER_AXIS_LEFTY);
|
||||
|
@ -246,8 +247,8 @@ void I_MenuLeftClear(void)
|
|||
KB_ClearKeyDown(sc_LeftArrow);
|
||||
KB_ClearKeyDown(sc_kpad_4);
|
||||
KB_ClearKeyDown(sc_Tab);
|
||||
CONTROL_ClearButton(gamefunc_Turn_Left);
|
||||
CONTROL_ClearButton(gamefunc_Strafe_Left);
|
||||
inputState.ClearButton(gamefunc_Turn_Left);
|
||||
inputState.ClearButton(gamefunc_Strafe_Left);
|
||||
JOYSTICK_ClearHat(0);
|
||||
JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_LEFT);
|
||||
CONTROL_ClearGameControllerDigitalAxisNeg(GAMECONTROLLER_AXIS_LEFTX);
|
||||
|
@ -274,8 +275,8 @@ void I_MenuRightClear(void)
|
|||
KB_ClearKeyDown(sc_RightArrow);
|
||||
KB_ClearKeyDown(sc_kpad_6);
|
||||
KB_ClearKeyDown(sc_Tab);
|
||||
CONTROL_ClearButton(gamefunc_Turn_Right);
|
||||
CONTROL_ClearButton(gamefunc_Strafe_Right);
|
||||
inputState.ClearButton(gamefunc_Turn_Right);
|
||||
inputState.ClearButton(gamefunc_Strafe_Right);
|
||||
MOUSE_ClearButton(MIDDLE_MOUSE);
|
||||
JOYSTICK_ClearHat(0);
|
||||
JOYSTICK_ClearGameControllerButton(1<<GAMECONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
|
|
|
@ -3060,7 +3060,7 @@ void P_GetInput(int const playerNum)
|
|||
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
|
||||
|
||||
if (crouchable)
|
||||
CONTROL_ClearButton(gamefunc_Toggle_Crouch);
|
||||
inputState.ClearButton(gamefunc_Toggle_Crouch);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
|
||||
|
@ -3106,7 +3106,7 @@ void P_GetInput(int const playerNum)
|
|||
input.fvel = 0;
|
||||
|
||||
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_SEMIAUTO && BUTTON(gamefunc_Fire))
|
||||
CONTROL_ClearButton(gamefunc_Fire);
|
||||
inputState.ClearButton(gamefunc_Fire);
|
||||
|
||||
localInput.extbits = (BUTTON(gamefunc_Move_Forward) || (input.fvel > 0));
|
||||
localInput.extbits |= (BUTTON(gamefunc_Move_Backward) || (input.fvel < 0)) << 1;
|
||||
|
@ -5142,7 +5142,7 @@ void P_ProcessInput(int playerNum)
|
|||
pPlayer->jumping_toggle = 2;
|
||||
|
||||
if (myconnectindex == playerNum)
|
||||
CONTROL_ClearButton(gamefunc_Jump);
|
||||
inputState.ClearButton(gamefunc_Jump);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -177,13 +177,11 @@ extern LastSeenInput CONTROL_LastSeenInput;
|
|||
|
||||
//void CONTROL_MapKey( int32_t which, kb_scancode key1, kb_scancode key2 );
|
||||
void CONTROL_MapButton(int whichfunction, int whichbutton, int doubleclicked, controldevice device);
|
||||
void CONTROL_DefineFlag( int which, int toggle );
|
||||
int CONTROL_FlagActive( int which );
|
||||
void CONTROL_ClearAssignments( void );
|
||||
// void CONTROL_GetFunctionInput( void );
|
||||
void CONTROL_GetInput( ControlInfo *info );
|
||||
void CONTROL_ClearButton( int whichbutton );
|
||||
void CONTROL_ClearAllButtons( void );
|
||||
extern float CONTROL_MouseSensitivity;
|
||||
bool CONTROL_Startup(controltype which, int32_t ( *TimeFunction )( void ), int32_t ticspersecond);
|
||||
void CONTROL_Shutdown( void );
|
||||
|
@ -230,8 +228,6 @@ void CONTROL_ProcessBinds(void);
|
|||
|
||||
////////////////////
|
||||
|
||||
#define CONTROL_NUM_FLAGS 80
|
||||
extern int32_t CONTROL_ButtonFlags[CONTROL_NUM_FLAGS];
|
||||
extern bool CONTROL_SmoothMouse;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -29,8 +29,6 @@ static int32_t CONTROL_NumMouseButtons = 0;
|
|||
static int32_t CONTROL_NumJoyButtons = 0;
|
||||
static int32_t CONTROL_NumJoyAxes = 0;
|
||||
|
||||
static controlflags CONTROL_Flags[CONTROL_NUM_FLAGS];
|
||||
|
||||
// static controlkeymaptype CONTROL_KeyMapping[CONTROL_NUM_FLAGS];
|
||||
|
||||
static int32_t CONTROL_MouseAxesScale[2];
|
||||
|
@ -122,86 +120,6 @@ static int32_t CONTROL_GetTime(void)
|
|||
return t;
|
||||
}
|
||||
|
||||
static void CONTROL_SetFlag(int which, int active)
|
||||
{
|
||||
if (CONTROL_CheckRange(which)) return;
|
||||
|
||||
controlflags &flags = CONTROL_Flags[which];
|
||||
|
||||
if (flags.toggle == INSTANT_ONOFF)
|
||||
flags.active = active;
|
||||
else if (active)
|
||||
flags.buttonheld = FALSE;
|
||||
else if (flags.buttonheld == FALSE)
|
||||
{
|
||||
flags.buttonheld = TRUE;
|
||||
flags.active = (flags.active ? FALSE : TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CONTROL_DefineFlag(int which, int toggle)
|
||||
{
|
||||
if (CONTROL_CheckRange(which)) return;
|
||||
|
||||
controlflags &flags = CONTROL_Flags[which];
|
||||
|
||||
flags.active = FALSE;
|
||||
flags.buttonheld = FALSE;
|
||||
flags.cleared = 0;
|
||||
flags.toggle = toggle;
|
||||
flags.used = TRUE;
|
||||
}
|
||||
|
||||
int CONTROL_FlagActive(int which)
|
||||
{
|
||||
if (CONTROL_CheckRange(which)) return FALSE;
|
||||
|
||||
return CONTROL_Flags[which].used;
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CONTROL_MapKey(int32_t which, kb_scancode key1, kb_scancode key2)
|
||||
{
|
||||
if (CONTROL_CheckRange(which)) return;
|
||||
|
||||
CONTROL_KeyMapping[which].key1 = key1 ? key1 : KEYUNDEFINED;
|
||||
CONTROL_KeyMapping[which].key2 = key2 ? key2 : KEYUNDEFINED;
|
||||
}
|
||||
|
||||
void CONTROL_PrintKeyMap(void)
|
||||
{
|
||||
int32_t i;
|
||||
|
||||
for (i=0; i<CONTROL_NUM_FLAGS; i++)
|
||||
{
|
||||
initprintf("function %2d key1=%3x key2=%3x\n",
|
||||
i, CONTROL_KeyMapping[i].key1, CONTROL_KeyMapping[i].key2);
|
||||
}
|
||||
}
|
||||
|
||||
void CONTROL_PrintControlFlag(int32_t which)
|
||||
{
|
||||
initprintf("function %2d active=%d used=%d toggle=%d buttonheld=%d cleared=%d\n",
|
||||
which, CONTROL_Flags[which].active, CONTROL_Flags[which].used,
|
||||
CONTROL_Flags[which].toggle, CONTROL_Flags[which].buttonheld,
|
||||
CONTROL_Flags[which].cleared);
|
||||
}
|
||||
|
||||
void CONTROL_PrintAxes(void)
|
||||
{
|
||||
int32_t i;
|
||||
|
||||
initprintf("numjoyaxes=%d\n", CONTROL_NumJoyAxes);
|
||||
for (i=0; i<CONTROL_NumJoyAxes; i++)
|
||||
{
|
||||
initprintf("axis=%d analog=%d digital1=%d digital2=%d\n",
|
||||
i, CONTROL_JoyAxesMap[i].analogmap,
|
||||
CONTROL_JoyAxesMap[i].minmap, CONTROL_JoyAxesMap[i].maxmap);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void CONTROL_MapButton(int whichfunction, int whichbutton, int doubleclicked, controldevice device)
|
||||
{
|
||||
controlbuttontype *set;
|
||||
|
@ -709,14 +627,6 @@ void CONTROL_ClearButton(int whichbutton)
|
|||
CONTROL_Flags[whichbutton].cleared = TRUE;
|
||||
}
|
||||
|
||||
void CONTROL_ClearAllButtons(void)
|
||||
{
|
||||
inputState.ClearButtonState();
|
||||
|
||||
for (auto & c : CONTROL_Flags)
|
||||
c.cleared = TRUE;
|
||||
}
|
||||
|
||||
int32_t CONTROL_GetGameControllerDigitalAxisPos(int32_t axis)
|
||||
{
|
||||
if (!joystick.isGameController)
|
||||
|
@ -777,18 +687,10 @@ static void CONTROL_GetFunctionInput(void)
|
|||
CONTROL_ButtonFunctionState(CONTROL_ButtonFlags);
|
||||
CONTROL_AxisFunctionState(CONTROL_ButtonFlags);
|
||||
|
||||
inputState.PrepareState();
|
||||
|
||||
int i = CONTROL_NUM_FLAGS-1;
|
||||
|
||||
do
|
||||
for (int i = 0; i < NUMGAMEFUNCTIONS; i++ )
|
||||
{
|
||||
CONTROL_SetFlag(i, /*CONTROL_KeyboardFunctionPressed(i) | */CONTROL_ButtonFlags[i]);
|
||||
|
||||
if (CONTROL_Flags[i].cleared == FALSE) inputState.SetButton(i, CONTROL_Flags[i].active);
|
||||
else if (CONTROL_Flags[i].active == FALSE) CONTROL_Flags[i].cleared = 0;
|
||||
inputState.UpdateButton(i, CONTROL_ButtonFlags[i]);
|
||||
}
|
||||
while (i--);
|
||||
|
||||
memset(CONTROL_ButtonFlags, 0, sizeof(CONTROL_ButtonFlags));
|
||||
}
|
||||
|
@ -838,11 +740,6 @@ bool CONTROL_Startup(controltype which, int32_t(*TimeFunction)(void), int32_t ti
|
|||
|
||||
CONTROL_ResetJoystickValues();
|
||||
|
||||
inputState.ClearButtonState();
|
||||
|
||||
for (auto & CONTROL_Flag : CONTROL_Flags)
|
||||
CONTROL_Flag.used = FALSE;
|
||||
|
||||
CONTROL_Started = TRUE;
|
||||
|
||||
return false;
|
||||
|
|
|
@ -917,7 +917,7 @@ nextdemo_nomenu:
|
|||
if (BUTTON(gamefunc_SendMessage))
|
||||
{
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_SendMessage);
|
||||
inputState.ClearButton(gamefunc_SendMessage);
|
||||
g_player[myconnectindex].ps->gm = MODE_TYPE;
|
||||
typebuf[0] = 0;
|
||||
}
|
||||
|
|
|
@ -6057,7 +6057,7 @@ void G_HandleLocalKeys(void)
|
|||
{
|
||||
if (BUTTON(gamefunc_Enlarge_Screen))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Enlarge_Screen);
|
||||
inputState.ClearButton(gamefunc_Enlarge_Screen);
|
||||
|
||||
if (!SHIFTS_IS_PRESSED)
|
||||
{
|
||||
|
@ -6076,7 +6076,7 @@ void G_HandleLocalKeys(void)
|
|||
|
||||
if (BUTTON(gamefunc_Shrink_Screen))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Shrink_Screen);
|
||||
inputState.ClearButton(gamefunc_Shrink_Screen);
|
||||
|
||||
if (!SHIFTS_IS_PRESSED)
|
||||
{
|
||||
|
@ -6099,7 +6099,7 @@ void G_HandleLocalKeys(void)
|
|||
|
||||
if (BUTTON(gamefunc_See_Coop_View) && (GTFLAGS(GAMETYPE_COOPVIEW) || ud.recstat == 2))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_See_Coop_View);
|
||||
inputState.ClearButton(gamefunc_See_Coop_View);
|
||||
screenpeek = connectpoint2[screenpeek];
|
||||
if (screenpeek == -1) screenpeek = 0;
|
||||
g_restorePalette = -1;
|
||||
|
@ -6107,21 +6107,21 @@ void G_HandleLocalKeys(void)
|
|||
|
||||
if ((g_netServer || ud.multimode > 1) && BUTTON(gamefunc_Show_Opponents_Weapon))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Show_Opponents_Weapon);
|
||||
inputState.ClearButton(gamefunc_Show_Opponents_Weapon);
|
||||
ud.config.ShowOpponentWeapons = ud.showweapons = 1-ud.showweapons;
|
||||
P_DoQuote(QUOTE_WEAPON_MODE_OFF-ud.showweapons,g_player[screenpeek].ps);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Toggle_Crosshair))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Toggle_Crosshair);
|
||||
inputState.ClearButton(gamefunc_Toggle_Crosshair);
|
||||
cl_crosshair = !cl_crosshair;
|
||||
P_DoQuote(QUOTE_CROSSHAIR_OFF-cl_crosshair,g_player[screenpeek].ps);
|
||||
}
|
||||
|
||||
if (ud.overhead_on && BUTTON(gamefunc_Map_Follow_Mode))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Map_Follow_Mode);
|
||||
inputState.ClearButton(gamefunc_Map_Follow_Mode);
|
||||
ud.scrollmode = 1-ud.scrollmode;
|
||||
if (ud.scrollmode)
|
||||
{
|
||||
|
@ -6312,7 +6312,7 @@ void G_HandleLocalKeys(void)
|
|||
if ((g_netServer || ud.multimode > 1) && BUTTON(gamefunc_SendMessage))
|
||||
{
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_SendMessage);
|
||||
inputState.ClearButton(gamefunc_SendMessage);
|
||||
g_player[myconnectindex].ps->gm |= MODE_TYPE;
|
||||
typebuf[0] = 0;
|
||||
}
|
||||
|
@ -6411,7 +6411,7 @@ FAKE_F3:
|
|||
|
||||
if ((BUTTON(gamefunc_Quick_Save) || g_doQuickSave == 1) && (!RRRA || ud.player_skill != 4) && (!RR || RRRA || ud.player_skill != 5) && (g_player[myconnectindex].ps->gm&MODE_GAME))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Quick_Save);
|
||||
inputState.ClearButton(gamefunc_Quick_Save);
|
||||
|
||||
g_doQuickSave = 0;
|
||||
|
||||
|
@ -6448,7 +6448,7 @@ FAKE_F3:
|
|||
|
||||
if (BUTTON(gamefunc_Third_Person_View))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Third_Person_View);
|
||||
inputState.ClearButton(gamefunc_Third_Person_View);
|
||||
|
||||
if (!RRRA || (!g_player[myconnectindex].ps->on_motorcycle && !g_player[myconnectindex].ps->on_boat))
|
||||
{
|
||||
|
@ -6473,7 +6473,7 @@ FAKE_F3:
|
|||
|
||||
if ((BUTTON(gamefunc_Quick_Load) || g_doQuickSave == 2) && (!RRRA || ud.player_skill != 4) && (!RR || RRRA || ud.player_skill != 5) && (g_player[myconnectindex].ps->gm&MODE_GAME))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Quick_Load);
|
||||
inputState.ClearButton(gamefunc_Quick_Load);
|
||||
|
||||
g_doQuickSave = 0;
|
||||
|
||||
|
@ -6545,14 +6545,14 @@ FAKE_F3:
|
|||
|
||||
if (BUTTON(gamefunc_AutoRun))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_AutoRun);
|
||||
inputState.ClearButton(gamefunc_AutoRun);
|
||||
cl_autorun = !cl_autorun;
|
||||
P_DoQuote(QUOTE_RUN_MODE_OFF+cl_autorun,g_player[myconnectindex].ps);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Map))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Map);
|
||||
inputState.ClearButton(gamefunc_Map);
|
||||
if (ud.last_overhead != ud.overhead_on && ud.last_overhead)
|
||||
{
|
||||
ud.overhead_on = ud.last_overhead;
|
||||
|
|
|
@ -87,8 +87,8 @@ void I_AdvanceTriggerClear(void)
|
|||
#if defined(GEKKO)
|
||||
JOYSTICK_ClearButton(WII_A);
|
||||
#else
|
||||
CONTROL_ClearButton(gamefunc_Open);
|
||||
CONTROL_ClearButton(gamefunc_Fire);
|
||||
inputState.ClearButton(gamefunc_Open);
|
||||
inputState.ClearButton(gamefunc_Fire);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -109,7 +109,7 @@ void I_ReturnTriggerClear(void)
|
|||
KB_FlushKeyboardQueue();
|
||||
KB_ClearKeyDown(sc_Escape);
|
||||
MOUSE_ClearButton(RIGHT_MOUSE);
|
||||
CONTROL_ClearButton(gamefunc_Crouch);
|
||||
inputState.ClearButton(gamefunc_Crouch);
|
||||
#if defined(GEKKO)
|
||||
JOYSTICK_ClearButton(WII_B);
|
||||
JOYSTICK_ClearButton(WII_HOME);
|
||||
|
@ -153,7 +153,7 @@ void I_MenuUpClear(void)
|
|||
KB_ClearKeyDown(sc_UpArrow);
|
||||
KB_ClearKeyDown(sc_kpad_8);
|
||||
MOUSE_ClearButton(WHEELUP_MOUSE);
|
||||
CONTROL_ClearButton(gamefunc_Move_Forward);
|
||||
inputState.ClearButton(gamefunc_Move_Forward);
|
||||
JOYSTICK_ClearHat(0);
|
||||
}
|
||||
|
||||
|
@ -175,7 +175,7 @@ void I_MenuDownClear(void)
|
|||
KB_ClearKeyDown(sc_kpad_2);
|
||||
KB_ClearKeyDown(sc_PgDn);
|
||||
MOUSE_ClearButton(WHEELDOWN_MOUSE);
|
||||
CONTROL_ClearButton(gamefunc_Move_Backward);
|
||||
inputState.ClearButton(gamefunc_Move_Backward);
|
||||
JOYSTICK_ClearHat(0);
|
||||
}
|
||||
|
||||
|
@ -197,8 +197,8 @@ void I_MenuLeftClear(void)
|
|||
KB_ClearKeyDown(sc_LeftArrow);
|
||||
KB_ClearKeyDown(sc_kpad_4);
|
||||
KB_ClearKeyDown(sc_Tab);
|
||||
CONTROL_ClearButton(gamefunc_Turn_Left);
|
||||
CONTROL_ClearButton(gamefunc_Strafe_Left);
|
||||
inputState.ClearButton(gamefunc_Turn_Left);
|
||||
inputState.ClearButton(gamefunc_Strafe_Left);
|
||||
JOYSTICK_ClearHat(0);
|
||||
}
|
||||
|
||||
|
@ -221,8 +221,8 @@ void I_MenuRightClear(void)
|
|||
KB_ClearKeyDown(sc_RightArrow);
|
||||
KB_ClearKeyDown(sc_kpad_6);
|
||||
KB_ClearKeyDown(sc_Tab);
|
||||
CONTROL_ClearButton(gamefunc_Turn_Right);
|
||||
CONTROL_ClearButton(gamefunc_Strafe_Right);
|
||||
inputState.ClearButton(gamefunc_Turn_Right);
|
||||
inputState.ClearButton(gamefunc_Strafe_Right);
|
||||
MOUSE_ClearButton(MIDDLE_MOUSE);
|
||||
JOYSTICK_ClearHat(0);
|
||||
}
|
||||
|
@ -339,7 +339,7 @@ int32_t I_EnterText(char *t, int32_t maxlength, int32_t flags)
|
|||
}
|
||||
|
||||
// All gamefuncs (and *only* _gamefuncs_) in I_ReturnTriggerClear() should be replicated here.
|
||||
CONTROL_ClearButton(gamefunc_Crouch);
|
||||
inputState.ClearButton(gamefunc_Crouch);
|
||||
if (I_ReturnTrigger())
|
||||
{
|
||||
I_ReturnTriggerClear();
|
||||
|
|
|
@ -396,14 +396,6 @@ static MenuEntry_t ME_GAMESETUP_DEMOREC = MAKE_MENUENTRY( "Record demo:", &MF_Re
|
|||
static MenuOption_t MEO_ADULTMODE = MAKE_MENUOPTION(&MF_Redfont, &MEOS_OffOn, &adult_lockout.Value);
|
||||
static MenuEntry_t ME_ADULTMODE = MAKE_MENUENTRY( "Parental lock:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_ADULTMODE, Option );
|
||||
|
||||
#ifdef EDUKE32_ANDROID_MENU
|
||||
static MenuOption_t MEO_GAMESETUP_CROUCHLOCK = MAKE_MENUOPTION(&MF_Redfont, &MEOS_OffOn, &droidinput.toggleCrouch);
|
||||
static MenuEntry_t ME_GAMESETUP_CROUCHLOCK = MAKE_MENUENTRY("Crouch lock:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_CROUCHLOCK, Option);
|
||||
|
||||
static MenuOption_t MEO_GAMESETUP_QUICKSWITCH = MAKE_MENUOPTION(&MF_Redfont, &MEOS_OffOn, &droidinput.quickSelectWeapon);
|
||||
static MenuEntry_t ME_GAMESETUP_QUICKSWITCH = MAKE_MENUENTRY("Quick weapon switch:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_QUICKSWITCH, Option);
|
||||
#endif
|
||||
|
||||
#if defined(EDUKE32_ANDROID_MENU) || !defined(EDUKE32_SIMPLE_MENU)
|
||||
static MenuLink_t MEO_GAMESETUP_CHEATS = { MENU_CHEATS, MA_Advance, };
|
||||
static MenuEntry_t ME_GAMESETUP_CHEATS = MAKE_MENUENTRY( "Cheats", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_CHEATS, Link );
|
||||
|
|
|
@ -2953,7 +2953,7 @@ void P_GetInput(int playerNum)
|
|||
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
|
||||
|
||||
if (crouchable)
|
||||
CONTROL_ClearButton(gamefunc_Toggle_Crouch);
|
||||
inputState.ClearButton(gamefunc_Toggle_Crouch);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
|
||||
|
|
|
@ -480,7 +480,7 @@ DemoPlayBack(void)
|
|||
|
||||
if (BUTTON(gamefunc_See_Coop_View))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_See_Coop_View);
|
||||
inputState.ClearButton(gamefunc_See_Coop_View);
|
||||
|
||||
screenpeek = connectpoint2[screenpeek];
|
||||
|
||||
|
|
|
@ -1067,18 +1067,15 @@ ResizeView(PLAYERp pp)
|
|||
else
|
||||
{
|
||||
if (BUTTON(gamefunc_Shrink_Screen)) // &&
|
||||
// !BUTTONHELD(gamefunc_SizeVi
|
||||
// ewDown))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Shrink_Screen);
|
||||
inputState.ClearButton(gamefunc_Shrink_Screen);
|
||||
SetBorder(pp, gs.BorderNum + 1);
|
||||
SetRedrawScreen(pp);
|
||||
}
|
||||
|
||||
if (BUTTON(gamefunc_Enlarge_Screen)) // &&
|
||||
// !BUTTONHELD(gamefunc_SizeViewUp))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Enlarge_Screen);
|
||||
inputState.ClearButton(gamefunc_Enlarge_Screen);
|
||||
SetBorder(pp, gs.BorderNum - 1);
|
||||
SetRedrawScreen(pp);
|
||||
}
|
||||
|
|
|
@ -4125,7 +4125,7 @@ SinglePlayInput(PLAYERp pp)
|
|||
{
|
||||
short oldscreenpeek = screenpeek;
|
||||
|
||||
CONTROL_ClearButton(gamefunc_See_Co_Op_View);
|
||||
inputState.ClearButton(gamefunc_See_Co_Op_View);
|
||||
|
||||
screenpeek = connectpoint2[screenpeek];
|
||||
|
||||
|
@ -4633,7 +4633,7 @@ void GetMessageInput(PLAYERp pp)
|
|||
{
|
||||
if (BUTTON(gamefunc_SendMessage))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_SendMessage);
|
||||
inputState.ClearButton(gamefunc_SendMessage);
|
||||
KB_FlushKeyboardQueue();
|
||||
MessageInputMode = TRUE;
|
||||
InputMode = TRUE;
|
||||
|
@ -4668,7 +4668,7 @@ void GetMessageInput(PLAYERp pp)
|
|||
InputMode = FALSE;
|
||||
KB_ClearKeysDown();
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_Inventory);
|
||||
inputState.ClearButton(gamefunc_Inventory);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4702,11 +4702,11 @@ SEND_MESSAGE:
|
|||
InputMode = FALSE;
|
||||
KB_ClearKeysDown();
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_Inventory);
|
||||
inputState.ClearButton(gamefunc_Inventory);
|
||||
CON_ProcessUserCommand(); // Check to see if it's a cheat or command
|
||||
|
||||
for (i = 0; i < NUMGAMEFUNCTIONS; i++)
|
||||
CONTROL_ClearButton(i);
|
||||
inputState.ClearButton(i);
|
||||
|
||||
// Put who sent this
|
||||
sprintf(ds,"%s: %s",pp->PlayerName,MessageInputString);
|
||||
|
@ -4798,7 +4798,7 @@ void GetConInput(PLAYERp pp)
|
|||
InputMode = FALSE;
|
||||
KB_ClearKeysDown();
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_Inventory);
|
||||
inputState.ClearButton(gamefunc_Inventory);
|
||||
memset(MessageInputString, '\0', sizeof(MessageInputString));
|
||||
}
|
||||
else
|
||||
|
@ -4806,7 +4806,7 @@ void GetConInput(PLAYERp pp)
|
|||
InputMode = FALSE;
|
||||
KB_ClearKeysDown();
|
||||
KB_FlushKeyboardQueue();
|
||||
CONTROL_ClearButton(gamefunc_Inventory);
|
||||
inputState.ClearButton(gamefunc_Inventory);
|
||||
CON_ConMessage("%s", MessageInputString);
|
||||
CON_ProcessUserCommand(); // Check to see if it's a cheat or command
|
||||
|
||||
|
@ -4960,7 +4960,7 @@ getinput(SW_PACKET *loc)
|
|||
g_MyAimMode = 1;
|
||||
else
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Mouse_Aiming);
|
||||
inputState.ClearButton(gamefunc_Mouse_Aiming);
|
||||
g_MyAimMode = !g_MyAimMode;
|
||||
if (g_MyAimMode)
|
||||
{
|
||||
|
@ -4994,7 +4994,7 @@ getinput(SW_PACKET *loc)
|
|||
// MAP KEY
|
||||
if (BUTTON(gamefunc_Map))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Map);
|
||||
inputState.ClearButton(gamefunc_Map);
|
||||
|
||||
// Init follow coords
|
||||
Follow_posx = pp->posx;
|
||||
|
@ -5017,8 +5017,9 @@ getinput(SW_PACKET *loc)
|
|||
// Toggle follow map mode on/off
|
||||
if (dimensionmode == 5 || dimensionmode == 6)
|
||||
{
|
||||
if (BUTTON(gamefunc_Map_Follow_Mode) && !BUTTONHELD(gamefunc_Map_Follow_Mode))
|
||||
if (BUTTON(gamefunc_Map_Follow_Mode))
|
||||
{
|
||||
inputState.ClearButton(gamefunc_Map_Follow_Mode);
|
||||
ScrollMode2D = !ScrollMode2D;
|
||||
Follow_posx = pp->posx;
|
||||
Follow_posy = pp->posy;
|
||||
|
@ -5198,7 +5199,7 @@ getinput(SW_PACKET *loc)
|
|||
short next_weapon = u->WeaponNum + 1;
|
||||
short start_weapon;
|
||||
|
||||
CONTROL_ClearButton(gamefunc_Next_Weapon);
|
||||
inputState.ClearButton(gamefunc_Next_Weapon);
|
||||
|
||||
start_weapon = u->WeaponNum + 1;
|
||||
|
||||
|
@ -5238,7 +5239,7 @@ getinput(SW_PACKET *loc)
|
|||
short prev_weapon = u->WeaponNum - 1;
|
||||
short start_weapon;
|
||||
|
||||
CONTROL_ClearButton(gamefunc_Previous_Weapon);
|
||||
inputState.ClearButton(gamefunc_Previous_Weapon);
|
||||
|
||||
start_weapon = u->WeaponNum - 1;
|
||||
|
||||
|
@ -5305,7 +5306,7 @@ getinput(SW_PACKET *loc)
|
|||
{
|
||||
if (BUTTON(gamefunc_See_Co_Op_View))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_See_Co_Op_View);
|
||||
inputState.ClearButton(gamefunc_See_Co_Op_View);
|
||||
|
||||
screenpeek = connectpoint2[screenpeek];
|
||||
|
||||
|
@ -5344,7 +5345,7 @@ getinput(SW_PACKET *loc)
|
|||
|
||||
if (BUTTON(gamefunc_Toggle_Crosshair))
|
||||
{
|
||||
CONTROL_ClearButton(gamefunc_Toggle_Crosshair);
|
||||
inputState.ClearButton(gamefunc_Toggle_Crosshair);
|
||||
pToggleCrosshair(pp);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2426,8 +2426,9 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
}
|
||||
|
||||
// Toggle follow map mode on/off
|
||||
if (BUTTON(gamefunc_Map_Follow_Mode) && !BUTTONHELD(gamefunc_Map_Follow_Mode))
|
||||
if (BUTTON(gamefunc_Map_Follow_Mode))
|
||||
{
|
||||
inputState.ClearButton(gamefunc_Map_Follow_Mode);
|
||||
ScrollMode2D = !ScrollMode2D;
|
||||
// Reset coords
|
||||
Follow_posx = pp->posx;
|
||||
|
|
|
@ -117,202 +117,5 @@ void TermSetup(void)
|
|||
}
|
||||
#endif
|
||||
|
||||
// BELOW IS FROM A TEST SETUP BY MARK DOC
|
||||
//******************************************************************************
|
||||
//******************************************************************************
|
||||
//******************************************************************************
|
||||
//******************************************************************************
|
||||
|
||||
#if 0
|
||||
#include <conio.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "types.h"
|
||||
#include "sndcards.h"
|
||||
#include "fx_man.h"
|
||||
#include "music.h"
|
||||
#include "gamedefs.h"
|
||||
#include "keyboard.h"
|
||||
|
||||
#include "control.h"
|
||||
#include "config.h"
|
||||
#include "sounds.h"
|
||||
#include "gamecontrol.h"
|
||||
#include "rts.h"
|
||||
#include "timer.h"
|
||||
|
||||
int32_t timerhandle=0;
|
||||
volatile int32_t timer;
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= Shutdown
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
void ShutDown(void)
|
||||
{
|
||||
KB_Shutdown();
|
||||
TIME_RemoveTimer(timerhandle);
|
||||
SoundShutdown();
|
||||
MusicShutdown();
|
||||
CONFIG_WriteSetup();
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= GetTime
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
int32_t GetTime(void)
|
||||
{
|
||||
return timer;
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= CenterCenter
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
void CenterCenter(void)
|
||||
{
|
||||
printf("Center the joystick and press a button\n");
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= UpperLeft
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
void UpperLeft(void)
|
||||
{
|
||||
printf("Move joystick to upper-left corner and press a button\n");
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= LowerRight
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
void LowerRight(void)
|
||||
{
|
||||
printf("Move joystick to lower-right corner and press a button\n");
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= CenterThrottle
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
void CenterThrottle(void)
|
||||
{
|
||||
printf("Center the throttle control and press a button\n");
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
=
|
||||
= CenterRudder
|
||||
=
|
||||
===================
|
||||
*/
|
||||
|
||||
void CenterRudder(void)
|
||||
{
|
||||
printf("Center the rudder control and press a button\n");
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
char *song;
|
||||
char *voc;
|
||||
volatile int32_t lasttime;
|
||||
|
||||
RegisterShutdownFunction(ShutDown);
|
||||
KB_Startup();
|
||||
timerhandle = TIME_AddTimer(40, &timer);
|
||||
//CONFIG_GetSetupFilename();
|
||||
CONFIG_ReadSetup();
|
||||
|
||||
SoundStartup();
|
||||
MusicStartup();
|
||||
|
||||
// load in some test data
|
||||
|
||||
LoadFile("test.mid",&song);
|
||||
LoadFile("test.voc",&voc);
|
||||
|
||||
// start playing a song
|
||||
|
||||
MUSIC_PlaySong(song, MUSIC_LoopSong);
|
||||
|
||||
|
||||
lasttime = timer;
|
||||
while (1)
|
||||
{
|
||||
int32_t i;
|
||||
ControlInfo info;
|
||||
|
||||
while (lasttime==timer)
|
||||
{
|
||||
ServiceEvents();
|
||||
}
|
||||
lasttime = timer;
|
||||
// printf("timer=%ld\n",timer);
|
||||
CONTROL_GetInput(&info);
|
||||
|
||||
if (
|
||||
info.dx!=0 ||
|
||||
info.dy!=0 ||
|
||||
info.dz!=0 ||
|
||||
info.dpitch!=0 ||
|
||||
info.dyaw!=0 ||
|
||||
info.droll!=0
|
||||
)
|
||||
printf("x=%6ld y=%6ld z=%6ld yaw=%6ld pitch=%6ld roll=%6ld\n",
|
||||
info.dx,info.dy,info.dz,info.dyaw,info.dpitch,info.droll);
|
||||
// Get Keyboard input and set appropiate game function states
|
||||
for (i=0; i<10; i++)
|
||||
{
|
||||
if (KB_KeyPressed(sc_F1+i))
|
||||
{
|
||||
uint8_t *ptr;
|
||||
KB_ClearKeyDown(sc_F1+i);
|
||||
ptr = (uint8_t *)RTS_GetSound(i);
|
||||
FX_PlayVOC(ptr, 0, 255, 255, 255, 255, 0);
|
||||
}
|
||||
}
|
||||
// Check to see if fire is being pressed so we can play a sound
|
||||
if (BUTTON(gamefunc_Fire) && !BUTTONHELD(gamefunc_Fire))
|
||||
{
|
||||
FX_PlayVOC(voc, 0, 255, 255, 255, 255, 0);
|
||||
}
|
||||
|
||||
// Check to see if we want to exit
|
||||
if (KB_KeyPressed(sc_Escape))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ShutDown();
|
||||
}
|
||||
#endif
|
||||
END_SW_NS
|
||||
|
|
Loading…
Reference in a new issue