- Use an FVector2 inside HIDInput.

This commit is contained in:
Mitchell Richters 2023-03-31 00:22:05 +11:00
parent 4387294aff
commit 10cd63f383
3 changed files with 18 additions and 23 deletions

View file

@ -148,19 +148,19 @@ void processMovement(HIDInput* const hidInput, InputPacket* const currInput, con
{
const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
currInput->avel += hidInput->mousex * m_yaw - (hidInput->joyaxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
currInput->avel += hidInput->mouse.X * m_yaw - (hidInput->joyaxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
}
else
{
currInput->svel += hidInput->mousex * m_side - (hidInput->joyaxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
currInput->svel += hidInput->mouse.X * m_side - (hidInput->joyaxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
}
// process player pitch input.
if (!(inputBuffer.actions & SB_AIMMODE))
currInput->horz -= hidInput->mousey * m_pitch + hidInput->joyaxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
currInput->horz -= hidInput->mouse.Y * m_pitch + hidInput->joyaxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
else
currInput->fvel += hidInput->mousey * m_forward + hidInput->joyaxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
currInput->fvel += hidInput->mouse.Y * m_forward + hidInput->joyaxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
// process movement input.
currInput->fvel += moving * keymove;
@ -191,16 +191,16 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
// Cancel out micro-movement
if (fabs(hidInput->mousex) < (m_sensitivity_x * backendinputscale() * 2.f))
hidInput->mousex = 0;
if (fabs(hidInput->mouse.X) < (m_sensitivity_x * backendinputscale() * 2.f))
hidInput->mouse.X = 0;
// Yes, we need all these bools...
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
const auto hidLeft = hidInput->mousex < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0;
const auto hidRight = hidInput->mousex > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0;
const auto hidLeft = hidInput->mouse.X < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0;
const auto hidRight = hidInput->mouse.X > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0;
const auto turnDir = (kbdRight || hidRight) - (kbdLeft || hidLeft);
if (canMove)
@ -226,9 +226,9 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
resetTurnHeldAmt();
}
if (hidInput->mousex)
if (hidInput->mouse.X)
{
currInput->avel += sqrtf(abs(vel * hidInput->mousex * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(vel) * Sgn(hidInput->mousex);
currInput->avel += sqrtf(abs(vel * hidInput->mouse.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(vel) * Sgn(hidInput->mouse.X);
}
currInput->avel *= (float)scaleAdjust;
@ -251,7 +251,7 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
static void ApplyGlobalInput(HIDInput* const hidInput)
{
inputState.GetMouseDelta(hidInput);
inputState.GetMouseDelta(hidInput->mouse);
if (use_joystick) I_GetAxes(hidInput->joyaxes);
if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend);

View file

@ -54,20 +54,16 @@ CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertic
//
//==========================================================================
void InputState::GetMouseDelta(HIDInput * hidInput)
void InputState::GetMouseDelta(FVector2& hidInput)
{
g_mousePos *= backendinputscale();
hidInput->mousex = g_mousePos.X;
hidInput->mousey = g_mousePos.Y;
hidInput = g_mousePos * backendinputscale();
g_mousePos.Zero();
if (invertmousex)
hidInput->mousex = -hidInput->mousex;
hidInput.X = -hidInput.X;
if (invertmouse)
hidInput->mousey = -hidInput->mousey;
g_mousePos.Zero();
hidInput.Y = -hidInput.Y;
}
//==========================================================================

View file

@ -17,8 +17,7 @@
struct HIDInput
{
float joyaxes[NUM_JOYAXIS];
float mousex;
float mousey;
FVector2 mouse;
};
@ -43,7 +42,7 @@ public:
g_mousePos.Y += y;
}
void GetMouseDelta(HIDInput* hidInput);
void GetMouseDelta(FVector2& hidInput);
void ClearAllInput();
bool CheckAllInput()