mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- Initial conversion of game input into class GameInput
.
This commit is contained in:
parent
23186cd8bb
commit
8d11fef916
11 changed files with 117 additions and 95 deletions
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@ -72,7 +72,7 @@ bool G_Responder (event_t *ev)
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if (ev->data1 == KEY_ESCAPE && gi->WantEscape())
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{
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// special case: This is hardcoded to the 'Escape' button. Only used by Duke's cameras.
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ActionsToSend |= SB_ESCAPE;
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gameInput.SendAction(SB_ESCAPE);
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return true;
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}
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if (C_DoKey (ev, &Bindings, &DoubleBindings))
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@ -84,6 +84,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "hw_material.h"
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#include "tiletexture.h"
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#include "tilesetbuilder.h"
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#include "gameinput.h"
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#include "buildtiles.h"
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@ -1408,6 +1409,17 @@ void GameInterface::FreeLevelData()
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GC::FullGC();
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}
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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 GameInterface::GetInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust)
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{
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gameInput.processMovement(hidInput, currInput, scaleAdjust);
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}
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//---------------------------------------------------------------------------
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//
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// DrawCrosshair
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@ -43,25 +43,11 @@ CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertic
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//---------------------------------------------------------------------------
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//
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// Static constants used throughout functions.
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// Initialised variables.
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//
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//---------------------------------------------------------------------------
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enum
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{
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BUILDTICRATE = 120,
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TURBOTURNBASE = 590,
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};
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static InputPacket inputBuffer{};
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static double turnheldtime = 0;
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static int WeaponToSend = 0;
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static int dpad_lock = 0;
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ESyncBits ActionsToSend = 0;
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static constexpr float backendmousescale = 1.f / 16.f;
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static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
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static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
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GameInput gameInput{};
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//---------------------------------------------------------------------------
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@ -70,11 +56,6 @@ static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1
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//
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//---------------------------------------------------------------------------
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static inline double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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}
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static inline DAngle getscaledangle(const DAngle angle, const double scale, const DAngle push)
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{
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return (angle.Normalized180() * getTicrateScale(scale)) + push;
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@ -93,28 +74,6 @@ static inline bool scaletozero(DAngle& angle, const double scale, const DAngle p
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}
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//---------------------------------------------------------------------------
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//
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// Functions for determining whether its turbo turn time (turn key held for a number of tics).
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//
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//---------------------------------------------------------------------------
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static inline void updateTurnHeldAmt(const double scaleAdjust)
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{
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turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
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}
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static inline bool isTurboTurnTime()
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{
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return turnheldtime >= getTicrateScale(TURBOTURNBASE);
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}
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static inline void resetTurnHeldAmt()
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{
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turnheldtime = 0;
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}
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//---------------------------------------------------------------------------
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//
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// Handle all the game-side crouch requirements.
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@ -147,7 +106,7 @@ void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable
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//
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//---------------------------------------------------------------------------
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void processMovement(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
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void GameInput::processMovement(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
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{
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// set up variables.
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const int keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
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@ -165,7 +124,7 @@ void processMovement(HIDInput* const hidInput, InputPacket* const currInput, con
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const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
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const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
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currInput->avel += hidInput->mouse.X * m_yaw - (hidInput->joyaxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
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if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
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if (turndir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
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}
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else
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{
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@ -200,7 +159,7 @@ void processMovement(HIDInput* const hidInput, InputPacket* const currInput, con
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//
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//---------------------------------------------------------------------------
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void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
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void GameInput::processVehicle(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
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{
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// mask out all actions not compatible with vehicles.
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inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
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@ -217,7 +176,7 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
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if (canTurn)
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{
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// Cancel out micro-movement
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hidInput->mouse.X *= fabs(hidInput->mouse.X) >= (m_sensitivity_x * backendmousescale * 2.f);
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hidInput->mouse.X *= fabs(hidInput->mouse.X) >= (m_sensitivity_x * MOUSESCALE * 2.f);
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const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
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@ -229,11 +188,11 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
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currInput->avel += turnVel * -hidInput->joyaxes[JOYAXIS_Yaw] + turnVel * kbdDir;
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currInput->avel += sqrtf(abs(turnVel * hidInput->mouse.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(turnVel) * Sgn(hidInput->mouse.X);
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currInput->avel *= (float)scaleAdjust;
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if (kbdDir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
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if (kbdDir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
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}
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else
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{
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resetTurnHeldAmt();
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turnheldtime = 0;
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}
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inputBuffer.fvel = clamp(inputBuffer.fvel + currInput->fvel, -1.00f, 1.00f);
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@ -247,12 +206,12 @@ void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput,
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//
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//---------------------------------------------------------------------------
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static void ApplyGlobalInput(HIDInput* const hidInput)
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void GameInput::ApplyGlobalInput(HIDInput* const hidInput)
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{
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inputState.GetMouseDelta(hidInput->mouse);
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if (use_joystick) I_GetAxes(hidInput->joyaxes);
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hidInput->mouse *= backendmousescale;
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hidInput->mouse *= MOUSESCALE;
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if (invertmousex)
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hidInput->mouse.X = -hidInput->mouse.X;
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@ -353,16 +312,7 @@ static void ApplyGlobalInput(HIDInput* const hidInput)
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//
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//---------------------------------------------------------------------------
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void clearLocalInputBuffer()
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{
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inputBuffer = {};
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ActionsToSend = 0;
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WeaponToSend = 0;
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dpad_lock = 0;
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resetTurnHeldAmt();
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}
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void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet)
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void GameInput::getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet)
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{
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if (M_Active() || gamestate != GS_LEVEL || !plrAngles || !plrAngles->pActor)
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{
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@ -596,23 +546,23 @@ CCMD(slot)
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if (slot >= 1 && slot <= max)
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{
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WeaponToSend = slot;
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gameInput.SendWeapon(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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gameInput.SendWeapon(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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gameInput.SendWeapon(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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gameInput.SendWeapon(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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CCMD(useitem)
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@ -629,38 +579,38 @@ CCMD(useitem)
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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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gameInput.SendAction(ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1)));
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}
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}
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CCMD(invprev)
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{
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ActionsToSend |= SB_INVPREV;
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gameInput.SendAction(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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gameInput.SendAction(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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gameInput.SendAction(SB_INVUSE);
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}
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CCMD(centerview)
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{
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ActionsToSend |= SB_CENTERVIEW;
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gameInput.SendAction(SB_CENTERVIEW);
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}
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CCMD(turnaround)
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{
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ActionsToSend |= SB_TURNAROUND;
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gameInput.SendAction(SB_TURNAROUND);
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}
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CCMD(holsterweapon)
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{
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ActionsToSend |= SB_HOLSTER;
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gameInput.SendAction(SB_HOLSTER);
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}
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CCMD(warptocoords)
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@ -3,7 +3,75 @@
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#include "serializer.h"
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#include "gamefuncs.h"
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extern ESyncBits ActionsToSend;
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inline double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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}
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struct HIDInput
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{
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float joyaxes[NUM_JOYAXIS];
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FVector2 mouse;
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};
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class GameInput
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{
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enum
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{
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BUILDTICRATE = 120,
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TURBOTURNBASE = 590,
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};
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static constexpr float MOUSESCALE = (1.f / 16.f);
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static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
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static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
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// Internal variables when generating a packet.
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InputPacket inputBuffer;
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double turnheldtime;
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int WeaponToSend;
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int dpad_lock;
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ESyncBits ActionsToSend;
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// Turn speed doubling after x amount of tics.
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void updateTurnHeldAmt(const double scaleAdjust)
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{
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turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
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}
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bool isTurboTurnTime()
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{
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return turnheldtime >= getTicrateScale(TURBOTURNBASE);
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}
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// Prototypes for private member functions.
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void ApplyGlobalInput(HIDInput* const hidInput);
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public:
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// Bit sender updates.
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void SendWeapon(const int weapon)
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{
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WeaponToSend = weapon;
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}
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void SendAction(const ESyncBits action)
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{
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ActionsToSend |= action;
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}
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// Clear all values within this object.
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void Clear()
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{
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inputBuffer = {};
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ActionsToSend = 0;
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WeaponToSend = 0;
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dpad_lock = 0;
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turnheldtime = 0;
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}
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// Prototypes for large member functions.
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void processMovement(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
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void processVehicle(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet = nullptr);
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};
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struct PlayerAngles
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{
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@ -14,7 +82,7 @@ struct PlayerAngles
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DAngle YawSpin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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friend void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet);
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friend void GameInput::getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet);
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// Prototypes.
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void doPitchKeys(InputPacket* const input);
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static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(0.4476);
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};
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extern GameInput gameInput;
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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struct HIDInput
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{
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float joyaxes[NUM_JOYAXIS];
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FVector2 mouse;
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};
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void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable, const bool disabletoggle);
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void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet = nullptr);
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@ -20,8 +20,6 @@ struct MapRecord;
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struct PlayerAngles;
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struct HIDInput;
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void processMovement(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
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struct GameStats
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{
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int kill, tkill;
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@ -122,7 +120,7 @@ struct GameInterface
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virtual bool WantEscape() { return false; }
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virtual void StartSoundEngine() = 0;
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virtual void reapplyInputBits(InputPacket* const input) = 0;
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virtual void GetInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust) { processMovement(hidInput, currInput, scaleAdjust); }
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virtual void GetInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust);
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virtual FString statFPS()
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{
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@ -13,8 +13,6 @@
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#include "packet.h"
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#include "vectors.h"
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void clearLocalInputBuffer();
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class InputState
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{
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uint8_t KeyStatus[NUM_KEYS];
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@ -62,7 +60,6 @@ public:
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memset(KeyStatus, 0, sizeof(KeyStatus));
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AnyKeyStatus = false;
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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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clearLocalInputBuffer(); // also clear game local input state.
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}
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bool CheckAllInput()
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@ -137,7 +137,7 @@ void G_BuildTiccmd(ticcmd_t* cmd)
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}
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cmd->ucmd = {};
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I_GetEvent();
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getInput(inputScale, gi->getConsoleAngles(), &cmd->ucmd);
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gameInput.getInput(inputScale, gi->getConsoleAngles(), &cmd->ucmd);
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cmd->consistency = consistency[myconnectindex][(maketic / ticdup) % BACKUPTICS];
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}
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@ -261,6 +261,7 @@ static void GameTicker()
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case ga_level:
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Net_ClearFifo();
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inputState.ClearAllInput();
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gameInput.Clear();
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gamestate = GS_LEVEL;
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return;
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@ -605,7 +606,7 @@ void TryRunTics (void)
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if (!SyncInput())
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{
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I_GetEvent();
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getInput(inputScale, gi->getConsoleAngles());
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gameInput.getInput(inputScale, gi->getConsoleAngles());
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}
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return;
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}
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@ -525,11 +525,11 @@ void GameInterface::GetInput(HIDInput* const hidInput, InputPacket* const currIn
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const auto canTurn = p->OnMotorcycle || p->MotoSpeed || p->moto_drink;
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const auto attenuate = p->OnMotorcycle && p->MotoSpeed <= 0;
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processVehicleInput(hidInput, currInput, scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
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gameInput.processVehicle(hidInput, currInput, scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
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}
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else
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{
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processMovement(hidInput, currInput, scaleAdjust, p->drink_amt);
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gameInput.processMovement(hidInput, currInput, scaleAdjust, p->drink_amt);
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}
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}
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@ -1892,6 +1892,7 @@ static bool doPlayerDeathRestart(Player* const pPlayer)
|
|||
// will invalidate nPlayerSprite
|
||||
RestartPlayer(pPlayer->nPlayer);
|
||||
inputState.ClearAllInput();
|
||||
gameInput.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -224,12 +224,14 @@ void DrawView(double interpfrac, bool sceneonly)
|
|||
subtitleOverlay.ReadyCinemaText(currentLevel->ex_ramses_text);
|
||||
}
|
||||
inputState.ClearAllInput();
|
||||
gameInput.Clear();
|
||||
}
|
||||
else if (nHeadStage == 5)
|
||||
{
|
||||
if ((bSubTitles && !subtitleOverlay.AdvanceCinemaText(I_GetTimeNS() * (120. / 1'000'000'000))) || inputState.CheckAllInput())
|
||||
{
|
||||
inputState.ClearAllInput();
|
||||
gameInput.Clear();
|
||||
LevelFinished();
|
||||
EndLevel = 1;
|
||||
|
||||
|
|
|
@ -1891,7 +1891,7 @@ struct GameInterface : public ::GameInterface
|
|||
void reapplyInputBits(InputPacket* const input) override { input->actions |= Player[myconnectindex].input.actions & SB_CENTERVIEW; }
|
||||
void GetInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust) override
|
||||
{
|
||||
processMovement(hidInput, currInput, scaleAdjust, 0, !Player[myconnectindex].sop, Player[myconnectindex].sop_control ? 3. / 1.40625 : 1.);
|
||||
gameInput.processMovement(hidInput, currInput, scaleAdjust, 0, !Player[myconnectindex].sop, Player[myconnectindex].sop_control ? 3. / 1.40625 : 1.);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue