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- Inline the remainder of InputState
methods.
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parent
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commit
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3 changed files with 26 additions and 60 deletions
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@ -34,66 +34,9 @@
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#include "inputstate.h"
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#include "i_system.h"
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#include "v_draw.h"
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#include "build.h"
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#include "gamecvars.h"
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#include "v_video.h"
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#include "statusbar.h"
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#include"packet.h"
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "gamestate.h"
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#include "gameinput.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static int exclKeys[] = { KEY_VOLUMEDOWN, KEY_VOLUMEUP };
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void InputState::AddEvent(const event_t *ev)
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{
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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int key = ev->data1;
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bool state = ev->type == EV_KeyDown;
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bool ignore = false;
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KeyStatus[key] = (uint8_t)state;
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// Check if key is to be excluded from setting AnyKeyStatus.
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for (int i = 0; i < 2; i++)
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{
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if (exclKeys[i] == key)
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{
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ignore = true;
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break;
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}
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}
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if (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)
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{
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ignore = true;
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}
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if (state && !ignore)
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AnyKeyStatus = true;
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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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//==========================================================================
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void InputState::ClearAllInput()
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{
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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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//==========================================================================
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//
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