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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- mouse input works again after cleaning out the remaining cruft of the old input code.
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1b9a2f5932
commit
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9 changed files with 57 additions and 242 deletions
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@ -43,11 +43,6 @@ bool bSilentAim = false;
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int iTurnCount = 0;
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int32_t GetTime(void)
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{
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return (int32_t)totalclock;
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}
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void ctrlInit(void)
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{
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}
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@ -45,64 +45,14 @@ int32_t videoUpdatePalette(int32_t start, int32_t num);
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void videoBeginDrawing(void);
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#define GAMMA_CALC ((int32_t)(min(max((float)((vid_gamma - 1.0f) * 10.0f), 0.f), 15.f)))
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#ifdef USE_OPENGL
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extern int osdcmd_glinfo(osdcmdptr_t parm);
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#endif
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vec2_t CONSTEXPR const g_defaultVideoModes []
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= { { 2560, 1440 }, { 2560, 1200 }, { 2560, 1080 }, { 1920, 1440 }, { 1920, 1200 }, { 1920, 1080 }, { 1680, 1050 },
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{ 1600, 1200 }, { 1600, 900 }, { 1366, 768 }, { 1280, 1024 }, { 1280, 960 }, { 1280, 720 }, { 1152, 864 },
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{ 1024, 768 }, { 1024, 600 }, { 800, 600 }, { 640, 480 }, { 640, 400 }, { 512, 384 }, { 480, 360 },
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{ 400, 300 }, { 320, 240 }, { 320, 200 }, { 0, 0 } };
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extern char inputdevices;
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// keys
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#define KEYFIFOSIZ 64
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// mouse
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// joystick
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typedef struct
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{
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int32_t *pAxis;
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int32_t *pHat;
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void (*pCallback)(int32_t, int32_t);
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int32_t bits;
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int32_t numAxes;
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int32_t numBalls;
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int32_t numButtons;
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int32_t numHats;
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int32_t isGameController;
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} controllerinput_t;
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extern controllerinput_t joystick;
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extern int32_t qsetmode;
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#define in3dmode() (qsetmode==200)
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extern int32_t g_logFlushWindow;
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void I_StartTic();
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inline int32_t handleevents(void)
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{
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timerUpdateClock();
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I_StartTic();
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return 0;
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}
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void mouseGrabInput(bool grab);
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extern int32_t inputchecked;
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void getScreen(uint8_t* imgBuf);
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@ -12,20 +12,8 @@
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#include "d_event.h"
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#include "../../glbackend/glbackend.h"
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int32_t g_borderless=2;
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int GUICapture = false;
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// input
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char inputdevices = 0;
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bool g_mouseEnabled;
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bool g_mouseGrabbed;
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bool g_mouseInsideWindow = 1;
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bool g_mouseLockedToWindow = 1;
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controllerinput_t joystick;
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// Calculate ylookup[] and call setvlinebpl()
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void calc_ylookup(int32_t bpl, int32_t lastyidx)
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@ -72,13 +72,9 @@ unsigned char syncstate;
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//#define SDL_WM_GrabInput(x) SDL_WM_GrabInput(SDL_GRAB_OFF)
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//#define SDL_ShowCursor(x) SDL_ShowCursor(SDL_ENABLE)
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#define SURFACE_FLAGS (SDL_SWSURFACE|SDL_HWPALETTE|SDL_HWACCEL)
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// undefine to restrict windowed resolutions to conventional sizes
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#define ANY_WINDOWED_SIZE
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// fix for mousewheel
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int32_t inputchecked = 0;
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bool screenshot_requested;
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char appactive=1, novideo=0;
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@ -132,21 +132,12 @@ void D_PostEvent (const event_t *ev)
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return;
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}
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if (ev->type == EV_Mouse && GUICapture == 0 && appactive && g_mouseGrabbed)
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if (ev->type == EV_Mouse && GUICapture == 0 && appactive)
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{
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inputState.MouseAddToPos(ev->x / 3, -ev->y / 2);
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return;
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}
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else if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_MouseMove && appactive && GUICapture == 0 && !g_mouseGrabbed)
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{
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inputState.MouseSetAbs(ev->data1, ev->data2);
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return;
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}
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// Add the key to the global keyboard state.
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// This is probably the biggest roadblock with the input system as it undermines a proper event driven approach.
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// Too much code depends on just checking this instead of waiting for events to happen.
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// Here's also definitely not the best place to maintain the keyboard state but right now it's unavoidable to do this outside the event processing because so much code depends on it.
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inputState.AddEvent(ev);
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// Also add it to the event queue.
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@ -3,26 +3,10 @@
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#include "build.h"
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#include "gamecvars.h"
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int32_t InputState::mouseReadAbs(vec2_t * const pResult)
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{
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auto pInput = &g_mouseAbs;
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if (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || GUICapture)
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return 0;
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int32_t const xwidth = max(scale(240<<16, screen->GetWidth(), screen->GetHeight()), 320<<16);
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pResult->x = scale(pInput->x, xwidth, xres) - ((xwidth>>1) - (320<<15));
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pResult->y = scale(pInput->y, 200<<16, yres);
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pResult->y = divscale16(pResult->y - (200<<15), rotatesprite_yxaspect) + (200<<15) - rotatesprite_y_offset;
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return 1;
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}
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void InputState::GetMouseDelta(ControlInfo * info)
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{
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vec2_t input;
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if (!g_mouseEnabled || !g_mouseGrabbed || !appactive)
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if (!appactive)
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{
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input = {0,0};
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return;
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@ -78,3 +62,56 @@ void InputState::AddEvent(const event_t *ev)
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if (ev->data2) keySetChar(ev->data2);
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}
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}
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void I_StartTic();
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int32_t handleevents(void)
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{
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timerUpdateClock();
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// The mouse wheel is not a real key so in order to be "pressed" it may only be cleared at the end of the tic (or the start of the next.)
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if (inputState.GetKeyStatus(KEY_MWHEELUP))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELUP };
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D_PostEvent(&ev);
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}
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if (inputState.GetKeyStatus(KEY_MWHEELDOWN))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELDOWN };
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D_PostEvent(&ev);
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}
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if (inputState.GetKeyStatus(KEY_MWHEELLEFT))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELLEFT };
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D_PostEvent(&ev);
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}
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if (inputState.GetKeyStatus(KEY_MWHEELRIGHT))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELRIGHT };
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D_PostEvent(&ev);
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}
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I_StartTic();
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return 0;
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}
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void CONTROL_GetInput(ControlInfo* info)
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{
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memset(info, 0, sizeof(ControlInfo));
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if (in_mouse)
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inputState.GetMouseDelta(info);
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if (in_joystick)
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{
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// Handle joysticks/game controllers.
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float joyaxes[NUM_JOYAXIS];
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I_GetAxes(joyaxes);
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info->dyaw += joyaxes[JOYAXIS_Yaw];
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info->dx += joyaxes[JOYAXIS_Side];
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info->dz += joyaxes[JOYAXIS_Forward];
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info->dpitch += joyaxes[JOYAXIS_Pitch];
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}
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}
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@ -17,39 +17,6 @@ extern int GUICapture;
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// This encapsulates the entire game-readable input state which previously was spread out across several files.
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enum
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{
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MAXMOUSEBUTTONS = 10,
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};
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extern bool g_mouseGrabbed;
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extern bool g_mouseEnabled;
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extern bool g_mouseInsideWindow;
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extern bool g_mouseLockedToWindow;
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enum EMouseBits
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{
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LEFT_MOUSE = 1,
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RIGHT_MOUSE = 2,
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MIDDLE_MOUSE = 4,
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THUMB_MOUSE = 8,
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WHEELUP_MOUSE = 16,
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WHEELDOWN_MOUSE= 32,
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THUMB2_MOUSE = 64,
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WHEELLEFT_MOUSE = 128,
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WHEELRIGHT_MOUSE = 256,
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};
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enum
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{
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MOUSE_IDLE = 0,
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MOUSE_PRESSED,
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MOUSE_HELD,
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MOUSE_RELEASED,
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};
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struct ControlInfo
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{
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int32_t dx;
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@ -82,7 +49,6 @@ class InputState
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kb_scancode KB_LastScan;
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vec2_t g_mousePos;
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vec2_t g_mouseAbs;
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public:
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@ -241,17 +207,12 @@ public:
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g_mousePos.x += x;
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g_mousePos.y += y;
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}
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void MouseSetAbs(int x, int y)
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{
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g_mouseAbs = { x, y };
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}
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bool gamePadActive()
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{
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// fixme: This needs to be tracked.
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return false;
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}
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int32_t mouseReadAbs(vec2_t* const pResult);
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void GetMouseDelta(ControlInfo* info);
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void ClearAllInput()
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@ -273,26 +234,9 @@ public:
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extern InputState inputState;
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inline void CONTROL_GetInput(ControlInfo* info)
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{
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memset(info, 0, sizeof(ControlInfo));
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void CONTROL_GetInput(ControlInfo* info);
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int32_t handleevents(void);
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if (in_mouse)
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inputState.GetMouseDelta(info);
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if (in_joystick)
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{
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// Handle joysticks/game controllers.
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float joyaxes[NUM_JOYAXIS];
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I_GetAxes(joyaxes);
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info->dyaw += joyaxes[JOYAXIS_Yaw];
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info->dx += joyaxes[JOYAXIS_Side];
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info->dz += joyaxes[JOYAXIS_Forward];
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info->dpitch += joyaxes[JOYAXIS_Pitch];
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}
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}
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#define WIN_IS_PRESSED ( inputState.WinPressed() )
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#define ALT_IS_PRESSED ( inputState.AltPressed() )
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@ -83,7 +83,6 @@ set( PCH_SOURCES
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src/scrip2.cpp
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src/sector.cpp
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src/serp.cpp
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src/setup.cpp
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src/skel.cpp
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src/skull.cpp
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src/slidor.cpp
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@ -1,85 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "keys.h"
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#include "game.h"
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#include "mytypes.h"
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#include "gamedefs.h"
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#include "config.h"
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#include "sounds.h"
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#include "gamecontrol.h"
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#include "rts.h"
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BEGIN_SW_NS
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void CenterCenter(void)
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{
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printf("\nCenter the joystick and press a button\n");
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}
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void UpperLeft(void)
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{
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printf("Move joystick to upper-left corner and press a button\n");
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}
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void LowerRight(void)
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{
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printf("Move joystick to lower-right corner and press a button\n");
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}
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void CenterThrottle(void)
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{
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printf("Center the throttle control and press a button\n");
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}
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void CenterRudder(void)
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{
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printf("Center the rudder control and press a button\n");
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}
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/*
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===================
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=
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= GetTime
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=
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===================
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*/
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static int32_t timert;
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int32_t GetTime(void)
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{
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return (int32_t) totalclock;
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//return timert++;
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}
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END_SW_NS
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