- Move remaining mouse CVARs from inputstate.cpp to gameinput.cpp.

This commit is contained in:
Mitchell Richters 2023-03-31 00:31:59 +11:00
parent 13cb52a0db
commit ea4e850674
3 changed files with 17 additions and 29 deletions

View file

@ -37,6 +37,8 @@ CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement")
CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement")
//---------------------------------------------------------------------------
@ -58,6 +60,7 @@ static int dpad_lock = 0;
ESyncBits ActionsToSend = 0;
bool crouch_toggle = false;
static constexpr float backendmousescale = 1.f / 16.f;
static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
static constexpr double YAW_LOOKINGSPEED = 801.5625;
@ -191,7 +194,7 @@ 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->mouse.X) < (m_sensitivity_x * backendinputscale() * 2.f))
if (fabs(hidInput->mouse.X) < (m_sensitivity_x * backendmousescale * 2.f))
hidInput->mouse.X = 0;
// Yes, we need all these bools...
@ -254,6 +257,14 @@ static void ApplyGlobalInput(HIDInput* const hidInput)
inputState.GetMouseDelta(hidInput->mouse);
if (use_joystick) I_GetAxes(hidInput->joyaxes);
hidInput->mouse *= backendmousescale;
if (invertmousex)
hidInput->mouse.X = -hidInput->mouse.X;
if (invertmouse)
hidInput->mouse.Y = -hidInput->mouse.Y;
if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend);
WeaponToSend = 0;
if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))

View file

@ -44,28 +44,6 @@
#include "gamestate.h"
#include "gameinput.h"
// Mouse speeds
CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement")
CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement")
//==========================================================================
//
//
//
//==========================================================================
void InputState::GetMouseDelta(FVector2& hidInput)
{
hidInput = g_mousePos * backendinputscale();
g_mousePos.Zero();
if (invertmousex)
hidInput.X = -hidInput.X;
if (invertmouse)
hidInput.Y = -hidInput.Y;
}
//==========================================================================
//
//

View file

@ -34,7 +34,11 @@ public:
g_mousePos.Y += y;
}
void GetMouseDelta(FVector2& hidInput);
void GetMouseDelta(FVector2& gameinput)
{
gameinput = g_mousePos;
g_mousePos.Zero();
}
void ClearAllInput();
bool CheckAllInput()
@ -85,8 +89,3 @@ enum GameFunction_t
};
void SetupGameButtons();
inline float backendinputscale()
{
return (1.f / 16.f);
}