mirror of
https://github.com/ZDoom/Raze.git
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- Move joyaxes[]
array from getHidInput()
directly into ControlInfo
.
This commit is contained in:
parent
08d22f49f4
commit
eed9716d86
4 changed files with 44 additions and 68 deletions
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@ -119,27 +119,27 @@ void processMovement(InputPacket* const currInput, InputPacket* const inputBuffe
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// determine player input.
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const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
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const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dforward * scaleAdjustf;
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const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dside * scaleAdjustf;
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const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->joyaxes[JOYAXIS_Forward] * scaleAdjustf;
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const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->joyaxes[JOYAXIS_Side] * scaleAdjustf;
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// process player angle input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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{
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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->mouseturnx - (hidInput->dyaw * hidspeed - turndir * turnspeed) * scaleAdjustf;
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currInput->avel += hidInput->mouseturnx - (hidInput->joyaxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
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if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
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}
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else
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{
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currInput->svel += hidInput->mousemovex - (hidInput->dyaw - turning) * keymove * scaleAdjustf;
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currInput->svel += hidInput->mousemovex - (hidInput->joyaxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
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}
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// process player pitch input.
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if (!(inputBuffer->actions & SB_AIMMODE))
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currInput->horz += hidInput->mouseturny - hidInput->dpitch * hidspeed * scaleAdjustf;
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currInput->horz += hidInput->mouseturny - hidInput->joyaxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
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else
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currInput->fvel -= hidInput->mousemovey - hidInput->dpitch * keymove * scaleAdjustf;
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currInput->fvel -= hidInput->mousemovey - hidInput->joyaxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
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// process movement input.
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currInput->fvel += moving * keymove;
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@ -195,30 +195,6 @@ int32_t handleevents(void)
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return 0;
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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 getHidInput(HIDInput* const hidInput)
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{
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inputState.GetMouseDelta(hidInput);
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if (use_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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hidInput->dyaw += joyaxes[JOYAXIS_Yaw];
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hidInput->dpitch += joyaxes[JOYAXIS_Pitch];
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hidInput->dforward += joyaxes[JOYAXIS_Forward] * .5f;
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hidInput->dside += joyaxes[JOYAXIS_Side] * .5f;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -401,33 +377,33 @@ void ApplyGlobalInput(InputPacket& input, HIDInput* hidInput, bool const croucha
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if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
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{
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (hidInput->dforward > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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if (hidInput->joyaxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
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if (hidInput->dforward < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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if (hidInput->joyaxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((hidInput->dside < 0 || hidInput->dyaw > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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if ((hidInput->joyaxes[JOYAXIS_Side] < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((hidInput->dside > 0 || hidInput->dyaw < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
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if ((hidInput->joyaxes[JOYAXIS_Side] > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
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else dpad_lock &= ~8;
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// This eats the controller input for regular use
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hidInput->dside = 0;
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hidInput->dforward = 0;
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hidInput->dyaw = 0;
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hidInput->joyaxes[JOYAXIS_Side] = 0;
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hidInput->joyaxes[JOYAXIS_Forward] = 0;
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hidInput->joyaxes[JOYAXIS_Yaw] = 0;
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}
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else dpad_lock = 0;
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input.actions |= ActionsToSend;
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward > 0))
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->joyaxes[JOYAXIS_Forward] > 0))
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input.actions |= SB_AIM_UP;
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward < 0)))
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->joyaxes[JOYAXIS_Forward] < 0)))
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input.actions |= SB_AIM_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
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hidInput->dforward = 0;
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hidInput->joyaxes[JOYAXIS_Forward] = 0;
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if (buttonMap.ButtonDown(gamefunc_Jump))
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input.actions |= SB_JUMP;
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@ -16,12 +16,7 @@
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struct HIDInput
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{
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float dside;
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float dup;
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float dforward;
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float dyaw;
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float dpitch;
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float droll;
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float joyaxes[NUM_JOYAXIS];
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float mouseturnx;
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float mouseturny;
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float mousemovex;
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@ -63,7 +58,6 @@ public:
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extern InputState inputState;
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void getHidInput(HIDInput* const hidInput);
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int32_t handleevents(void);
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enum GameFunction_t
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@ -116,6 +110,12 @@ inline float backendinputscale()
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return (1.f / 16.f);
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}
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inline void getHidInput(HIDInput* const hidInput)
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{
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inputState.GetMouseDelta(hidInput);
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if (use_joystick) I_GetAxes(hidInput->joyaxes);
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}
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//---------------------------------------------------------------------------
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//
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// Inline functions to help with edge cases where synchronised input is needed.
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@ -564,13 +564,13 @@ static float motoApplyTurn(player_struct* p, HIDInput* const hidInput, bool cons
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{
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resetTurnHeldAmt();
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if (kbdLeft || hidInput->mouseturnx < 0 || hidInput->dyaw > 0)
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if (kbdLeft || hidInput->mouseturnx < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0)
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{
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p->TiltStatus -= (float)factor;
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if (p->TiltStatus < -10)
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p->TiltStatus = -10;
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}
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else if (kbdRight || hidInput->mouseturnx > 0 || hidInput->dyaw < 0)
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else if (kbdRight || hidInput->mouseturnx > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0)
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{
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p->TiltStatus += (float)factor;
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if (p->TiltStatus > 10)
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@ -579,12 +579,12 @@ static float motoApplyTurn(player_struct* p, HIDInput* const hidInput, bool cons
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}
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else
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{
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->joyaxes[JOYAXIS_Yaw])
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{
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constexpr float velScale = (3.f / 10.f);
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const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dforward < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
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const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->joyaxes[JOYAXIS_Forward] < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw > 0)
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0)
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{
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p->TiltStatus -= (float)factor;
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@ -597,13 +597,13 @@ static float motoApplyTurn(player_struct* p, HIDInput* const hidInput, bool cons
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if (hidInput->mouseturnx < 0)
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turnvel -= Sgn(baseVel) * sqrtf(abs(p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * -(hidInput->mouseturnx / factor) * (7.f / 20.f));
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if (hidInput->dyaw > 0)
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turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * hidInput->dyaw;
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if (hidInput->joyaxes[JOYAXIS_Yaw] > 0)
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turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * hidInput->joyaxes[JOYAXIS_Yaw];
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updateTurnHeldAmt(factor);
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}
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if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->dyaw < 0)
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if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0)
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{
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p->TiltStatus += (float)factor;
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@ -616,8 +616,8 @@ static float motoApplyTurn(player_struct* p, HIDInput* const hidInput, bool cons
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if (hidInput->mouseturnx > 0)
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turnvel += Sgn(baseVel) * sqrtf(abs(p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * (hidInput->mouseturnx / factor) * (7.f / 20.f));
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if (hidInput->dyaw < 0)
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turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * hidInput->dyaw;
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if (hidInput->joyaxes[JOYAXIS_Yaw] < 0)
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turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * velScale) * hidInput->joyaxes[JOYAXIS_Yaw];
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updateTurnHeldAmt(factor);
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}
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@ -652,12 +652,12 @@ static float boatApplyTurn(player_struct *p, HIDInput* const hidInput, bool cons
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if (p->MotoSpeed)
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{
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->joyaxes[JOYAXIS_Yaw])
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{
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const float velScale = !p->NotOnWater? 1.f : (6.f / 19.f);
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const float baseVel = VEHICLETURN * velScale;
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw > 0)
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0)
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{
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if (!p->NotOnWater)
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{
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@ -672,13 +672,13 @@ static float boatApplyTurn(player_struct *p, HIDInput* const hidInput, bool cons
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if (hidInput->mouseturnx < 0)
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turnvel -= Sgn(baseVel) * sqrtf(abs(baseVel) * -(hidInput->mouseturnx / factor) * (7.f / 20.f));
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if (hidInput->dyaw > 0)
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turnvel += baseVel * hidInput->dyaw;
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if (hidInput->joyaxes[JOYAXIS_Yaw] > 0)
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turnvel += baseVel * hidInput->joyaxes[JOYAXIS_Yaw];
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updateTurnHeldAmt(factor);
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}
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if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->dyaw < 0)
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if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0)
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{
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if (!p->NotOnWater)
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{
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@ -693,8 +693,8 @@ static float boatApplyTurn(player_struct *p, HIDInput* const hidInput, bool cons
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if (hidInput->mouseturnx > 0)
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turnvel += Sgn(baseVel) * sqrtf(abs(baseVel) * (hidInput->mouseturnx / factor) * (7.f / 20.f));
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if (hidInput->dyaw < 0)
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turnvel += baseVel * hidInput->dyaw;
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if (hidInput->joyaxes[JOYAXIS_Yaw] < 0)
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turnvel += baseVel * hidInput->joyaxes[JOYAXIS_Yaw];
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updateTurnHeldAmt(factor);
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}
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@ -739,13 +739,13 @@ static void processVehicleInput(player_struct *p, HIDInput* const hidInput, Inpu
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// Cancel out micro-movement
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if (fabs(hidInput->mouseturnx) < (m_sensitivity_x * m_yaw * backendinputscale() * 2.f)) hidInput->mouseturnx = 0;
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p->vehTurnLeft = kbdLeft || hidInput->mouseturnx < 0 || hidInput->dyaw > 0;
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p->vehTurnRight = kbdRight || hidInput->mouseturnx > 0 || hidInput->dyaw < 0;
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p->vehTurnLeft = kbdLeft || hidInput->mouseturnx < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0;
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p->vehTurnRight = kbdRight || hidInput->mouseturnx > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0;
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if (p->OnBoat || !p->moto_underwater)
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{
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p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dforward, 1.f);
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p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dforward, 1.f);
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p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->joyaxes[JOYAXIS_Forward], 1.f);
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p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->joyaxes[JOYAXIS_Forward], 1.f);
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p->vehBraking = buttonMap.ButtonDown(gamefunc_Run);
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}
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