- Move joyaxes[] array from getHidInput() directly into ControlInfo.

This commit is contained in:
Mitchell Richters 2023-03-17 20:42:19 +11:00
parent 08d22f49f4
commit eed9716d86
4 changed files with 44 additions and 68 deletions

View file

@ -195,30 +195,6 @@ int32_t handleevents(void)
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
void getHidInput(HIDInput* const hidInput)
{
inputState.GetMouseDelta(hidInput);
if (use_joystick)
{
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
hidInput->dyaw += joyaxes[JOYAXIS_Yaw];
hidInput->dpitch += joyaxes[JOYAXIS_Pitch];
hidInput->dforward += joyaxes[JOYAXIS_Forward] * .5f;
hidInput->dside += joyaxes[JOYAXIS_Side] * .5f;
}
}
//---------------------------------------------------------------------------
//
//
@ -401,33 +377,33 @@ void ApplyGlobalInput(InputPacket& input, HIDInput* hidInput, bool const croucha
if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
// These buttons should not autorepeat. The game handlers are not really equipped for that.
if (hidInput->dforward > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
if (hidInput->joyaxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
else dpad_lock &= ~1;
if (hidInput->dforward < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
if (hidInput->joyaxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
else dpad_lock &= ~2;
if ((hidInput->dside < 0 || hidInput->dyaw > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
if ((hidInput->joyaxes[JOYAXIS_Side] < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
else dpad_lock &= ~4;
if ((hidInput->dside > 0 || hidInput->dyaw < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
if ((hidInput->joyaxes[JOYAXIS_Side] > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
else dpad_lock &= ~8;
// This eats the controller input for regular use
hidInput->dside = 0;
hidInput->dforward = 0;
hidInput->dyaw = 0;
hidInput->joyaxes[JOYAXIS_Side] = 0;
hidInput->joyaxes[JOYAXIS_Forward] = 0;
hidInput->joyaxes[JOYAXIS_Yaw] = 0;
}
else dpad_lock = 0;
input.actions |= ActionsToSend;
ActionsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward > 0))
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->joyaxes[JOYAXIS_Forward] > 0))
input.actions |= SB_AIM_UP;
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward < 0)))
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->joyaxes[JOYAXIS_Forward] < 0)))
input.actions |= SB_AIM_DOWN;
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
hidInput->dforward = 0;
hidInput->joyaxes[JOYAXIS_Forward] = 0;
if (buttonMap.ButtonDown(gamefunc_Jump))
input.actions |= SB_JUMP;