/* ** Main input handler ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "inputstate.h" #include "i_system.h" #include "v_draw.h" #include "build.h" #include "gamecvars.h" #include "v_video.h" #include "statusbar.h" #include"packet.h" #include "gamecontrol.h" static int WeaponToSend = 0; ESyncBits ActionsToSend = 0; //========================================================================== // // // //========================================================================== void InputState::GetMouseDelta(ControlInfo * info) { vec2f_t input, finput; input = g_mousePos; g_mousePos = {}; if (in_mousesmoothing) { static vec2f_t last; finput = { (input.x + last.x) * 0.5f, (input.y + last.y) * 0.5f }; last = input; } else { finput = { input.x, input.y }; } info->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f; info->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley; // todo: Use these when the mouse is used for moving instead of turning. //info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside); //info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward); if (in_mousebias) { if (fabs(info->mousex) > fabs(info->mousey)) info->mousey /= in_mousebias; else info->mousex /= in_mousebias; } } //========================================================================== // // // //========================================================================== void InputState::AddEvent(const event_t *ev) { if (ev->type == EV_KeyDown || ev->type == EV_KeyUp) { int key = ev->data1; bool state = ev->type == EV_KeyDown; KeyStatus[key] = (uint8_t)state; if (state && !(key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)) AnyKeyStatus = true; } } //========================================================================== // // // //========================================================================== void InputState::ClearAllInput() { memset(KeyStatus, 0, sizeof(KeyStatus)); AnyKeyStatus = false; buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well. gi->clearlocalinputstate(); // also clear game local input state. } //========================================================================== // // // //========================================================================== void I_StartTic(); bool ToggleFullscreen; int32_t handleevents(void) { if (ToggleFullscreen) { vid_fullscreen = !vid_fullscreen; ToggleFullscreen = false; } // fullscreen toggle has been requested if (setmodeneeded) { setmodeneeded = false; screen->ToggleFullscreen(vid_fullscreen); V_OutputResized(screen->GetWidth(), screen->GetHeight()); } // change the view size if needed if (setsizeneeded) { videoSetGameMode(vid_fullscreen, SCREENWIDTH, SCREENHEIGHT, 32, 1); setViewport(hud_size); setsizeneeded = false; } I_StartFrame(); I_StartTic(); return 0; } //========================================================================== // // // //========================================================================== void CONTROL_GetInput(ControlInfo* info) { memset(info, 0, sizeof(ControlInfo)); inputState.GetMouseDelta(info); if (use_joystick) { // Handle joysticks/game controllers. float joyaxes[NUM_JOYAXIS]; I_GetAxes(joyaxes); info->dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f; info->dx += -joyaxes[JOYAXIS_Side] * 0.75f; info->dz += -joyaxes[JOYAXIS_Forward] * 0.75f; info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SetupGameButtons() { static const char* actions[] = { "Move_Forward", "Move_Backward", "Turn_Left", "Turn_Right", "Strafe", "Fire", "Open", "Run", "Alt_Fire", "Jump", "Crouch", "Look_Up", "Look_Down", "Look_Left", "Look_Right", "Strafe_Left", "Strafe_Right", "Aim_Up", "Aim_Down", "Shrink_Screen", "Enlarge_Screen", "Show_Opponents_Weapon", "See_Coop_View", "Mouse_Aiming", "Dpad_Select", "Dpad_Aiming", "Third_Person_View", "Toggle_Crouch", "Quick_Kick", }; buttonMap.SetButtons(actions, NUM_ACTIONS); } //========================================================================== // // // //========================================================================== CCMD(slot) { // The max differs between games so we have to handle this here. int max = (g_gameType & GAMEFLAG_PSEXHUMED) || (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE) ? 7 : (g_gameType & GAMEFLAG_BLOOD) ? 12 : 10; if (argv.argc() != 2) { Printf("slot : select a weapon from the given slot (1-%d)", max); } auto slot = atoi(argv[1]); if (slot >= 1 && slot <= max) { WeaponToSend = slot; } } CCMD(weapprev) { WeaponToSend = WeaponSel_Prev; } CCMD(weapnext) { WeaponToSend = WeaponSel_Next; } CCMD(weapalt) { WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot. } CCMD(useitem) { int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : (g_gameType & GAMEFLAG_BLOOD) ? 4 : 5; if (argv.argc() != 2) { Printf("useitem : activates an inventory item (1-%d)", max); } auto slot = atoi(argv[1]); if (slot >= 1 && slot <= max) { ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1)); } } void ApplyGlobalInput(InputPacket& input, ControlInfo *info) { if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend); WeaponToSend = 0; if (info) { if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info->dz > 0) input.setNewWeapon(WeaponSel_Prev); if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info->dz < 0) input.setNewWeapon(WeaponSel_Next); } if (buttonMap.ButtonDown(gamefunc_Dpad_Select)) { // This eats the controller input for regular use info->dx = 0; info->dz = 0; info->dyaw = 0; } input.actions |= ActionsToSend; ActionsToSend = 0; }