/* ** 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 "v_video.h" #include "statusbar.h" #include "gamecontrol.h" //========================================================================== // // // //========================================================================== void I_StartTic(); extern 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) { setVideoMode(); setViewport(hud_size); setsizeneeded = false; } I_StartFrame(); I_StartTic(); return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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", "Mouse_Aiming", "Dpad_Select", "Dpad_Aiming", "Toggle_Crouch", "Quick_Kick", "AM_PanLeft", "AM_PanRight", "AM_PanUp", "AM_PanDown", }; buttonMap.SetButtons(actions, NUM_ACTIONS); }