/* ** 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" //========================================================================== // // // //========================================================================== 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::keySetState(int32_t key, int32_t state) { KeyStatus[key] = (uint8_t)state; if (state) { g_keyFIFO[g_keyFIFOend] = key; g_keyFIFO[(g_keyFIFOend + 1) & (KEYFIFOSIZ - 1)] = state; g_keyFIFOend = ((g_keyFIFOend + 2) & (KEYFIFOSIZ - 1)); } } //========================================================================== // // // //========================================================================== void InputState::AddEvent(const event_t *ev) { if (ev->type == EV_KeyDown || ev->type == EV_KeyUp) { keySetState(ev->data1, ev->type == EV_KeyDown); if (ev->data2 && ev->type == EV_KeyDown) { g_keyAsciiFIFO[g_keyAsciiEnd] = (char16_t)ev->data2; g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1)); } } } //========================================================================== // // // //========================================================================== void InputState::ClearAllInput() { memset(KeyStatus, 0, sizeof(KeyStatus)); keyFlushChars(); keyFlushScans(); 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; } timerUpdateClock(); // The mouse wheel is not a real key so in order to be "pressed" it may only be cleared at the end of the tic (or the start of the next.) if (inputState.GetKeyStatus(KEY_MWHEELUP)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELUP }; D_PostEvent(&ev); } if (inputState.GetKeyStatus(KEY_MWHEELDOWN)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELDOWN }; D_PostEvent(&ev); } if (inputState.GetKeyStatus(KEY_MWHEELLEFT)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELLEFT }; D_PostEvent(&ev); } if (inputState.GetKeyStatus(KEY_MWHEELRIGHT)) { event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELRIGHT }; D_PostEvent(&ev); } 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; } }