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https://github.com/ZDoom/Raze.git
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120 lines
3.2 KiB
C++
120 lines
3.2 KiB
C++
/*
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** Main input handler
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "inputstate.h"
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#include "i_system.h"
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#include "v_draw.h"
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#include "v_video.h"
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#include "statusbar.h"
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#include "gamecontrol.h"
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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 I_StartTic();
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extern bool ToggleFullscreen;
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int32_t handleevents(void)
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{
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if (ToggleFullscreen)
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{
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vid_fullscreen = !vid_fullscreen;
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ToggleFullscreen = false;
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}
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// fullscreen toggle has been requested
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if (setmodeneeded)
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{
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setmodeneeded = false;
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screen->ToggleFullscreen(vid_fullscreen);
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V_OutputResized(screen->GetWidth(), screen->GetHeight());
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}
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// change the view size if needed
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if (setsizeneeded)
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{
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setVideoMode();
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setViewport(hud_size);
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setsizeneeded = false;
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}
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I_StartFrame();
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I_StartTic();
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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 SetupGameButtons()
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{
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static const char* actions[] = {
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"Move_Forward",
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"Move_Backward",
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"Turn_Left",
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"Turn_Right",
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"Strafe",
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"Fire",
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"Open",
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"Run",
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"Alt_Fire",
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"Jump",
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"Crouch",
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"Look_Up",
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"Look_Down",
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"Look_Left",
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"Look_Right",
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"Strafe_Left",
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"Strafe_Right",
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"Aim_Up",
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"Aim_Down",
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"Shrink_Screen",
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"Enlarge_Screen",
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"Mouse_Aiming",
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"Dpad_Select",
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"Dpad_Aiming",
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"Toggle_Crouch",
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"Quick_Kick",
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"AM_PanLeft",
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"AM_PanRight",
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"AM_PanUp",
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"AM_PanDown",
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};
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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}
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