mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 15:11:41 +00:00
424 lines
10 KiB
C++
424 lines
10 KiB
C++
/*
|
|
** 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"
|
|
#include "gamestruct.h"
|
|
|
|
static int WeaponToSend = 0;
|
|
ESyncBits ActionsToSend = 0;
|
|
static int dpad_lock = 0;
|
|
bool sendPause;
|
|
|
|
static double lastCheck;
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void InputState::GetMouseDelta(ControlInfo * hidInput)
|
|
{
|
|
vec2f_t finput = g_mousePos;
|
|
g_mousePos = {};
|
|
|
|
hidInput->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
|
|
hidInput->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley;
|
|
|
|
// todo: Use these when the mouse is used for moving instead of turning.
|
|
//hidInput->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
|
|
//hidInput->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
|
|
|
|
if (in_mousebias)
|
|
{
|
|
if (fabs(hidInput->mousex) > fabs(hidInput->mousey))
|
|
hidInput->mousey /= in_mousebias;
|
|
else
|
|
hidInput->mousex /= in_mousebias;
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static int exclKeys[] = { KEY_VOLUMEDOWN, KEY_VOLUMEUP };
|
|
|
|
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;
|
|
bool ignore = false;
|
|
KeyStatus[key] = (uint8_t)state;
|
|
|
|
// Check if key is to be excluded from setting AnyKeyStatus.
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (exclKeys[i] == key)
|
|
{
|
|
ignore = true;
|
|
break;
|
|
}
|
|
}
|
|
if (key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT)
|
|
{
|
|
ignore = true;
|
|
}
|
|
|
|
if (state && !ignore)
|
|
AnyKeyStatus = true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void InputState::ClearAllInput()
|
|
{
|
|
memset(KeyStatus, 0, sizeof(KeyStatus));
|
|
AnyKeyStatus = false;
|
|
ActionsToSend = 0;
|
|
WeaponToSend = 0;
|
|
dpad_lock = 0;
|
|
lastCheck = 0;
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
ControlInfo CONTROL_GetInput()
|
|
{
|
|
ControlInfo hidInput {};
|
|
|
|
inputState.GetMouseDelta(&hidInput);
|
|
|
|
if (use_joystick)
|
|
{
|
|
// Handle joysticks/game controllers.
|
|
float joyaxes[NUM_JOYAXIS];
|
|
|
|
I_GetAxes(joyaxes);
|
|
|
|
hidInput.dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
|
|
hidInput.dx += -joyaxes[JOYAXIS_Side] * 0.75f;
|
|
hidInput.dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
|
|
hidInput.dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
|
|
}
|
|
|
|
return hidInput;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
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);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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 <weaponslot>: 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 <itemnum>: 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));
|
|
}
|
|
}
|
|
|
|
CCMD(invprev)
|
|
{
|
|
ActionsToSend |= SB_INVPREV;
|
|
}
|
|
|
|
CCMD(invnext)
|
|
{
|
|
ActionsToSend |= SB_INVNEXT;
|
|
}
|
|
|
|
CCMD(invuse)
|
|
{
|
|
ActionsToSend |= SB_INVUSE;
|
|
}
|
|
|
|
CCMD(centerview)
|
|
{
|
|
ActionsToSend |= SB_CENTERVIEW;
|
|
}
|
|
|
|
CCMD(turnaround)
|
|
{
|
|
ActionsToSend |= SB_TURNAROUND;
|
|
}
|
|
|
|
CCMD(holsterweapon)
|
|
{
|
|
ActionsToSend |= SB_HOLSTER;
|
|
}
|
|
|
|
CCMD(backoff)
|
|
{
|
|
ActionsToSend |= SB_ESCAPE;
|
|
}
|
|
|
|
CCMD(pause)
|
|
{
|
|
sendPause = true;
|
|
}
|
|
|
|
|
|
|
|
void ApplyGlobalInput(InputPacket& input, ControlInfo* const hidInput)
|
|
{
|
|
if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
|
|
WeaponToSend = 0;
|
|
if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
|
|
{
|
|
// These buttons should not autorepeat. The game handlers are not really equipped for that.
|
|
if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
|
|
else dpad_lock &= ~1;
|
|
if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
|
|
else dpad_lock &= ~2;
|
|
if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
|
|
else dpad_lock &= ~4;
|
|
if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
|
|
else dpad_lock &= ~8;
|
|
|
|
// This eats the controller input for regular use
|
|
hidInput->dx = 0;
|
|
hidInput->dz = 0;
|
|
hidInput->dyaw = 0;
|
|
}
|
|
else dpad_lock = 0;
|
|
|
|
input.actions |= ActionsToSend;
|
|
ActionsToSend = 0;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0))
|
|
input.actions |= SB_AIM_UP;
|
|
|
|
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0)))
|
|
input.actions |= SB_AIM_DOWN;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
|
|
hidInput->dz = 0;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Jump))
|
|
input.actions |= SB_JUMP;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Crouch))
|
|
input.actions |= SB_CROUCH;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Fire))
|
|
input.actions |= SB_FIRE;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
|
|
input.actions |= SB_ALTFIRE;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Open))
|
|
{
|
|
if (g_gameType & GAMEFLAG_BLOOD) buttonMap.ClearButton(gamefunc_Open);
|
|
input.actions |= SB_OPEN;
|
|
}
|
|
if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
|
|
input.actions |= SB_RUN;
|
|
|
|
if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
|
|
input.actions |= SB_AIMMODE;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Look_Up))
|
|
input.actions |= SB_LOOK_UP;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Look_Down))
|
|
input.actions |= SB_LOOK_DOWN;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Look_Left))
|
|
input.actions |= SB_LOOK_LEFT;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Look_Right))
|
|
input.actions |= SB_LOOK_RIGHT;
|
|
|
|
}
|
|
|
|
double InputScale()
|
|
{
|
|
if (!cl_syncinput)
|
|
{
|
|
double now = I_msTimeF();
|
|
double elapsedInputTicks = lastCheck > 0 ? min(now - lastCheck, 1000.0 / GameTicRate) : 1;
|
|
lastCheck = now;
|
|
return elapsedInputTicks * GameTicRate / 1000.0;
|
|
}
|
|
else
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|