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7da3b097fb
* We don't need to save this variable, we reset it at the start of every tic anyway.
111 lines
2 KiB
C++
111 lines
2 KiB
C++
#pragma once
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#include <stdint.h>
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#include "printf.h"
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#include "c_dispatch.h"
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#include "tarray.h"
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#include "scancodes.h"
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#include "c_bind.h"
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#include "c_buttons.h"
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#include "d_event.h"
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#include "m_joy.h"
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#include "gamecvars.h"
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#include "packet.h"
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#include "vectors.h"
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struct HIDInput
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{
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float joyaxes[NUM_JOYAXIS];
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float mouseturnx;
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float mouseturny;
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float mousemovex;
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float mousemovey;
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};
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class InputState
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{
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uint8_t KeyStatus[NUM_KEYS];
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bool AnyKeyStatus;
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FVector2 g_mousePos;
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public:
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bool ShiftPressed()
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{
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return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
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}
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void AddEvent(const event_t* ev);
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void MouseAddToPos(float x, float y)
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{
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g_mousePos.X += x;
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g_mousePos.Y += y;
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}
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void GetMouseDelta(HIDInput* hidInput);
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void ClearAllInput();
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bool CheckAllInput()
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{
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bool res = AnyKeyStatus;
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AnyKeyStatus = false;
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return res;
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}
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};
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extern InputState inputState;
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int32_t handleevents(void);
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enum GameFunction_t
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{
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gamefunc_Move_Forward, //
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gamefunc_Move_Backward, //
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gamefunc_Turn_Left, //
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gamefunc_Turn_Right, //
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gamefunc_Strafe, //
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire,
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left, //
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gamefunc_Strafe_Right, //
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Shrink_Screen, // Automap only
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gamefunc_Enlarge_Screen, // Automap only
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gamefunc_Mouse_Aiming,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_Toggle_Crouch,
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gamefunc_Quick_Kick,
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gamefunc_AM_PanLeft,
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gamefunc_AM_PanRight,
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gamefunc_AM_PanUp,
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gamefunc_AM_PanDown,
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NUM_ACTIONS
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};
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void SetupGameButtons();
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void ApplyGlobalInput(HIDInput* const hidInput, InputPacket* const inputBuffer);
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extern ESyncBits ActionsToSend;
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inline float backendinputscale()
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{
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return (1.f / 16.f);
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}
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inline void getHidInput(HIDInput* const hidInput)
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{
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inputState.GetMouseDelta(hidInput);
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if (use_joystick) I_GetAxes(hidInput->joyaxes);
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}
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