raze/source/core/inputstate.cpp
2023-04-02 18:32:40 +10:00

120 lines
3.2 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 "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);
}