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a731db95ae
* Started with Duke's jetpack, other games to follow for swimming, etc.
100 lines
2 KiB
C++
100 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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class InputState
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{
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FixedBitArray<NUM_KEYS> KeyStatus;
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bool AnyKeyStatus;
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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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{
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if (ev->type != EV_KeyDown && ev->type != EV_KeyUp)
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return;
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const int key = ev->data1;
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KeyStatus.Set(key, ev->type == EV_KeyDown);
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// Check if key is to be excluded from setting AnyKeyStatus.
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const bool ignore = key == KEY_VOLUMEDOWN || key == KEY_VOLUMEUP ||
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(key > KEY_LASTJOYBUTTON && key < KEY_PAD_LTHUMB_RIGHT);
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if (KeyStatus[key] && !ignore)
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AnyKeyStatus = true;
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}
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void ClearAllInput()
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{
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KeyStatus.Zero();
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AnyKeyStatus = false;
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buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
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}
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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_Move_Up,
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gamefunc_Move_Down,
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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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