mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
211 lines
5.3 KiB
C++
211 lines
5.3 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"
|
|
#include "gamestate.h"
|
|
#include "gameinput.h"
|
|
|
|
// Mouse speeds
|
|
CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement")
|
|
CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement")
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void InputState::GetMouseDelta(HIDInput * hidInput)
|
|
{
|
|
g_mousePos *= backendinputscale();
|
|
|
|
hidInput->mouseturnx = g_mousePos.X;
|
|
hidInput->mouseturny = g_mousePos.Y;
|
|
hidInput->mousemovex = g_mousePos.X;
|
|
hidInput->mousemovey = g_mousePos.Y;
|
|
|
|
if (invertmousex)
|
|
{
|
|
hidInput->mouseturnx = -hidInput->mouseturnx;
|
|
hidInput->mousemovex = -hidInput->mousemovex;
|
|
}
|
|
|
|
if (invertmouse)
|
|
{
|
|
hidInput->mouseturny = -hidInput->mouseturny;
|
|
hidInput->mousemovey = -hidInput->mousemovey;
|
|
}
|
|
|
|
g_mousePos.Zero();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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;
|
|
buttonMap.ResetButtonStates(); // this is important. If all input is cleared, the buttons must be cleared as well.
|
|
clearLocalInputBuffer(); // also clear game local input state.
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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);
|
|
}
|