Skip to content
Snippets Groups Projects
Select Git revision
  • 257872e4709264bb8fd94bddadb51d98c4bebf9c
  • next default protected
  • next-test
  • classic-netcode-fixes
  • fix-dedi-pthread
  • fix-enemy-target
  • master protected
  • better-distance-math
  • movie
  • softcode-info
  • acs
  • clipmidtex
  • custom-map-names
  • nogravity-trampolines
  • 2214-pre4
  • 2214-pre3
  • just-in-case
  • fix-opengl-parameter-crash
  • 2214-pre2
  • 2214-pre1
  • delfile2
  • SRB2_release_2.2.15
  • SRB2_release_2.2.13
  • SRB2_release_2.2.12
  • SRB2_release_2.2.11
  • SRB2_release_2.2.10
  • SRB2_release_2.2.9
  • SRB2_release_2.2.8
  • SRB2_release_2.2.7
  • SRB2_release_2.2.6
  • SRB2_release_2.2.5
  • SRB2_release_2.2.4
  • SRB2_release_2.2.3
  • SRB2_release_2.2.2
  • SRB2_release_2.2.1
  • SRB2_release_2.2.0
  • SRB2_release_2.1.25
  • SRB2_release_2.1.24
  • SRB2_release_2.1.23
  • SRB2_release_2.1.22
  • SRB2_release_2.1.21
41 results

test-pngtest.sh

Blame
  • g_input.h 5.87 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 1998-2000 by DooM Legacy Team.
    // Copyright (C) 1999-2021 by Sonic Team Junior.
    //
    // This program is free software distributed under the
    // terms of the GNU General Public License, version 2.
    // See the 'LICENSE' file for more details.
    //-----------------------------------------------------------------------------
    /// \file  g_input.h
    /// \brief handle mouse/keyboard/joystick inputs,
    ///        maps inputs to game controls (forward, spin, jump...)
    
    #ifndef __G_INPUT__
    #define __G_INPUT__
    
    #include "d_event.h"
    #include "keys.h"
    #include "command.h"
    
    // number of total 'button' inputs, include keyboard keys, plus virtual
    // keys (mousebuttons and joybuttons becomes keys)
    #define NUMKEYS 256
    
    #define MOUSEBUTTONS 8
    #define JOYBUTTONS   32 // 32 buttons
    #define JOYHATS      4  // 4 hats
    #define JOYAXISSET   4  // 4 Sets of 2 axises
    
    //
    // mouse and joystick buttons are handled as 'virtual' keys
    //
    typedef enum
    {
    	KEY_MOUSE1 = NUMKEYS,
    	KEY_JOY1 = KEY_MOUSE1 + MOUSEBUTTONS,
    	KEY_HAT1 = KEY_JOY1 + JOYBUTTONS,
    
    	KEY_DBLMOUSE1 =KEY_HAT1 + JOYHATS*4, // double clicks
    	KEY_DBLJOY1 = KEY_DBLMOUSE1 + MOUSEBUTTONS,
    	KEY_DBLHAT1 = KEY_DBLJOY1 + JOYBUTTONS,
    
    	KEY_2MOUSE1 = KEY_DBLHAT1 + JOYHATS*4,
    	KEY_2JOY1 = KEY_2MOUSE1 + MOUSEBUTTONS,
    	KEY_2HAT1 = KEY_2JOY1 + JOYBUTTONS,
    
    	KEY_DBL2MOUSE1 = KEY_2HAT1 + JOYHATS*4,
    	KEY_DBL2JOY1 = KEY_DBL2MOUSE1 + MOUSEBUTTONS,
    	KEY_DBL2HAT1 = KEY_DBL2JOY1 + JOYBUTTONS,
    
    	KEY_MOUSEWHEELUP = KEY_DBL2HAT1 + JOYHATS*4,
    	KEY_MOUSEWHEELDOWN = KEY_MOUSEWHEELUP + 1,
    	KEY_2MOUSEWHEELUP = KEY_MOUSEWHEELDOWN + 1,
    	KEY_2MOUSEWHEELDOWN = KEY_2MOUSEWHEELUP + 1,
    
    	NUMINPUTS = KEY_2MOUSEWHEELDOWN + 1,
    } key_input_e;
    
    typedef enum
    {
    	gc_null = 0, // a key/button mapped to gc_null has no effect
    	gc_forward,
    	gc_backward,
    	gc_strafeleft,
    	gc_straferight,
    	gc_turnleft,
    	gc_turnright,
    	gc_weaponnext,
    	gc_weaponprev,
    	gc_wepslot1,
    	gc_wepslot2,
    	gc_wepslot3,
    	gc_wepslot4,
    	gc_wepslot5,
    	gc_wepslot6,
    	gc_wepslot7,
    	gc_wepslot8,
    	gc_wepslot9,
    	gc_wepslot10,
    	gc_fire,
    	gc_firenormal,
    	gc_tossflag,
    	gc_spin,
    	gc_camtoggle,
    	gc_camreset,
    	gc_lookup,
    	gc_lookdown,
    	gc_centerview,
    	gc_mouseaiming, // mouse aiming is momentary (toggleable in the menu)
    	gc_talkkey,
    	gc_teamkey,
    	gc_scores,
    	gc_jump,
    	gc_console,
    	gc_pause,
    	gc_systemmenu,
    	gc_screenshot,
    	gc_recordgif,
    	gc_viewpoint,
    	gc_custom1, // Lua scriptable
    	gc_custom2, // Lua scriptable
    	gc_custom3, // Lua scriptable
    	num_gamecontrols
    } gamecontrols_e;
    
    typedef enum
    {
    	gcs_custom,
    	gcs_fps,
    	gcs_platform,
    	num_gamecontrolschemes
    } gamecontrolschemes_e;
    
    // mouse values are used once
    extern consvar_t cv_mousesens, cv_mouseysens;
    extern consvar_t cv_mousesens2, cv_mouseysens2;
    extern consvar_t cv_controlperkey;
    
    typedef struct
    {
    	INT32 dx; // deltas with mousemove sensitivity
    	INT32 dy;
    	INT32 mlookdy; // dy with mouselook sensitivity
    	INT32 rdx; // deltas without sensitivity
    	INT32 rdy;
    	UINT16 buttons;
    } mouse_t;
    
    #define MB_BUTTON1    0x0001
    #define MB_BUTTON2    0x0002
    #define MB_BUTTON3    0x0004
    #define MB_BUTTON4    0x0008
    #define MB_BUTTON5    0x0010
    #define MB_BUTTON6    0x0020
    #define MB_BUTTON7    0x0040
    #define MB_BUTTON8    0x0080
    #define MB_SCROLLUP   0x0100
    #define MB_SCROLLDOWN 0x0200
    
    extern mouse_t mouse;
    extern mouse_t mouse2;
    
    extern INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET];
    
    // current state of the keys: true if pushed
    extern UINT8 gamekeydown[NUMINPUTS];
    
    // two key codes (or virtual key) per game control
    extern INT32 gamecontrol[num_gamecontrols][2];
    extern INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
    extern INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
    extern INT32 gamecontrolbisdefault[num_gamecontrolschemes][num_gamecontrols][2];
    #define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
    #define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
    #define PLAYERINPUTDOWN(p, gc) ((p) == 2 ? PLAYER2INPUTDOWN(gc) : PLAYER1INPUTDOWN(gc))
    
    #define num_gcl_tutorial_check 6
    #define num_gcl_tutorial_used 8
    #define num_gcl_tutorial_full 13
    #define num_gcl_movement 4
    #define num_gcl_camera 2
    #define num_gcl_movement_camera 6
    #define num_gcl_jump 1
    #define num_gcl_spin 1
    #define num_gcl_jump_spin 2
    
    extern const INT32 gcl_tutorial_check[num_gcl_tutorial_check];
    extern const INT32 gcl_tutorial_used[num_gcl_tutorial_used];
    extern const INT32 gcl_tutorial_full[num_gcl_tutorial_full];
    extern const INT32 gcl_movement[num_gcl_movement];
    extern const INT32 gcl_camera[num_gcl_camera];
    extern const INT32 gcl_movement_camera[num_gcl_movement_camera];
    extern const INT32 gcl_jump[num_gcl_jump];
    extern const INT32 gcl_spin[num_gcl_spin];
    extern const INT32 gcl_jump_spin[num_gcl_jump_spin];
    
    // peace to my little coder fingers!
    // check a gamecontrol being active or not
    
    // remaps the input event to a game control.
    void G_MapEventsToControls(event_t *ev);
    
    // returns the name of a key
    const char *G_KeyNumToString(INT32 keynum);
    INT32 G_KeyStringToNum(const char *keystr);
    
    // detach any keys associated to the given game control
    void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control);
    void G_ClearAllControlKeys(void);
    void Command_Setcontrol_f(void);
    void Command_Setcontrol2_f(void);
    void G_DefineDefaultControls(void);
    INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen);
    void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen);
    void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2]);
    INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify);
    
    // sets the members of a mouse_t given position deltas
    void G_SetMouseDeltas(INT32 dx, INT32 dy, UINT8 ssplayer);
    
    #endif