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https://github.com/4jcraft/4jcraft.git
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Merge pull request #240 from WildBirdDog27/feat/controller-support
added controller support using SDL
This commit is contained in:
commit
f7bf6cadf0
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@ -9,11 +9,18 @@
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C_4JInput InputManager;
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static const int KEY_COUNT = SDL_NUM_SCANCODES;
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static const int BTN_COUNT = SDL_CONTROLLER_BUTTON_MAX;
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static const int AXS_COUNT = SDL_CONTROLLER_AXIS_MAX;
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static const float MOUSE_SCALE = 0.015f;
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// Vars
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static bool s_sdlInitialized = false;
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static bool s_keysCurrent[KEY_COUNT] = {};
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static bool s_keysPrev[KEY_COUNT] = {};
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static bool s_btnsCurrent[BTN_COUNT] = {};
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static bool s_btnsPrev[BTN_COUNT] = {};
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static bool s_axisCurrent[AXS_COUNT] = {};
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static bool s_axisPrev[AXS_COUNT] = {};
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static float axisVal[AXS_COUNT] = {};
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static bool s_mouseLeftCurrent = false, s_mouseLeftPrev = false;
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static bool s_mouseRightCurrent = false, s_mouseRightPrev = false;
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static bool s_menuDisplayed[4] = {};
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@ -72,6 +79,64 @@ static inline bool MouseRReleased() {
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return !s_mouseRightCurrent && s_mouseRightPrev;
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}
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// holds controller object
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static SDL_GameController* controller = nullptr;
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// Watched controller buttons set
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static const SDL_GameControllerButton s_watchedBtns[] = {
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_CONTROLLER_BUTTON_START,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT};
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static const int s_watchedBtnsCount =
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(int)(sizeof(s_watchedBtns) / sizeof(s_watchedBtns[0]));
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static inline bool CDown(int cb) {
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return (cb >= 0 && cb < BTN_COUNT) ? s_btnsCurrent[cb] : false;
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}
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static inline bool CPressed(int cb) {
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return (cb >= 0 && cb < BTN_COUNT) ? !s_btnsPrev[cb] && s_btnsCurrent[cb]
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: false;
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}
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static inline bool CReleased(int cb) {
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return (cb >= 0 && cb < BTN_COUNT) ? s_btnsPrev[cb] && !s_btnsCurrent[cb]
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: false;
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}
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// Sets controller dead zone
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static int deadZone = 8000;
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// Watched controller axes set
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static const SDL_GameControllerAxis s_watchedAxis[] = {
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SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY,
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SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY,
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SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT};
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static const int s_watchedAxisCount =
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(int)(sizeof(s_watchedAxis) / sizeof(s_watchedAxis[0]));
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static inline bool ADown(int ca) {
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return (ca >= 0 && ca < AXS_COUNT) ? s_axisCurrent[ca] : false;
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}
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static inline bool APressed(int ca) {
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return (ca >= 0 && ca < AXS_COUNT) ? !s_axisPrev[ca] && s_axisCurrent[ca]
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: false;
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}
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static inline bool AReleased(int ca) {
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return (ca >= 0 && ca < AXS_COUNT) ? s_axisPrev[ca] && !s_axisCurrent[ca]
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: false;
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}
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// get directly into SDL events before the game queue can steal them.
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// this took me a while.
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static int SDLCALL EventWatcher(void*, SDL_Event* e) {
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@ -93,6 +158,31 @@ static int SDLCALL EventWatcher(void*, SDL_Event* e) {
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} else if (e->type == SDL_MOUSEMOTION) {
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s_accumRelX += (float)e->motion.xrel;
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s_accumRelY += (float)e->motion.yrel;
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} else if (e->type == SDL_CONTROLLERDEVICEADDED) { // Will search for
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// controller if none
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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if (SDL_IsGameController(i)) {
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controller = SDL_GameControllerOpen(i);
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break;
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}
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}
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} else if (controller) { // only checks when a controller exists
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if (e->type == SDL_CONTROLLERDEVICEREMOVED) {
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SDL_Joystick* joy = SDL_GameControllerGetJoystick(controller);
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if (SDL_JoystickInstanceID(joy) == e->cdevice.which) {
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SDL_GameControllerClose(controller);
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controller = nullptr;
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}
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} else if (e->type == SDL_CONTROLLERBUTTONDOWN) {
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if (e->cbutton.button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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s_scrollTicksForGetValue++;
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s_scrollTicksForButtonPressed++;
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} else if (e->cbutton.button ==
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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s_scrollTicksForGetValue--;
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s_scrollTicksForButtonPressed--;
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}
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}
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}
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return 1;
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}
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@ -121,12 +211,19 @@ void C_4JInput::Initialise(int, unsigned char, unsigned char, unsigned char) {
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if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
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SDL_Init(SDL_INIT_VIDEO);
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}
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) == 0) {
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SDL_Init(SDL_INIT_GAMECONTROLLER);
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}
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SDL_AddEventWatch(EventWatcher, NULL);
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s_sdlInitialized = true;
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}
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memset(s_keysCurrent, 0, sizeof(s_keysCurrent));
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memset(s_keysPrev, 0, sizeof(s_keysPrev));
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memset(s_btnsCurrent, 0, sizeof(s_btnsCurrent));
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memset(s_btnsPrev, 0, sizeof(s_btnsPrev));
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memset(s_axisCurrent, 0, sizeof(s_axisCurrent));
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memset(s_axisPrev, 0, sizeof(s_axisPrev));
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memset(s_menuDisplayed, 0, sizeof(s_menuDisplayed));
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s_mouseLeftCurrent = s_mouseLeftPrev = s_mouseRightCurrent =
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@ -137,7 +234,17 @@ void C_4JInput::Initialise(int, unsigned char, unsigned char, unsigned char) {
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s_scrollTicksSnap = 0;
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s_snapTaken = s_scrollSnapTaken = s_prevMenuDisplayed = false;
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if (s_sdlInitialized) SDL_SetRelativeMouseMode(SDL_TRUE);
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if (s_sdlInitialized) {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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// looks for controller
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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if (SDL_IsGameController(i)) {
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controller = SDL_GameControllerOpen(i);
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break;
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}
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}
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}
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}
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// Each tick we update the input state by polling SDL, this is where we get the
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// kbd and mouse state.
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@ -145,6 +252,8 @@ void C_4JInput::Tick() {
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if (!s_sdlInitialized) return;
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memcpy(s_keysPrev, s_keysCurrent, sizeof(s_keysCurrent));
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memcpy(s_btnsPrev, s_btnsCurrent, sizeof(s_btnsCurrent));
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memcpy(s_axisPrev, s_axisCurrent, sizeof(s_axisCurrent));
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s_mouseLeftPrev = s_mouseLeftCurrent;
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s_mouseRightPrev = s_mouseRightCurrent;
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s_snapTaken = false;
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@ -180,6 +289,30 @@ void C_4JInput::Tick() {
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SDL_SetWindowGrab(mf, SDL_TRUE);
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}
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}
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// If there is a controller update the buttons and sticks
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if (controller) {
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for (int i = 0; i < s_watchedBtnsCount; ++i) {
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int cb = s_watchedBtns[i];
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if (cb >= 0 && cb < BTN_COUNT)
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s_btnsCurrent[cb] =
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SDL_GameControllerGetButton(controller, s_watchedBtns[i]);
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}
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for (int i = 0; i < s_watchedAxisCount; ++i) {
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int ca = s_watchedAxis[i];
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if (ca >= 0 && ca < AXS_COUNT) {
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int aVal =
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SDL_GameControllerGetAxis(controller, s_watchedAxis[i]);
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if (s_watchedAxis[i] == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
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s_watchedAxis[i] == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
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s_axisCurrent[ca] = aVal > deadZone;
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else {
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s_axisCurrent[ca] = (aVal > deadZone || aVal < -deadZone);
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axisVal[ca] = aVal / 32768.0f;
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}
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}
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}
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}
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}
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int C_4JInput::GetHotbarSlotPressed(int iPad) {
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@ -203,54 +336,65 @@ int C_4JInput::GetHotbarSlotPressed(int iPad) {
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return -1;
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}
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#define ACTION_CASES(FN) \
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case ACTION_MENU_UP: \
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return FN(SDL_SCANCODE_UP); \
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case ACTION_MENU_DOWN: \
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return FN(SDL_SCANCODE_DOWN); \
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case ACTION_MENU_LEFT: \
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return FN(SDL_SCANCODE_LEFT); \
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case ACTION_MENU_RIGHT: \
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return FN(SDL_SCANCODE_RIGHT); \
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case ACTION_MENU_PAGEUP: \
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return FN(SDL_SCANCODE_PAGEUP); \
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case ACTION_MENU_PAGEDOWN: \
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return FN(SDL_SCANCODE_PAGEDOWN); \
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case ACTION_MENU_OK: \
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return FN(SDL_SCANCODE_RETURN); \
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case ACTION_MENU_CANCEL: \
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return FN(SDL_SCANCODE_ESCAPE); \
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case MINECRAFT_ACTION_JUMP: \
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return FN(SDL_SCANCODE_SPACE); \
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case MINECRAFT_ACTION_FORWARD: \
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return FN(SDL_SCANCODE_W); \
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case MINECRAFT_ACTION_BACKWARD: \
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return FN(SDL_SCANCODE_S); \
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case MINECRAFT_ACTION_LEFT: \
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return FN(SDL_SCANCODE_A); \
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case MINECRAFT_ACTION_RIGHT: \
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return FN(SDL_SCANCODE_D); \
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case MINECRAFT_ACTION_INVENTORY: \
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return FN(SDL_SCANCODE_E); \
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case MINECRAFT_ACTION_PAUSEMENU: \
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return FN(SDL_SCANCODE_ESCAPE); \
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case MINECRAFT_ACTION_DROP: \
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return FN(SDL_SCANCODE_Q); \
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case MINECRAFT_ACTION_CRAFTING: \
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return FN(SDL_SCANCODE_C); \
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case MINECRAFT_ACTION_RENDER_THIRD_PERSON: \
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return FN(SDL_SCANCODE_F5); \
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case MINECRAFT_ACTION_GAME_INFO: \
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return FN(SDL_SCANCODE_F3); \
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case MINECRAFT_ACTION_DPAD_LEFT: \
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return FN(SDL_SCANCODE_LEFT); \
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case MINECRAFT_ACTION_DPAD_RIGHT: \
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return FN(SDL_SCANCODE_RIGHT); \
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case MINECRAFT_ACTION_DPAD_UP: \
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return FN(SDL_SCANCODE_UP); \
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case MINECRAFT_ACTION_DPAD_DOWN: \
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return FN(SDL_SCANCODE_DOWN); \
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default: \
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// KFN = Keyboard functions, CFN = Controller functions, AFN = Axis functions
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#define ACTION_CASES(KFN, CFN, AFN) \
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case ACTION_MENU_UP: \
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return KFN(SDL_SCANCODE_UP) || CFN(SDL_CONTROLLER_BUTTON_DPAD_UP); \
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case ACTION_MENU_DOWN: \
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return KFN(SDL_SCANCODE_DOWN) || CFN(SDL_CONTROLLER_BUTTON_DPAD_DOWN); \
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case ACTION_MENU_LEFT: \
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return KFN(SDL_SCANCODE_LEFT) || CFN(SDL_CONTROLLER_BUTTON_DPAD_LEFT); \
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case ACTION_MENU_RIGHT: \
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return KFN(SDL_SCANCODE_RIGHT) || \
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CFN(SDL_CONTROLLER_BUTTON_DPAD_RIGHT); \
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case ACTION_MENU_PAGEUP: \
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return KFN(SDL_SCANCODE_PAGEUP); \
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case ACTION_MENU_PAGEDOWN: \
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return KFN(SDL_SCANCODE_PAGEDOWN); \
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case ACTION_MENU_OK: \
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return KFN(SDL_SCANCODE_RETURN) || CFN(SDL_CONTROLLER_BUTTON_A); \
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case ACTION_MENU_CANCEL: \
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return KFN(SDL_SCANCODE_ESCAPE) || CFN(SDL_CONTROLLER_BUTTON_B); \
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case ACTION_MENU_A: \
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return KFN(SDL_SCANCODE_Z) || CFN(SDL_CONTROLLER_BUTTON_A); \
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case ACTION_MENU_B: \
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return KFN(SDL_SCANCODE_X) || CFN(SDL_CONTROLLER_BUTTON_B); \
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case ACTION_MENU_X: \
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return KFN(SDL_SCANCODE_C) || CFN(SDL_CONTROLLER_BUTTON_X); \
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case ACTION_MENU_Y: \
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return KFN(SDL_SCANCODE_V) || CFN(SDL_CONTROLLER_BUTTON_Y); \
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case MINECRAFT_ACTION_JUMP: \
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return KFN(SDL_SCANCODE_SPACE) || CFN(SDL_CONTROLLER_BUTTON_A); \
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case MINECRAFT_ACTION_FORWARD: \
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return KFN(SDL_SCANCODE_W) || AFN(SDL_CONTROLLER_AXIS_LEFTY); \
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case MINECRAFT_ACTION_BACKWARD: \
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return KFN(SDL_SCANCODE_S) || AFN(SDL_CONTROLLER_AXIS_LEFTY); \
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case MINECRAFT_ACTION_LEFT: \
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return KFN(SDL_SCANCODE_A) || AFN(SDL_CONTROLLER_AXIS_LEFTX); \
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case MINECRAFT_ACTION_RIGHT: \
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return KFN(SDL_SCANCODE_D) || AFN(SDL_CONTROLLER_AXIS_LEFTX); \
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case MINECRAFT_ACTION_INVENTORY: \
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return KFN(SDL_SCANCODE_E) || CFN(SDL_CONTROLLER_BUTTON_Y); \
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case MINECRAFT_ACTION_PAUSEMENU: \
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return KFN(SDL_SCANCODE_ESCAPE) || CFN(SDL_CONTROLLER_BUTTON_START); \
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case MINECRAFT_ACTION_DROP: \
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return KFN(SDL_SCANCODE_Q) || CFN(SDL_CONTROLLER_BUTTON_B); \
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case MINECRAFT_ACTION_CRAFTING: \
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return KFN(SDL_SCANCODE_C) || CFN(SDL_CONTROLLER_BUTTON_X); \
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case MINECRAFT_ACTION_RENDER_THIRD_PERSON: \
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return KFN(SDL_SCANCODE_F5) || CFN(SDL_CONTROLLER_BUTTON_LEFTSTICK); \
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case MINECRAFT_ACTION_GAME_INFO: \
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return KFN(SDL_SCANCODE_F3); \
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case MINECRAFT_ACTION_DPAD_LEFT: \
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return KFN(SDL_SCANCODE_LEFT) || CFN(SDL_CONTROLLER_BUTTON_DPAD_LEFT); \
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case MINECRAFT_ACTION_DPAD_RIGHT: \
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return KFN(SDL_SCANCODE_RIGHT) || \
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CFN(SDL_CONTROLLER_BUTTON_DPAD_RIGHT); \
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case MINECRAFT_ACTION_DPAD_UP: \
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return KFN(SDL_SCANCODE_UP) || CFN(SDL_CONTROLLER_BUTTON_DPAD_UP); \
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case MINECRAFT_ACTION_DPAD_DOWN: \
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return KFN(SDL_SCANCODE_DOWN) || CFN(SDL_CONTROLLER_BUTTON_DPAD_DOWN); \
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default: \
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return false;
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bool C_4JInput::ButtonDown(int iPad, unsigned char ucAction) {
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@ -262,11 +406,14 @@ bool C_4JInput::ButtonDown(int iPad, unsigned char ucAction) {
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}
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switch (ucAction) {
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case MINECRAFT_ACTION_ACTION:
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return MouseLDown() || KDown(SDL_SCANCODE_RETURN);
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return MouseLDown() || KDown(SDL_SCANCODE_RETURN) ||
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ADown(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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case MINECRAFT_ACTION_USE:
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return MouseRDown() || KDown(SDL_SCANCODE_F);
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return MouseRDown() || KDown(SDL_SCANCODE_F) ||
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ADown(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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case MINECRAFT_ACTION_SNEAK_TOGGLE:
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return KDown(SDL_SCANCODE_LSHIFT) || KDown(SDL_SCANCODE_RSHIFT);
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return KDown(SDL_SCANCODE_LSHIFT) || KDown(SDL_SCANCODE_RSHIFT) ||
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CDown(SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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case MINECRAFT_ACTION_SPRINT:
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return KDown(SDL_SCANCODE_LCTRL) || KDown(SDL_SCANCODE_RCTRL);
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case MINECRAFT_ACTION_LEFT_SCROLL:
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|
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@ -275,7 +422,7 @@ bool C_4JInput::ButtonDown(int iPad, unsigned char ucAction) {
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case MINECRAFT_ACTION_RIGHT_SCROLL:
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case ACTION_MENU_RIGHT_SCROLL:
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return ScrollSnap() < 0;
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ACTION_CASES(KDown)
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ACTION_CASES(KDown, CDown, ADown)
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}
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}
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// The part that handles completing the action of pressing a button.
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@ -283,12 +430,15 @@ bool C_4JInput::ButtonPressed(int iPad, unsigned char ucAction) {
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if (iPad != 0 || ucAction == 255) return false;
|
||||
switch (ucAction) {
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case MINECRAFT_ACTION_ACTION:
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return MouseLPressed() || KPressed(SDL_SCANCODE_RETURN);
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return MouseLPressed() || KPressed(SDL_SCANCODE_RETURN) ||
|
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APressed(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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case MINECRAFT_ACTION_USE:
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return MouseRPressed() || KPressed(SDL_SCANCODE_F);
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return MouseRPressed() || KPressed(SDL_SCANCODE_F) ||
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APressed(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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case MINECRAFT_ACTION_SNEAK_TOGGLE:
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return KPressed(SDL_SCANCODE_LSHIFT) ||
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KPressed(SDL_SCANCODE_RSHIFT);
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KPressed(SDL_SCANCODE_RSHIFT) ||
|
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CPressed(SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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||||
case MINECRAFT_ACTION_SPRINT:
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return KPressed(SDL_SCANCODE_LCTRL) || KPressed(SDL_SCANCODE_RCTRL);
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||||
case MINECRAFT_ACTION_LEFT_SCROLL:
|
||||
|
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@ -297,7 +447,7 @@ bool C_4JInput::ButtonPressed(int iPad, unsigned char ucAction) {
|
|||
case MINECRAFT_ACTION_RIGHT_SCROLL:
|
||||
case ACTION_MENU_RIGHT_SCROLL:
|
||||
return ScrollSnap() < 0;
|
||||
ACTION_CASES(KPressed)
|
||||
ACTION_CASES(KPressed, CPressed, APressed)
|
||||
}
|
||||
}
|
||||
// The part that handles Releasing a button.
|
||||
|
|
@ -305,12 +455,15 @@ bool C_4JInput::ButtonReleased(int iPad, unsigned char ucAction) {
|
|||
if (iPad != 0 || ucAction == 255) return false;
|
||||
switch (ucAction) {
|
||||
case MINECRAFT_ACTION_ACTION:
|
||||
return MouseLReleased() || KReleased(SDL_SCANCODE_RETURN);
|
||||
return MouseLReleased() || KReleased(SDL_SCANCODE_RETURN) ||
|
||||
AReleased(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
case MINECRAFT_ACTION_USE:
|
||||
return MouseRReleased() || KReleased(SDL_SCANCODE_F);
|
||||
return MouseRReleased() || KReleased(SDL_SCANCODE_F) ||
|
||||
AReleased(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
case MINECRAFT_ACTION_SNEAK_TOGGLE:
|
||||
return KReleased(SDL_SCANCODE_LSHIFT) ||
|
||||
KReleased(SDL_SCANCODE_RSHIFT);
|
||||
KReleased(SDL_SCANCODE_RSHIFT) ||
|
||||
CReleased(SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
case MINECRAFT_ACTION_SPRINT:
|
||||
KReleased(SDL_SCANCODE_LCTRL) || KReleased(SDL_SCANCODE_RCTRL);
|
||||
case MINECRAFT_ACTION_LEFT_SCROLL:
|
||||
|
|
@ -318,7 +471,7 @@ bool C_4JInput::ButtonReleased(int iPad, unsigned char ucAction) {
|
|||
case MINECRAFT_ACTION_RIGHT_SCROLL:
|
||||
case ACTION_MENU_RIGHT_SCROLL:
|
||||
return false;
|
||||
ACTION_CASES(KReleased)
|
||||
ACTION_CASES(KReleased, CReleased, AReleased)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -345,10 +498,14 @@ unsigned int C_4JInput::GetValue(int iPad, unsigned char ucAction, bool) {
|
|||
// Left stick movement, the one that moves the player around or selects menu
|
||||
// options. (Soon be tested.)
|
||||
float C_4JInput::GetJoypadStick_LX(int, bool) {
|
||||
if (ADown(SDL_CONTROLLER_AXIS_LEFTX))
|
||||
return axisVal[SDL_CONTROLLER_AXIS_LEFTX];
|
||||
return (KDown(SDL_SCANCODE_D) ? 1.f : 0.f) -
|
||||
(KDown(SDL_SCANCODE_A) ? 1.f : 0.f);
|
||||
}
|
||||
float C_4JInput::GetJoypadStick_LY(int, bool) {
|
||||
if (ADown(SDL_CONTROLLER_AXIS_LEFTY))
|
||||
return -axisVal[SDL_CONTROLLER_AXIS_LEFTY];
|
||||
return (KDown(SDL_SCANCODE_W) ? 1.f : 0.f) -
|
||||
(KDown(SDL_SCANCODE_S) ? 1.f : 0.f);
|
||||
}
|
||||
|
|
@ -360,22 +517,32 @@ static float MouseAxis(float raw) {
|
|||
}
|
||||
// We apply the Stick movement on the R(Right) X(2D Position)
|
||||
float C_4JInput::GetJoypadStick_RX(int, bool) {
|
||||
if (ADown(SDL_CONTROLLER_AXIS_RIGHTX))
|
||||
return axisVal[SDL_CONTROLLER_AXIS_RIGHTX];
|
||||
if (!SDL_GetRelativeMouseMode()) return 0.f;
|
||||
TakeSnapIfNeeded();
|
||||
return MouseAxis(s_snapRelX * MOUSE_SCALE);
|
||||
}
|
||||
// Bis. but with Y(2D Position)
|
||||
float C_4JInput::GetJoypadStick_RY(int, bool) {
|
||||
if (ADown(SDL_CONTROLLER_AXIS_RIGHTY))
|
||||
return -axisVal[SDL_CONTROLLER_AXIS_RIGHTY];
|
||||
if (!SDL_GetRelativeMouseMode()) return 0.f;
|
||||
TakeSnapIfNeeded();
|
||||
return MouseAxis(-s_snapRelY * MOUSE_SCALE);
|
||||
}
|
||||
|
||||
unsigned char C_4JInput::GetJoypadLTrigger(int, bool) {
|
||||
return s_mouseRightCurrent ? 255 : 0;
|
||||
return (s_mouseRightCurrent ||
|
||||
s_axisCurrent[SDL_CONTROLLER_AXIS_TRIGGERLEFT])
|
||||
? 255
|
||||
: 0;
|
||||
}
|
||||
unsigned char C_4JInput::GetJoypadRTrigger(int, bool) {
|
||||
return s_mouseLeftCurrent ? 255 : 0;
|
||||
return (s_mouseLeftCurrent ||
|
||||
s_axisCurrent[SDL_CONTROLLER_AXIS_TRIGGERRIGHT])
|
||||
? 255
|
||||
: 0;
|
||||
}
|
||||
// We detect if a Menu is visible on the player's screen to the mouse being
|
||||
// stuck.
|
||||
|
|
|
|||
Loading…
Reference in a new issue