forked from cafeberry/cafeberry
add kbm support
This commit is contained in:
@@ -22,6 +22,8 @@ Input::Input()
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void Input::tick(LocalPlayer *player)
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{
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if(!InputManager.IsMouseCaptured())
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InputManager.SetMouseCaptured(true);
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// 4J Stu - Assume that we only need one input class, even though the java has subclasses for keyboard/controller
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// This function is based on the ControllerInput class in the Java, and will probably need changed
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//OutputDebugString("INPUT: Beginning input tick\n");
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@@ -40,6 +42,14 @@ void Input::tick(LocalPlayer *player)
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else
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ya = 0.0f;
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#ifdef _WINDOWS64
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if (InputManager.IsKeyDown('A')) xa = 1.0f;
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else if (InputManager.IsKeyDown('D')) xa = -1.0f;
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if (InputManager.IsKeyDown('W')) ya = 1.0f;
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else if (InputManager.IsKeyDown('S')) ya = -1.0f;
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#endif
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#ifndef _CONTENT_PACKAGE
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if (app.GetFreezePlayers())
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{
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@@ -99,8 +109,26 @@ void Input::tick(LocalPlayer *player)
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}
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tx = ty = 0.0f;
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}
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player->interpolateTurn(tx * abs(tx) * turnSpeed, ty * abs(ty) * turnSpeed);
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float turnX = tx * abs(tx) * turnSpeed;
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float turnY = ty * abs(ty) * turnSpeed;
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#ifdef _WINDOWS64
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//if (InputManager.IsMouseCaptured())
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{
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float mouseSensitivity = ((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame)) / 100.0f;
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float mx = (float)InputManager.GetRawMouseX() * (mouseSensitivity * 5.0f);
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float my = -(float)InputManager.GetRawMouseY() * (mouseSensitivity * 5.0f);
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if ( app.GetGameSettings(iPad,eGameSetting_ControlInvertLook) )
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my = -my;
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turnX += mx;
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turnY += my;
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}
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//else
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#endif
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player->interpolateTurn(turnX, turnY);
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//jumping = controller.isButtonPressed(0);
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@@ -110,6 +138,12 @@ void Input::tick(LocalPlayer *player)
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else
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jumping = false;
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#ifdef _WINDOWS64
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if (InputManager.IsKeyDown(VK_SPACE)) jumping = true;
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if (InputManager.IsKeyDown(VK_SHIFT)) sneaking = true;
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else sneaking = false;
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#endif
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#ifndef _CONTENT_PACKAGE
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if (app.GetFreezePlayers()) jumping = false;
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#endif
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