From: John Tsiombikas Date: Fri, 18 Nov 2016 13:12:49 +0000 (+0200) Subject: - fixed retarded mouse X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=commitdiff_plain;h=d06c9fde2a545b95322f2566a366944e27f323b0 - fixed retarded mouse - added gamepad fly mode toggle --- diff --git a/src/app.cc b/src/app.cc index e9a4781..058ac12 100644 --- a/src/app.cc +++ b/src/app.cc @@ -18,6 +18,7 @@ #define FAR_CLIP 10000.0 static void draw_scene(); +static void toggle_flight(); long time_msec; int win_width, win_height; @@ -34,7 +35,7 @@ static float floor_y; // last floor height static float user_eye_height = 165; static float walk_speed = 300.0f; -static float mouse_speed = 1.0f; +static float mouse_speed = 0.5f; static bool show_walk_mesh, noclip = false; static bool have_headtracking, should_swap; @@ -42,6 +43,7 @@ static bool have_headtracking, should_swap; static int prev_mx, prev_my; static bool bnstate[8]; static bool keystate[256]; +static bool gpad_bnstate[64]; static Vec2 joy_move, joy_look; static float joy_deadzone = 0.01; @@ -205,10 +207,10 @@ static void update(float dt) if(keystate[(int)'a']) { dir.x -= speed; } - if(keystate[(int)'q']) { + if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) { cam_pos.y += speed; } - if(keystate[(int)'z']) { + if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) { cam_pos.y -= speed; } @@ -371,6 +373,7 @@ void app_keyboard(int key, bool pressed) case '\n': case '\r': + printf("%d\n", key); if(mod & MOD_ALT) { app_toggle_fullscreen(); } @@ -396,20 +399,7 @@ void app_keyboard(int key, bool pressed) break; case 'f': - { - static float prev_walk_speed = -1.0; - if(prev_walk_speed < 0.0) { - noclip = true; - prev_walk_speed = walk_speed; - walk_speed = 1000.0; - show_message("fly mode\n"); - } else { - noclip = false; - walk_speed = prev_walk_speed; - prev_walk_speed = -1.0; - show_message("walk mode\n"); - } - } + toggle_flight(); break; case 'p': @@ -453,7 +443,7 @@ void app_mouse_button(int bn, bool pressed, int x, int y) bnstate[bn] = pressed; } -static inline void mouse_look(int dx, int dy) +static inline void mouse_look(float dx, float dy) { float scrsz = (float)win_height; cam_theta += dx * 512.0 / scrsz; @@ -463,7 +453,7 @@ static inline void mouse_look(int dx, int dy) if(cam_phi > 90) cam_phi = 90; } -static void mouse_zoom(int dx, int dy) +static void mouse_zoom(float dx, float dy) { cam_dist += dy * 0.1; if(cam_dist < 0.0) cam_dist = 0.0; @@ -516,4 +506,32 @@ void app_gamepad_axis(int axis, float val) void app_gamepad_button(int bn, bool pressed) { + gpad_bnstate[bn] = pressed; + + if(pressed) { + switch(bn) { + case GPAD_LSTICK: + toggle_flight(); + break; + + default: + break; + } + } +} + +static void toggle_flight() +{ + static float prev_walk_speed = -1.0; + if(prev_walk_speed < 0.0) { + noclip = true; + prev_walk_speed = walk_speed; + walk_speed = 1000.0; + show_message("fly mode\n"); + } else { + noclip = false; + walk_speed = prev_walk_speed; + prev_walk_speed = -1.0; + show_message("walk mode\n"); + } } diff --git a/src/app.h b/src/app.h index d81b848..2f66bcf 100644 --- a/src/app.h +++ b/src/app.h @@ -15,6 +15,25 @@ enum { MOD_CTRL = 4 }; +/* XXX make sure these match with SDL_GameControllerButton */ +enum { + GPAD_A, + GPAD_B, + GPAD_X, + GPAD_Y, + GPAD_BACK, + GPAD_GUIDE, + GPAD_START, + GPAD_LSTICK, + GPAD_RSTICK, + GPAD_L, + GPAD_R, + GPAD_UP, + GPAD_DOWN, + GPAD_LEFT, + GPAD_RIGHT, +}; + bool app_init(int argc, char **argv); void app_cleanup(); diff --git a/src/main.cc b/src/main.cc index e2e969a..eff77a5 100644 --- a/src/main.cc +++ b/src/main.cc @@ -184,8 +184,7 @@ static void process_event(SDL_Event *ev) case SDL_MOUSEMOTION: if(mouse_grabbed) { - // XXX xrel/yrel seems faster by default - app_mouse_delta(ev->motion.xrel * 0.75, ev->motion.yrel * 0.75); + app_mouse_delta(ev->motion.xrel, ev->motion.yrel); } else { app_mouse_motion(ev->motion.x * scale_factor, ev->motion.y * scale_factor); } @@ -203,6 +202,11 @@ static void process_event(SDL_Event *ev) case SDL_CONTROLLERAXISMOTION: app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f); break; + + case SDL_CONTROLLERBUTTONDOWN: + case SDL_CONTROLLERBUTTONUP: + app_gamepad_button(ev->cbutton.button, ev->type == SDL_CONTROLLERBUTTONDOWN); + break; } }