179 lines
5.7 KiB
C++
179 lines
5.7 KiB
C++
#include "stdafx.h"
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#include "Minecraft.h"
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#include "GameMode.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
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#include "Input.h"
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#include "..\Minecraft.Client\LocalPlayer.h"
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#include "Options.h"
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Input::Input()
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{
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xa = 0;
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ya = 0;
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sprintForward = 0;
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wasJumping = false;
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jumping = false;
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sneaking = false;
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usingKeyboardMovement = false;
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lReset = false;
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rReset = false;
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m_gamepadSneaking = false;
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}
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void Input::tick(LocalPlayer *player)
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{
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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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Minecraft *pMinecraft=Minecraft::GetInstance();
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int iPad=player->GetXboxPad();
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// 4J-PB minecraft movement seems to be the wrong way round, so invert x!
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if( pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LEFT) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_RIGHT) )
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xa = -InputManager.GetJoypadStick_LX(iPad);
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else
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xa = 0.0f;
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if( pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_FORWARD) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_BACKWARD) )
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ya = InputManager.GetJoypadStick_LY(iPad);
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else
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ya = 0.0f;
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sprintForward = ya;
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usingKeyboardMovement = false;
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#ifdef _WINDOWS64
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// WASD movement (combine with gamepad)
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if (iPad == 0 && KMInput.IsCaptured())
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{
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float kbX = 0.0f, kbY = 0.0f;
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if (KMInput.IsKeyDown('W')) { kbY += 1.0f; sprintForward += 1.0f; usingKeyboardMovement = true; }
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if (KMInput.IsKeyDown('S')) { kbY -= 1.0f; sprintForward -= 1.0f; usingKeyboardMovement = true; }
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if (KMInput.IsKeyDown('A')) { kbX += 1.0f; usingKeyboardMovement = true; } // inverted like gamepad
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if (KMInput.IsKeyDown('D')) { kbX -= 1.0f; usingKeyboardMovement = true; }
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// Normalize diagonal
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if (kbX != 0.0f && kbY != 0.0f) { kbX *= 0.707f; kbY *= 0.707f; }
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if (pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LEFT) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_RIGHT))
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xa = max(min(xa + kbX, 1.0f), -1.0f);
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if (pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_FORWARD) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_BACKWARD))
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ya = max(min(ya + kbY, 1.0f), -1.0f);
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}
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#endif
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sprintForward = max(min(sprintForward, 1.0f), -1.0f);
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#ifndef _CONTENT_PACKAGE
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if (app.GetFreezePlayers())
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{
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xa = ya = 0.0f;
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sprintForward = 0.0f;
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player->abilities.flying = true;
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}
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#endif
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if (!lReset)
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{
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if (xa*xa+ya*ya==0.0f)
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{
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lReset = true;
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}
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xa = ya = 0.0f;
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sprintForward = 0.0f;
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}
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// 4J - in flying mode, don't actually toggle sneaking
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if(!player->abilities.flying)
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{
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if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_SNEAK_TOGGLE)) && pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_SNEAK_TOGGLE))
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{
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m_gamepadSneaking=!m_gamepadSneaking;
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}
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}
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sneaking = m_gamepadSneaking;
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#ifdef _WINDOWS64
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// Keyboard hold-to-sneak (overrides gamepad toggle)
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if (iPad == 0 && KMInput.IsCaptured() && KMInput.IsKeyDown(VK_SHIFT) && !player->abilities.flying)
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sneaking = true;
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#endif
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if(sneaking)
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{
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xa*=0.3f;
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ya*=0.3f;
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}
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float turnSpeed = 50.0f;
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float tx = 0.0f;
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float ty = 0.0f;
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if( pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_LEFT) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_RIGHT) )
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tx = InputManager.GetJoypadStick_RX(iPad)*(((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame))/100.0f); // apply sensitivity to look
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if( pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_UP) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_DOWN) )
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ty = InputManager.GetJoypadStick_RY(iPad)*(((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame))/100.0f); // apply sensitivity to look
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#ifndef _CONTENT_PACKAGE
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if (app.GetFreezePlayers()) tx = ty = 0.0f;
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#endif
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// 4J: WESTY : Invert look Y if required.
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if ( app.GetGameSettings(iPad,eGameSetting_ControlInvertLook) )
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{
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ty = -ty;
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}
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if (!rReset)
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{
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if (tx*tx+ty*ty==0.0f)
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{
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rReset = true;
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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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#ifdef _WINDOWS64
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// Mouse look is now handled per-frame in Minecraft::applyFrameMouseLook()
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// to eliminate the 20Hz tick delay. Only flush any remaining delta here
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// as a safety measure.
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if (iPad == 0 && KMInput.IsCaptured())
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{
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float rawDx, rawDy;
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KMInput.ConsumeMouseDelta(rawDx, rawDy);
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// Delta should normally be 0 since applyFrameMouseLook() already consumed it
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if (rawDx != 0.0f || rawDy != 0.0f)
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{
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float mouseSensitivity = 0.5f;
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float mdx = rawDx * mouseSensitivity;
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float mdy = -rawDy * mouseSensitivity;
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if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
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mdy = -mdy;
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player->interpolateTurn(mdx, mdy);
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}
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}
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#endif
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//jumping = controller.isButtonPressed(0);
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unsigned int jump = InputManager.GetValue(iPad, MINECRAFT_ACTION_JUMP);
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if( jump > 0 && pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_JUMP) )
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jumping = true;
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else
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jumping = false;
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#ifdef _WINDOWS64
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// Keyboard jump (Space)
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if (iPad == 0 && KMInput.IsCaptured() && KMInput.IsKeyDown(VK_SPACE) && pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_JUMP))
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jumping = true;
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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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//OutputDebugString("INPUT: End input tick\n");
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}
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