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https://github.com/AquariaOSE/Aquaria.git
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compiles again
This commit is contained in:
parent
5f2eafad7c
commit
239df3c339
3 changed files with 30 additions and 29 deletions
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@ -2108,11 +2108,11 @@ void Avatar::updateTargetQuads(float dt)
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targetQuads[i]->position = cursorpos;
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targetQuads[i]->position = cursorpos;
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if (dsq->continuity.form == FORM_ENERGY && isInputEnabled())
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if (dsq->continuity.form == FORM_ENERGY && isInputEnabled())
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{
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{
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if (dsq->inputMode == INPUT_JOYSTICK && targetQuads[i]->isRunning())
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if (dsq->getInputMode() == INPUT_JOYSTICK && targetQuads[i]->isRunning())
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{
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{
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targetQuads[i]->stop();
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targetQuads[i]->stop();
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}
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}
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else if (dsq->inputMode != INPUT_JOYSTICK && !targetQuads[i]->isRunning())
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else if (dsq->getInputMode() != INPUT_JOYSTICK && !targetQuads[i]->isRunning())
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{
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{
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targetQuads[i]->start();
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targetQuads[i]->start();
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}
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}
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@ -2189,7 +2189,7 @@ bool Avatar::fireAtNearestValidEntity(const std::string &shot)
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bool clearTargets = false;
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bool clearTargets = false;
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// allow autoAim if desired
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// allow autoAim if desired
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if ((dsq->inputMode == INPUT_JOYSTICK && !aimAt) || dsq->user.control.autoAim)
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if ((dsq->getInputMode() == INPUT_JOYSTICK && !aimAt) || dsq->user.control.autoAim)
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{
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{
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if (targets.empty())
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if (targets.empty())
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{
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{
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@ -4189,11 +4189,11 @@ Vector Avatar::getKeyDir()
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Vector Avatar::getFakeCursorPosition()
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Vector Avatar::getFakeCursorPosition()
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{
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{
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if (dsq->inputMode == INPUT_KEYBOARD)
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if (dsq->getInputMode() == INPUT_KEYBOARD)
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{
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{
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return getKeyDir() * 350;
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return getKeyDir() * 350;
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}
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}
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if (dsq->inputMode == INPUT_JOYSTICK)
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if (dsq->getInputMode() == INPUT_JOYSTICK)
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{
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{
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float axisInput = 0;
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float axisInput = 0;
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Joystick *j = 0;
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Joystick *j = 0;
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@ -4219,7 +4219,7 @@ Vector Avatar::getVectorToCursorFromScreenCentre()
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return getVectorToCursor();
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return getVectorToCursor();
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else
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else
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{
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{
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if (dsq->inputMode != INPUT_MOUSE)
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if (dsq->getInputMode() != INPUT_MOUSE)
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return getFakeCursorPosition();
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return getFakeCursorPosition();
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return (core->mouse.position+offset) - Vector(400,300);
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return (core->mouse.position+offset) - Vector(400,300);
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}
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}
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@ -4231,7 +4231,7 @@ Vector Avatar::getVectorToCursor(bool trueMouse)
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Vector pos = dsq->getGameCursorPosition();
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Vector pos = dsq->getGameCursorPosition();
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if (!trueMouse && dsq->inputMode != INPUT_MOUSE)
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if (!trueMouse && dsq->getInputMode() != INPUT_MOUSE)
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return getFakeCursorPosition();
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return getFakeCursorPosition();
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return pos - (position+offset);
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return pos - (position+offset);
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@ -4997,7 +4997,7 @@ void Avatar::updateRoll(float dt)
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stopRoll();
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stopRoll();
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}
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}
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if (!core->mouse.buttons.left && dsq->inputMode == INPUT_MOUSE && !rollact)
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if (!core->mouse.buttons.left && dsq->getInputMode() == INPUT_MOUSE && !rollact)
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{
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{
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if (rolling)
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if (rolling)
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stopRoll();
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stopRoll();
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@ -5789,7 +5789,7 @@ void Avatar::onUpdate(float dt)
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// revert stuff
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// revert stuff
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float revertGrace = 0.4f;
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float revertGrace = 0.4f;
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static bool revertButtonsAreDown = false;
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static bool revertButtonsAreDown = false;
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if (inputEnabled && (dsq->inputMode == INPUT_KEYBOARD || dsq->inputMode == INPUT_MOUSE) && (!pathToActivate && !entityToActivate))
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if (inputEnabled && (dsq->getInputMode() == INPUT_KEYBOARD || dsq->getInputMode() == INPUT_MOUSE) && (!pathToActivate && !entityToActivate))
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{
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{
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if (dsq->continuity.form != FORM_NORMAL && (core->mouse.pure_buttons.left && core->mouse.pure_buttons.right) && getVectorToCursor(true).isLength2DIn(minMouse))
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if (dsq->continuity.form != FORM_NORMAL && (core->mouse.pure_buttons.left && core->mouse.pure_buttons.right) && getVectorToCursor(true).isLength2DIn(minMouse))
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{
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{
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@ -6134,13 +6134,14 @@ void Avatar::onUpdate(float dt)
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if (dsq->isMiniMapCursorOkay() && !isActing(ACTION_ROLL, -1) &&
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if (dsq->isMiniMapCursorOkay() && !isActing(ACTION_ROLL, -1) &&
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_isUnderWater && !riding && !boneLock.on &&
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_isUnderWater && !riding && !boneLock.on &&
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(movingOn || ((dsq->inputMode == INPUT_JOYSTICK || dsq->inputMode== INPUT_KEYBOARD) || (core->mouse.buttons.left || bursting))))
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(movingOn || ((dsq->getInputMode() == INPUT_JOYSTICK || dsq->getInputMode()== INPUT_KEYBOARD) || (core->mouse.buttons.left || bursting))))
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{
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{
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if (dsq->inputMode == INPUT_MOUSE || !this->singing)
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const bool isMouse = dsq->getInputMode() == INPUT_MOUSE;
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if (isMouse || !this->singing)
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{
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{
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addVec = getVectorToCursorFromScreenCentre();//getVectorToCursor();
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addVec = getVectorToCursorFromScreenCentre();//getVectorToCursor();
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if (dsq->inputMode == INPUT_MOUSE)
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if (isMouse)
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{
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{
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static Vector lastAddVec;
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static Vector lastAddVec;
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if (!isActing(ACTION_PRIMARY, -1) && bursting)
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if (!isActing(ACTION_PRIMARY, -1) && bursting)
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@ -6156,7 +6157,7 @@ void Avatar::onUpdate(float dt)
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if (addVec.isLength2DIn(minMouse))
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if (addVec.isLength2DIn(minMouse))
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{
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{
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if (dsq->inputMode == INPUT_JOYSTICK)
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if (dsq->getInputMode() == INPUT_JOYSTICK)
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addVec = Vector(0,0,0);
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addVec = Vector(0,0,0);
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}
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}
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@ -6185,7 +6186,7 @@ void Avatar::onUpdate(float dt)
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// For joystick/keyboard control, don't stop unless
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// For joystick/keyboard control, don't stop unless
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// the Swim (primary action) button is pressed with
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// the Swim (primary action) button is pressed with
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// no movement input. --achurch
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// no movement input. --achurch
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if ((dsq->inputMode == INPUT_MOUSE || isActing(ACTION_PRIMARY, -1))
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if ((isMouse || isActing(ACTION_PRIMARY, -1))
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&& addVec.isLength2DIn(STOP_DISTANCE))
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&& addVec.isLength2DIn(STOP_DISTANCE))
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{
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{
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vel *= 0.9f;
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vel *= 0.9f;
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@ -6280,7 +6281,7 @@ void Avatar::onUpdate(float dt)
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else
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else
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{
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{
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float t = 0;
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float t = 0;
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if (dsq->inputMode == INPUT_KEYBOARD)
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if (dsq->getInputMode() == INPUT_KEYBOARD)
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t = 0.1f;
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t = 0.1f;
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rotateToVec(addVec, t);
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rotateToVec(addVec, t);
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}
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}
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@ -192,7 +192,7 @@ DSQ::DSQ(const std::string& fileSystem, const std::string& extraDataDir)
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subbox = 0;
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subbox = 0;
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modSelectorScr = 0;
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modSelectorScr = 0;
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blackout = 0;
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blackout = 0;
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inputMode = INPUT_MOUSE;
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lastInputMode = INPUT_MOUSE;
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overlay = 0;
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overlay = 0;
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recentSaveSlot = -1;
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recentSaveSlot = -1;
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arialFontData = 0;
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arialFontData = 0;
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@ -1684,8 +1684,8 @@ void DSQ::toggleVersionLabel(bool on)
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void DSQ::setInputMode(InputDevice mode)
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void DSQ::setInputMode(InputDevice mode)
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{
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{
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inputMode = mode;
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lastInputMode = mode;
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switch(inputMode)
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switch(mode)
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{
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{
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case INPUT_JOYSTICK:
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case INPUT_JOYSTICK:
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core->joystickAsMouse = true;
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core->joystickAsMouse = true;
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@ -3854,7 +3854,7 @@ void DSQ::onUpdate(float dt)
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if (joystickEnabled)
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if (joystickEnabled)
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{
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{
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if (dsq->inputMode != INPUT_JOYSTICK)
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if (dsq->getInputMode() != INPUT_JOYSTICK)
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{
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{
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const float thresh = JOY_AXIS_THRESHOLD;
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const float thresh = JOY_AXIS_THRESHOLD;
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for(size_t i = 0; i < getNumJoysticks(); ++i)
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for(size_t i = 0; i < getNumJoysticks(); ++i)
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@ -3866,7 +3866,7 @@ void DSQ::onUpdate(float dt)
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dsq->setInputMode(INPUT_JOYSTICK);
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dsq->setInputMode(INPUT_JOYSTICK);
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}
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}
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}
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}
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else if (dsq->inputMode != INPUT_MOUSE)
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else if (dsq->getInputMode() != INPUT_MOUSE)
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{
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{
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if ((!core->mouse.change.isLength2DIn(5) || (core->getMouseButtonState(0) || core->getMouseButtonState(1))) /*&& !core->joystick.anyButton()*/)
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if ((!core->mouse.change.isLength2DIn(5) || (core->getMouseButtonState(0) || core->getMouseButtonState(1))) /*&& !core->joystick.anyButton()*/)
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{
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{
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@ -3891,7 +3891,7 @@ void DSQ::onUpdate(float dt)
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if (user.control.flipInputButtons)
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if (user.control.flipInputButtons)
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cb = 1;
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cb = 1;
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if (dsq->inputMode == INPUT_KEYBOARD && (core->getMouseButtonState(cb)))
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if (dsq->getInputMode() == INPUT_KEYBOARD && (core->getMouseButtonState(cb)))
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{
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{
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dsq->setInputMode(INPUT_MOUSE);
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dsq->setInputMode(INPUT_MOUSE);
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}
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}
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@ -3932,7 +3932,7 @@ void DSQ::onUpdate(float dt)
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os << " look: " << dsq->game->avatar->state.updateLookAtTime << " ";
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os << " look: " << dsq->game->avatar->state.updateLookAtTime << " ";
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os << "inputMode: ";
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os << "inputMode: ";
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switch(dsq->inputMode)
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switch(dsq->getInputMode())
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{
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{
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case INPUT_MOUSE:
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case INPUT_MOUSE:
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os << "mouse";
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os << "mouse";
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@ -4472,7 +4472,7 @@ void DSQ::resetLayerPasses()
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bool DSQ::isMiniMapCursorOkay()
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bool DSQ::isMiniMapCursorOkay()
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{
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{
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return ((inputMode != INPUT_MOUSE) || (!game->miniMapRender || !game->miniMapRender->isCursorIn()));
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return (!useMouseInput() || (!game->miniMapRender || !game->miniMapRender->isCursorIn()));
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}
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}
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void DSQ::onJoystickAdded(int deviceID)
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void DSQ::onJoystickAdded(int deviceID)
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@ -4571,7 +4571,7 @@ InputDevice DSQ::getInputMode(int source) const
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return _inputModes[source];
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return _inputModes[source];
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}
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}
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void DSQ::getInputModeSafe(int source) const
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InputDevice DSQ::getInputModeSafe(int source) const
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{
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{
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return source < 0 ? lastInputMode :
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return source < 0 ? lastInputMode :
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(size_t(source) < _inputModes.size() ? _inputModes[source] : INPUT_NODEVICE);
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(size_t(source) < _inputModes.size() ? _inputModes[source] : INPUT_NODEVICE);
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@ -4585,4 +4585,4 @@ bool DSQ::useMouseInput() const
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bool DSQ::useJoystickInput() const
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bool DSQ::useJoystickInput() const
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{
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{
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return lastInputMode == INPUT_JOYSTICK;
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return lastInputMode == INPUT_JOYSTICK;
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}
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}
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@ -4245,13 +4245,13 @@ void Game::updateCursor(float dt)
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{
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{
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bool rotate = false;
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bool rotate = false;
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if (dsq->inputMode == INPUT_MOUSE)
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if (dsq->getInputMode() == INPUT_MOUSE)
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{
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{
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dsq->cursor->offset.stop();
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dsq->cursor->offset.stop();
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dsq->cursor->offset = Vector(0,0);
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dsq->cursor->offset = Vector(0,0);
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//debugLog("offset lerp stop in mouse!");
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//debugLog("offset lerp stop in mouse!");
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}
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}
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else if (dsq->inputMode == INPUT_JOYSTICK)
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else if (dsq->getInputMode() == INPUT_JOYSTICK)
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{
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{
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if (!dsq->game->isPaused() || dsq->game->isInGameMenu() || !dsq->game->avatar->isInputEnabled())
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if (!dsq->game->isPaused() || dsq->game->isInGameMenu() || !dsq->game->avatar->isInputEnabled())
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{
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{
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@ -4284,7 +4284,7 @@ void Game::updateCursor(float dt)
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// Don't show the cursor in keyboard/joystick mode if it's not
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// Don't show the cursor in keyboard/joystick mode if it's not
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// already visible (this keeps the cursor from appearing for an
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// already visible (this keeps the cursor from appearing for an
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// instant during map fadeout).
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// instant during map fadeout).
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if (dsq->inputMode == INPUT_MOUSE || isSceneEditorActive() || dsq->game->isPaused())
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if (dsq->getInputMode() == INPUT_MOUSE || isSceneEditorActive() || dsq->game->isPaused())
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dsq->cursor->alphaMod = 0.5;
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dsq->cursor->alphaMod = 0.5;
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/*
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/*
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@ -4295,7 +4295,7 @@ void Game::updateCursor(float dt)
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else if (avatar)
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else if (avatar)
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{
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{
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//Vector v = avatar->getVectorToCursorFromScreenCentre();
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//Vector v = avatar->getVectorToCursorFromScreenCentre();
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if (dsq->inputMode == INPUT_JOYSTICK)// && !avatar->isSinging() && !dsq->game->isInGameMenu() && !dsq->game->isPaused())
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if (dsq->getInputMode() == INPUT_JOYSTICK)// && !avatar->isSinging() && !dsq->game->isInGameMenu() && !dsq->game->isPaused())
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{
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{
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dsq->cursor->alphaMod = 0;
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dsq->cursor->alphaMod = 0;
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if (!avatar->isSinging())
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if (!avatar->isSinging())
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