re3-wiiu/src/core/Pad.h

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C
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#pragma once
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enum {
PLAYERCONTROL_ENABLED = 0,
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PLAYERCONTROL_DISABLED_1 = 1, // used by first person camera
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PLAYERCONTROL_DISABLED_2 = 2,
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PLAYERCONTROL_GARAGE = 4,
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PLAYERCONTROL_DISABLED_8 = 8,
PLAYERCONTROL_DISABLED_10 = 16,
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PLAYERCONTROL_DISABLED_20 = 32, // used on CPlayerInfo::MakePlayerSafe
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PLAYERCONTROL_DISABLED_40 = 64, // used on phone calls
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PLAYERCONTROL_DISABLED_80 = 128,// used on cutscenes
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};
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class CControllerState
{
public:
int16 LeftStickX, LeftStickY;
int16 RightStickX, RightStickY;
int16 LeftShoulder1, LeftShoulder2;
int16 RightShoulder1, RightShoulder2;
int16 DPadUp, DPadDown, DPadLeft, DPadRight;
int16 Start, Select;
int16 Square, Triangle, Cross, Circle;
int16 LeftShock, RightShock;
int16 NetworkTalk;
float GetLeftStickX(void) { return LeftStickX/32767.0f; };
float GetLeftStickY(void) { return LeftStickY/32767.0f; };
float GetRightStickX(void) { return RightStickX/32767.0f; };
float GetRightStickY(void) { return RightStickY/32767.0f; };
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void Clear(void);
};
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VALIDATE_SIZE(CControllerState, 0x2A);
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class CMouseControllerState
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{
public:
//uint32 btns; // bit 0-2 button 1-3
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bool LMB;
bool RMB;
bool MMB;
bool WHEELUP;
bool WHEELDN;
bool MXB1;
bool MXB2;
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char _pad0;
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float x, y;
CMouseControllerState();
void Clear();
};
VALIDATE_SIZE(CMouseControllerState, 0x10);
class CMousePointerStateHelper
{
public:
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bool bInvertHorizontally;
bool bInvertVertically;
CMouseControllerState GetMouseSetUp();
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};
VALIDATE_SIZE(CMousePointerStateHelper, 0x2);
extern CMousePointerStateHelper &MousePointerStateHelper;
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class CKeyboardState
{
public:
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int16 F[12];
int16 VK_KEYS[256];
int16 ESC;
int16 INS;
int16 DEL;
int16 HOME;
int16 END;
int16 PGUP;
int16 PGDN;
int16 UP;
int16 DOWN;
int16 LEFT;
int16 RIGHT;
int16 SCROLLLOCK;
int16 PAUSE;
int16 NUMLOCK;
int16 DIV;
int16 MUL;
int16 SUB;
int16 ADD;
int16 ENTER;
int16 DECIMAL;
int16 NUM1;
int16 NUM2;
int16 NUM3;
int16 NUM4;
int16 NUM5;
int16 NUM6;
int16 NUM7;
int16 NUM8;
int16 NUM9;
int16 NUM0;
int16 BACKSP;
int16 TAB;
int16 CAPSLOCK;
int16 EXTENTER;
int16 LSHIFT;
int16 RSHIFT;
int16 SHIFT;
int16 LCTRL;
int16 RCTRL;
int16 LALT;
int16 RALT;
int16 LWIN;
int16 RWIN;
int16 APPS;
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void Clear();
};
VALIDATE_SIZE(CKeyboardState, 0x270);
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enum
{
// taken from miss2
PAD1 = 0,
PAD2,
MAX_PADS
};
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class CPad
{
public:
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enum
{
HORNHISTORY_SIZE = 5,
};
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CControllerState NewState;
CControllerState OldState;
CControllerState PCTempKeyState;
CControllerState PCTempJoyState;
CControllerState PCTempMouseState;
// straight out of my IDB
int16 Phase;
int16 Mode;
int16 ShakeDur;
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uint8 ShakeFreq;
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bool bHornHistory[HORNHISTORY_SIZE];
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uint8 iCurrHornHistory;
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uint8 DisablePlayerControls;
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int8 bApplyBrakes;
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char CheatString[12];
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char _pad0[3];
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int32 LastTimeTouched;
int32 AverageWeapon;
int32 AverageEntries;
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CPad() { }
~CPad() { }
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static bool &bDisplayNoControllerMessage;
static bool &bObsoleteControllerMessage;
static bool bOldDisplayNoControllerMessage;
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static bool &m_bMapPadOneToPadTwo;
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static CKeyboardState &OldKeyState;
static CKeyboardState &NewKeyState;
static CKeyboardState &TempKeyState;
static char KeyBoardCheatString[20];
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static CMouseControllerState &OldMouseControllerState;
static CMouseControllerState &NewMouseControllerState;
static CMouseControllerState &PCTempMouseControllerState;
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#ifdef GTA_PS2_STUFF
static void Initialise(void);
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#endif
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void Clear(bool bResetPlayerControls);
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void ClearMouseHistory();
void UpdateMouse();
CControllerState ReconcileTwoControllersInput(CControllerState const &State1, CControllerState const &State2);
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void StartShake(int16 nDur, uint8 nFreq);
void StartShake_Distance(int16 nDur, uint8 nFreq, float fX, float fY, float fz);
void StartShake_Train(float fX, float fY);
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#ifdef GTA_PS2_STUFF
void AddToCheatString(char c);
#endif
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void AddToPCCheatString(char c);
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static void UpdatePads(void);
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void ProcessPCSpecificStuff(void);
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void Update(int16 unk);
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static void DoCheats(void);
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void DoCheats(int16 unk);
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static void StopPadsShaking(void);
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void StopShaking(int16 unk);
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static CPad *GetPad(int32 pad);
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int16 GetSteeringLeftRight(void);
int16 GetSteeringUpDown(void);
int16 GetCarGunUpDown(void);
int16 GetCarGunLeftRight(void);
int16 GetPedWalkLeftRight(void);
int16 GetPedWalkUpDown(void);
int16 GetAnalogueUpDown(void);
bool GetLookLeft(void);
bool GetLookRight(void);
bool GetLookBehindForCar(void);
bool GetLookBehindForPed(void);
bool GetHorn(void);
bool HornJustDown(void);
bool GetCarGunFired(void);
bool CarGunJustDown(void);
int16 GetHandBrake(void);
int16 GetBrake(void);
bool GetExitVehicle(void);
bool ExitVehicleJustDown(void);
int32 GetWeapon(void);
bool WeaponJustDown(void);
int16 GetAccelerate(void);
bool CycleCameraModeUpJustDown(void);
bool CycleCameraModeDownJustDown(void);
bool ChangeStationJustDown(void);
bool CycleWeaponLeftJustDown(void);
bool CycleWeaponRightJustDown(void);
bool GetTarget(void);
bool TargetJustDown(void);
bool JumpJustDown(void);
bool GetSprint(void);
bool ShiftTargetLeftJustDown(void);
bool ShiftTargetRightJustDown(void);
bool GetAnaloguePadUp(void);
bool GetAnaloguePadDown(void);
bool GetAnaloguePadLeft(void);
bool GetAnaloguePadRight(void);
bool GetAnaloguePadLeftJustUp(void);
bool GetAnaloguePadRightJustUp(void);
bool ForceCameraBehindPlayer(void);
bool SniperZoomIn(void);
bool SniperZoomOut(void);
int16 SniperModeLookLeftRight(void);
int16 SniperModeLookUpDown(void);
int16 LookAroundLeftRight(void);
int16 LookAroundUpDown(void);
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void ResetAverageWeapon(void);
static void PrintErrorMessage(void);
static void ResetCheats(void);
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static char *EditString(char *pStr, int32 nSize);
static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize);
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#ifdef XINPUT
void AffectFromXinput(uint32 pad);
#endif
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// mouse
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bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
bool GetRightMouseJustDown() { return !!(NewMouseControllerState.RMB && !OldMouseControllerState.RMB); }
bool GetMiddleMouseJustDown() { return !!(NewMouseControllerState.MMB && !OldMouseControllerState.MMB); }
bool GetMouseWheelUpJustDown() { return !!(NewMouseControllerState.WHEELUP && !OldMouseControllerState.WHEELUP); }
bool GetMouseWheelDownJustDown() { return !!(NewMouseControllerState.WHEELDN && !OldMouseControllerState.WHEELDN);}
bool GetMouseX1JustDown() { return !!(NewMouseControllerState.MXB1 && !OldMouseControllerState.MXB1); }
bool GetMouseX2JustDown() { return !!(NewMouseControllerState.MXB2 && !OldMouseControllerState.MXB2); }
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bool GetLeftMouseJustUp() { return !!(!NewMouseControllerState.LMB && OldMouseControllerState.LMB); }
bool GetRightMouseJustUp() { return !!(!NewMouseControllerState.RMB && OldMouseControllerState.RMB); }
bool GetMiddleMouseJustUp() { return !!(!NewMouseControllerState.MMB && OldMouseControllerState.MMB); }
bool GetMouseWheelUpJustUp() { return !!(!NewMouseControllerState.WHEELUP && OldMouseControllerState.WHEELUP); }
bool GetMouseWheelDownJustUp() { return !!(!NewMouseControllerState.WHEELDN && OldMouseControllerState.WHEELDN); }
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bool GetLeftMouse() { return NewMouseControllerState.LMB; }
bool GetRightMouse() { return NewMouseControllerState.RMB; }
bool GetMiddleMouse() { return NewMouseControllerState.MMB; }
bool GetMouseWheelUp() { return NewMouseControllerState.WHEELUP; }
bool GetMouseWheelDown() { return NewMouseControllerState.WHEELDN; }
bool GetMouseX1() { return NewMouseControllerState.MXB1; }
bool GetMouseX2() { return NewMouseControllerState.MXB2; }
bool GetLeftMouseUp() { return !OldMouseControllerState.LMB; }
bool GetRightMouseUp() { return !OldMouseControllerState.RMB; }
bool GetMiddleMouseUp() { return !OldMouseControllerState.MMB; }
bool GetMouseWheelUpUp() { return !OldMouseControllerState.WHEELUP; }
bool GetMouseWheelDownUp() { return !OldMouseControllerState.WHEELDN; }
bool GetMouseX1Up() { return !OldMouseControllerState.MXB1; }
bool GetMouseX2Up() { return !OldMouseControllerState.MXB2; }
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float GetMouseX() { return NewMouseControllerState.x; }
float GetMouseY() { return NewMouseControllerState.y; }
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// keyboard
bool GetCharJustDown(int32 c) { return !!(NewKeyState.VK_KEYS[c] && !OldKeyState.VK_KEYS[c]); }
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bool GetFJustDown(int32 n) { return !!(NewKeyState.F[n] && !OldKeyState.F[n]); }
bool GetEscapeJustDown() { return !!(NewKeyState.ESC && !OldKeyState.ESC); }
bool GetInsertJustDown() { return !!(NewKeyState.INS && !OldKeyState.INS); }
bool GetDeleteJustDown() { return !!(NewKeyState.DEL && !OldKeyState.DEL); }
bool GetHomeJustDown() { return !!(NewKeyState.HOME && !OldKeyState.HOME); }
bool GetEndJustDown() { return !!(NewKeyState.END && !OldKeyState.END); }
bool GetPageUpJustDown() { return !!(NewKeyState.PGUP && !OldKeyState.PGUP); }
bool GetPageDownJustDown() { return !!(NewKeyState.PGDN && !OldKeyState.PGDN); }
bool GetUpJustDown() { return !!(NewKeyState.UP && !OldKeyState.UP); }
bool GetDownJustDown() { return !!(NewKeyState.DOWN && !OldKeyState.DOWN); }
bool GetLeftJustDown() { return !!(NewKeyState.LEFT && !OldKeyState.LEFT); }
bool GetRightJustDown() { return !!(NewKeyState.RIGHT && !OldKeyState.RIGHT); }
bool GetScrollLockJustDown() { return !!(NewKeyState.SCROLLLOCK && !OldKeyState.SCROLLLOCK); }
bool GetPauseJustDown() { return !!(NewKeyState.PAUSE && !OldKeyState.PAUSE); }
bool GetNumLockJustDown() { return !!(NewKeyState.NUMLOCK && !OldKeyState.NUMLOCK); }
bool GetDivideJustDown() { return !!(NewKeyState.DIV && !OldKeyState.DIV); }
bool GetTimesJustDown() { return !!(NewKeyState.MUL && !OldKeyState.MUL); }
bool GetMinusJustDown() { return !!(NewKeyState.SUB && !OldKeyState.SUB); }
bool GetPlusJustDown() { return !!(NewKeyState.ADD && !OldKeyState.ADD); }
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bool GetPadEnterJustDown() { return !!(NewKeyState.ENTER && !OldKeyState.ENTER); }
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bool GetPadDelJustDown() { return !!(NewKeyState.DECIMAL && !OldKeyState.DECIMAL); }
bool GetPad1JustDown() { return !!(NewKeyState.NUM1 && !OldKeyState.NUM1); }
bool GetPad2JustDown() { return !!(NewKeyState.NUM2 && !OldKeyState.NUM2); }
bool GetPad3JustDown() { return !!(NewKeyState.NUM3 && !OldKeyState.NUM3); }
bool GetPad4JustDown() { return !!(NewKeyState.NUM4 && !OldKeyState.NUM4); }
bool GetPad5JustDown() { return !!(NewKeyState.NUM5 && !OldKeyState.NUM5); }
bool GetPad6JustDown() { return !!(NewKeyState.NUM6 && !OldKeyState.NUM6); }
bool GetPad7JustDown() { return !!(NewKeyState.NUM7 && !OldKeyState.NUM7); }
bool GetPad8JustDown() { return !!(NewKeyState.NUM8 && !OldKeyState.NUM8); }
bool GetPad9JustDown() { return !!(NewKeyState.NUM9 && !OldKeyState.NUM9); }
bool GetPad0JustDown() { return !!(NewKeyState.NUM0 && !OldKeyState.NUM0); }
bool GetBackspaceJustDown() { return !!(NewKeyState.BACKSP && !OldKeyState.BACKSP); }
bool GetTabJustDown() { return !!(NewKeyState.TAB && !OldKeyState.TAB); }
bool GetCapsLockJustDown() { return !!(NewKeyState.CAPSLOCK && !OldKeyState.CAPSLOCK); }
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bool GetReturnJustDown() { return !!(NewKeyState.EXTENTER && !OldKeyState.EXTENTER); }
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bool GetLeftShiftJustDown() { return !!(NewKeyState.LSHIFT && !OldKeyState.LSHIFT); }
bool GetShiftJustDown() { return !!(NewKeyState.SHIFT && !OldKeyState.SHIFT); }
bool GetRightShiftJustDown() { return !!(NewKeyState.RSHIFT && !OldKeyState.RSHIFT); }
bool GetLeftCtrlJustDown() { return !!(NewKeyState.LCTRL && !OldKeyState.LCTRL); }
bool GetRightCtrlJustDown() { return !!(NewKeyState.RCTRL && !OldKeyState.RCTRL); }
bool GetLeftAltJustDown() { return !!(NewKeyState.LALT && !OldKeyState.LALT); }
bool GetRightAltJustDown() { return !!(NewKeyState.RALT && !OldKeyState.RALT); }
bool GetLeftWinJustDown() { return !!(NewKeyState.LWIN && !OldKeyState.LWIN); }
bool GetRightWinJustDown() { return !!(NewKeyState.RWIN && !OldKeyState.RWIN); }
bool GetAppsJustDown() { return !!(NewKeyState.APPS && !OldKeyState.APPS); }
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bool GetEnterJustDown() { return GetPadEnterJustDown() || GetReturnJustDown(); }
bool GetAltJustDown() { return GetLeftAltJustDown() || GetRightAltJustDown(); }
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bool GetLeftJustUp() { return !!(!NewKeyState.LEFT && OldKeyState.LEFT); }
bool GetRightJustUp() { return !!(!NewKeyState.RIGHT && OldKeyState.RIGHT); }
bool GetEnterJustUp() { return GetPadEnterJustUp() || GetReturnJustUp(); }
bool GetReturnJustUp() { return !!(!NewKeyState.EXTENTER && OldKeyState.EXTENTER); }
bool GetPadEnterJustUp() { return !!(!NewKeyState.ENTER && OldKeyState.ENTER); }
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bool GetChar(int32 c) { return NewKeyState.VK_KEYS[c]; }
bool GetF(int32 n) { return NewKeyState.F[n]; }
bool GetEscape() { return NewKeyState.ESC; }
bool GetInsert() { return NewKeyState.INS; }
bool GetDelete() { return NewKeyState.DEL; }
bool GetHome() { return NewKeyState.HOME; }
bool GetEnd() { return NewKeyState.END; }
bool GetPageUp() { return NewKeyState.PGUP; }
bool GetPageDown() { return NewKeyState.PGDN; }
bool GetUp() { return NewKeyState.UP; }
bool GetDown() { return NewKeyState.DOWN; }
bool GetLeft() { return NewKeyState.LEFT; }
bool GetRight() { return NewKeyState.RIGHT; }
bool GetScrollLock() { return NewKeyState.SCROLLLOCK; }
bool GetPause() { return NewKeyState.PAUSE; }
bool GetNumLock() { return NewKeyState.NUMLOCK; }
bool GetDivide() { return NewKeyState.DIV; }
bool GetTimes() { return NewKeyState.MUL; }
bool GetMinus() { return NewKeyState.SUB; }
bool GetPlus() { return NewKeyState.ADD; }
bool GetPadEnter() { return NewKeyState.ENTER; } // GetEnterJustDown
bool GetPadDel() { return NewKeyState.DECIMAL; }
bool GetPad1() { return NewKeyState.NUM1; }
bool GetPad2() { return NewKeyState.NUM2; }
bool GetPad3() { return NewKeyState.NUM3; }
bool GetPad4() { return NewKeyState.NUM4; }
bool GetPad5() { return NewKeyState.NUM5; }
bool GetPad6() { return NewKeyState.NUM6; }
bool GetPad7() { return NewKeyState.NUM7; }
bool GetPad8() { return NewKeyState.NUM8; }
bool GetPad9() { return NewKeyState.NUM9; }
bool GetPad0() { return NewKeyState.NUM0; }
bool GetBackspace() { return NewKeyState.BACKSP; }
bool GetTab() { return NewKeyState.TAB; }
bool GetCapsLock() { return NewKeyState.CAPSLOCK; }
bool GetEnter() { return NewKeyState.EXTENTER; }
bool GetLeftShift() { return NewKeyState.LSHIFT; }
bool GetShift() { return NewKeyState.SHIFT; }
bool GetRightShift() { return NewKeyState.RSHIFT; }
bool GetLeftCtrl() { return NewKeyState.LCTRL; }
bool GetRightCtrl() { return NewKeyState.RCTRL; }
bool GetLeftAlt() { return NewKeyState.LALT; }
bool GetRightAlt() { return NewKeyState.RALT; }
bool GetLeftWin() { return NewKeyState.LWIN; }
bool GetRightWin() { return NewKeyState.RWIN; }
bool GetApps() { return NewKeyState.APPS; }
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// pad
bool GetTriangleJustDown() { return !!(NewState.Triangle && !OldState.Triangle); }
bool GetCircleJustDown() { return !!(NewState.Circle && !OldState.Circle); }
bool GetCrossJustDown() { return !!(NewState.Cross && !OldState.Cross); }
bool GetSquareJustDown() { return !!(NewState.Square && !OldState.Square); }
bool GetDPadUpJustDown() { return !!(NewState.DPadUp && !OldState.DPadUp); }
bool GetDPadDownJustDown() { return !!(NewState.DPadDown && !OldState.DPadDown); }
bool GetDPadLeftJustDown() { return !!(NewState.DPadLeft && !OldState.DPadLeft); }
bool GetDPadRightJustDown() { return !!(NewState.DPadRight && !OldState.DPadRight); }
bool GetLeftShoulder1JustDown() { return !!(NewState.LeftShoulder1 && !OldState.LeftShoulder1); }
bool GetLeftShoulder2JustDown() { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
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bool GetLeftShockJustDown() { return !!(NewState.LeftShock && !OldState.LeftShock); }
bool GetRightShockJustDown() { return !!(NewState.RightShock && !OldState.RightShock); }
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bool GetStartJustDown() { return !!(NewState.Start && !OldState.Start); }
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bool GetLeftStickXJustDown() { return !!(NewState.LeftStickX && !OldState.LeftStickX); }
bool GetLeftStickYJustDown() { return !!(NewState.LeftStickY && !OldState.LeftStickY); }
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bool GetTriangleJustUp() { return !!(!NewState.Triangle && OldState.Triangle); }
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bool GetCrossJustUp() { return !!(!NewState.Cross && OldState.Cross); }
bool GetSquareJustUp() { return !!(!NewState.Square && OldState.Square); }
bool GetDPadUpJustUp() { return !!(!NewState.DPadUp && OldState.DPadUp); }
bool GetDPadDownJustUp() { return !!(!NewState.DPadDown && OldState.DPadDown); }
bool GetDPadLeftJustUp() { return !!(!NewState.DPadLeft && OldState.DPadLeft); }
bool GetDPadRightJustUp() { return !!(!NewState.DPadRight && OldState.DPadRight); }
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bool GetTriangle() { return !!NewState.Triangle; }
bool GetCircle() { return !!NewState.Circle; }
bool GetCross() { return !!NewState.Cross; }
bool GetSquare() { return !!NewState.Square; }
bool GetDPadUp() { return !!NewState.DPadUp; }
bool GetDPadDown() { return !!NewState.DPadDown; }
bool GetDPadLeft() { return !!NewState.DPadLeft; }
bool GetDPadRight() { return !!NewState.DPadRight; }
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bool GetLeftShoulder1(void) { return !!NewState.LeftShoulder1; }
bool GetLeftShoulder2(void) { return !!NewState.LeftShoulder2; }
bool GetRightShoulder1(void) { return !!NewState.RightShoulder1; }
bool GetRightShoulder2(void) { return !!NewState.RightShoulder2; }
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int16 GetLeftStickX(void) { return NewState.LeftStickX; }
int16 GetLeftStickY(void) { return NewState.LeftStickY; }
int16 GetRightStickX(void) { return NewState.RightStickX; }
int16 GetRightStickY(void) { return NewState.RightStickY; }
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bool ArePlayerControlsDisabled(void) { return DisablePlayerControls != PLAYERCONTROL_ENABLED; }
void SetDisablePlayerControls(uint8 who) { DisablePlayerControls |= who; }
void SetEnablePlayerControls(uint8 who) { DisablePlayerControls &= ~who; }
bool IsPlayerControlsDisabledBy(uint8 who) { return DisablePlayerControls & who; }
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};
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VALIDATE_SIZE(CPad, 0xFC);
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extern CPad *Pads; //[2]