re3-wiiu/src/Pad.cpp
2019-05-31 20:02:26 +03:00

141 lines
2.6 KiB
C++

#include "common.h"
#include "patcher.h"
#include "Pad.h"
CPad *CPad::Pads = (CPad*)0x6F0360;
CKeyboardState &CPad::OldKeyState = *(CKeyboardState*)0x6F1E70;
CKeyboardState &CPad::NewKeyState = *(CKeyboardState*)0x6E60D0;
CKeyboardState &CPad::TempKeyState = *(CKeyboardState*)0x774DE8;
CMouseControllerState &CPad::OldMouseControllerState = *(CMouseControllerState*)0x8472A0;
CMouseControllerState &CPad::NewMouseControllerState = *(CMouseControllerState*)0x8809F0;
CMouseControllerState &CPad::PCTempMouseControllerState = *(CMouseControllerState*)0x6F1E60;
Bool &CPad::m_bMapPadOneToPadTwo = *(Bool *)0x95CD48;
WRAPPER void CPad::AddToPCCheatString(Char c) { EAXJMP(0x492450); }
WRAPPER void CPad::UpdatePads(void) { EAXJMP(0x492720); }
WRAPPER void CPad::PrintErrorMessage(void) { EAXJMP(0x4942B0); }
void
CControllerState::Clear(void)
{
LeftStickX = 0;
LeftStickY = 0;
RightStickX = 0;
RightStickY = 0;
LeftShoulder1 = 0;
LeftShoulder2 = 0;
RightShoulder1 = 0;
RightShoulder2 = 0;
DPadUp = 0;
DPadDown = 0;
DPadLeft = 0;
DPadRight = 0;
Start = 0;
Select = 0;
Square = 0;
Triangle = 0;
Cross = 0;
Circle = 0;
LeftShock = 0;
RightShock = 0;
NetworkTalk = 0;
}
void CKeyboardState::Clear()
{
for ( Int32 i = 0; i < 12; i++ )
F[i] = 0;
for ( Int32 i = 0; i < 256; i++ )
VK_KEYS[i] = 0;
ESC = INS = DEL = HOME = END = PGUP = PGDN = 0;
UP = DOWN = LEFT = RIGHT = 0;
NUMLOCK = 0;
DIV = MUL = SUB = ADD = 0;
DECIMAL = NUM1 = NUM2 = NUM3 = NUM4 = 0;
NUM5 = NUM6 = NUM7 = NUM8 = 0;
NUM9 = NUM0 = SCROLLLOCK = PAUSE = 0;
BACKSP = TAB = CAPSLOCK = EXTENTER = 0;
LSHIFT = SHIFT = RSHIFT = LCTRL = RCTRL = LALT = RALT = 0;
LWIN = RWIN = APPS = 0;
}
bool
CPad::ForceCameraBehindPlayer(void)
{
if(DisablePlayerControls)
return false;
switch(Mode){
case 0:
case 1:
return !!NewState.LeftShoulder1;
case 2:
return !!NewState.Triangle;
case 3:
return !!NewState.Circle;
}
return false;
}
bool
CPad::GetWeapon(void)
{
if(DisablePlayerControls)
return false;
switch(Mode){
case 0:
case 1:
return !!NewState.Circle;
case 2:
return !!NewState.Cross;
case 3:
return !!NewState.RightShoulder1;
}
return false;
}
bool
CPad::GetLookBehindForCar(void)
{
if(DisablePlayerControls)
return false;
return NewState.LeftShoulder2 && NewState.RightShoulder2;
}
bool
CPad::GetLookBehindForPed(void)
{
if(DisablePlayerControls)
return false;
return !!NewState.RightShock;
}
bool
CPad::GetLookLeft(void)
{
if(DisablePlayerControls)
return false;
return !!NewState.LeftShoulder2;
}
bool
CPad::GetLookRight(void)
{
if(DisablePlayerControls)
return false;
return !!NewState.RightShoulder2;
}