Merge pull request #461 from clasher113/main
add side mouse buttons & bug fix
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commit
6303975ddc
@ -278,7 +278,7 @@ void ALSpeaker::play() {
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AL_CHECK(alSourcef(
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source,
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AL_GAIN,
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volume * p_channel->getVolume() * get_channel(0)->getVolume()
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volume * p_channel->getVolume()
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));
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AL_CHECK(alSourcePlay(source));
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}
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@ -13,6 +13,7 @@ InputBindBox::InputBindBox(Binding& binding, glm::vec4 padding)
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label(std::make_shared<Label>(L"")) {
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add(label);
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setScrollable(false);
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hoverColor = glm::vec4(0.05f, 0.1f, 0.2f, 0.75f);
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}
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void InputBindBox::drawBackground(const DrawContext& pctx, const Assets&) {
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@ -25,8 +26,10 @@ void InputBindBox::drawBackground(const DrawContext& pctx, const Assets&) {
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}
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void InputBindBox::clicked(GUI*, mousecode button) {
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binding.reset(button);
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defocus();
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if (isFocused()) {
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binding.reset(button);
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defocus();
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}
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}
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void InputBindBox::keyPressed(keycode key) {
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@ -7,8 +7,7 @@ namespace gui {
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class InputBindBox : public Panel {
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protected:
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glm::vec4 hoverColor {0.05f, 0.1f, 0.2f, 0.75f};
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glm::vec4 focusedColor {0.0f, 0.0f, 0.0f, 1.0f};
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glm::vec4 focusedColor {0.1f, 0.15f, 0.35f, 0.75f};
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std::shared_ptr<Label> label;
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Binding& binding;
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public:
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@ -93,22 +93,24 @@ glm::vec3 CameraControl::updateCameraShaking(
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const float ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox.velocity;
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interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
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if (hitbox.grounded && interpVel.y < 0.0f) {
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interpVel.y *= -30.0f;
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}
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shake = shake * (1.0f - delta * k);
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float oh = CAM_SHAKE_OFFSET;
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if (hitbox.grounded) {
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float f = glm::length(glm::vec2(vel.x, vel.z));
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shakeTimer += delta * f * CAM_SHAKE_SPEED;
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shake += f * delta * k;
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oh *= glm::sqrt(f);
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}
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if (settings.shaking.get()) {
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shake = shake * (1.0f - delta * k);
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float oh = CAM_SHAKE_OFFSET;
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if (hitbox.grounded) {
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float f = glm::length(glm::vec2(vel.x, vel.z));
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shakeTimer += delta * f * CAM_SHAKE_SPEED;
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shake += f * delta * k;
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oh *= glm::sqrt(f);
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}
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offset += camera->right * glm::sin(shakeTimer) * oh * shake;
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offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
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offset += camera->right * glm::sin(shakeTimer) * oh * shake;
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offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
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}
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if (settings.inertia.get()) {
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interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
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if (hitbox.grounded && interpVel.y < 0.0f) {
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interpVel.y *= -30.0f;
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}
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offset -= glm::min(interpVel * 0.05f, 1.0f);
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}
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return offset;
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@ -124,7 +126,7 @@ void CameraControl::updateFovEffects(
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if (crouch) {
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offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
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zoomValue = CROUCH_ZOOM;
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} else if (input.sprint) {
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} else if (input.sprint && (input.moveForward || input.moveBack || input.moveLeft || input.moveRight)) {
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zoomValue = RUN_ZOOM;
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}
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if (input.zoom) zoomValue *= C_ZOOM;
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@ -161,7 +163,7 @@ void CameraControl::update(
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if (auto hitbox = player.getHitbox()) {
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offset.y += hitbox->halfsize.y * (0.7f / 0.9f);
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if (settings.shaking.get() && !input.cheat) {
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if (!input.cheat) {
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offset += updateCameraShaking(*hitbox, delta);
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}
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if (settings.fovEffects.get()) {
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@ -40,21 +40,22 @@ static std::unordered_map<std::string, int> mousecodes {
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{"left", GLFW_MOUSE_BUTTON_1},
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{"right", GLFW_MOUSE_BUTTON_2},
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{"middle", GLFW_MOUSE_BUTTON_3},
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{"side1", GLFW_MOUSE_BUTTON_4},
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{"side2", GLFW_MOUSE_BUTTON_5},
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{"side3", GLFW_MOUSE_BUTTON_6},
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{"side4", GLFW_MOUSE_BUTTON_7},
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{"side5", GLFW_MOUSE_BUTTON_8},
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};
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static std::unordered_map<int, std::string> keynames {};
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static std::unordered_map<int, std::string> buttonsnames{};
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std::string input_util::get_name(mousecode code) {
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switch (code) {
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case mousecode::BUTTON_1:
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return "left";
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case mousecode::BUTTON_2:
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return "right";
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case mousecode::BUTTON_3:
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return "middle";
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default:
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return "unknown";
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auto found = buttonsnames.find(static_cast<int>(code));
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if (found == buttonsnames.end()) {
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return "unknown";
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}
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return found->second;
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}
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std::string input_util::get_name(keycode code) {
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@ -91,6 +92,9 @@ void input_util::initialize() {
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for (const auto& entry : keycodes) {
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keynames[entry.second] = entry.first;
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}
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for (const auto& entry : mousecodes) {
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buttonsnames[entry.second] = entry.first;
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}
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}
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keycode input_util::keycode_from(const std::string& name) {
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@ -210,6 +214,13 @@ std::string input_util::to_string(mousecode code) {
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return "RMB";
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case mousecode::BUTTON_3:
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return "MMB";
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case mousecode::BUTTON_4:
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case mousecode::BUTTON_5:
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case mousecode::BUTTON_6:
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case mousecode::BUTTON_7:
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case mousecode::BUTTON_8:
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return "XButton " + std::to_string(static_cast<int>(code) -
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static_cast<int>(mousecode::BUTTON_3));
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default:
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return "unknown button";
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}
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@ -102,11 +102,17 @@ enum class mousecode : int {
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BUTTON_1 = 0, // Left mouse button
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BUTTON_2 = 1, // Right mouse button
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BUTTON_3 = 2, // Middle mouse button
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BUTTON_4 = 3, // Side mouse button 1
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BUTTON_5 = 4, // Side mouse button 2
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BUTTON_6 = 5, // Side mouse button 3
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BUTTON_7 = 6, // Side mouse button 4
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BUTTON_8 = 7, // Side mouse button 5
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UNKNOWN = -1,
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};
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inline mousecode MOUSECODES_ALL[] {
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mousecode::BUTTON_1, mousecode::BUTTON_2, mousecode::BUTTON_3};
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mousecode::BUTTON_1, mousecode::BUTTON_2, mousecode::BUTTON_3, mousecode::BUTTON_4,
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mousecode::BUTTON_5, mousecode::BUTTON_6, mousecode::BUTTON_7, mousecode::BUTTON_8 };
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namespace input_util {
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void initialize();
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