aboutsummaryrefslogtreecommitdiff
path: root/src/GameTick.cpp
diff options
context:
space:
mode:
authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-10 00:42:02 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-10 00:42:19 +0700
commit5247e298e05a623e001f0be01238a03b61d715b8 (patch)
tree4e67421ee4b7303512675fa80b8db7e1d2ef8836 /src/GameTick.cpp
parentda79599ad5201f4eebd3edaabbe4b33498de448e (diff)
downloadblackshades-5247e298e05a623e001f0be01238a03b61d715b8.tar.gz
Replace SDL by GLFW
SDL 1 was deprecated. Mouse look and meta control keys are broken as of this commit.
Diffstat (limited to 'src/GameTick.cpp')
-rw-r--r--src/GameTick.cpp35
1 files changed, 18 insertions, 17 deletions
diff --git a/src/GameTick.cpp b/src/GameTick.cpp
index 2932d8c..6536547 100644
--- a/src/GameTick.cpp
+++ b/src/GameTick.cpp
@@ -22,6 +22,8 @@
// You should have received a copy of the GNU General Public License
// along with Black Shades. If not, see <https://www.gnu.org/licenses/>.
+#include <GLFW/glfw3.h>
+
#include "Game.h"
extern float multiplier;
@@ -122,18 +124,19 @@ void Game::updateSong()
alSourcePlay(gSourceID[whichsong]);
}
-void Game::handleMenu(unsigned char* theKeyMap)
+void Game::handleMenu()
{
- if (IsKeyDown(theKeyMap, MAC_SPACE_KEY))
+ if (IsKeyDown(GLFW_KEY_SPACE))
mainmenu = 0;
GetMouse(&mouseloc);
float mousex = (float) mouseloc.h * 640 / screenwidth;
float mousey = 480 - (float) mouseloc.v * 480 / screenheight;
+ int button = Button();
oldmouseoverbutton = mouseoverbutton;
mouseoverbutton = 0;
- if (mousex > 120 && mousex < 560 && Button() && !oldbutton) {
+ if (mousex > 120 && mousex < 560 && button && !oldbutton) {
if (mousey > 235 && mousey < 305)
mouseoverbutton = 1;
else if (mousey > 112 && mousey < 182)
@@ -141,7 +144,7 @@ void Game::handleMenu(unsigned char* theKeyMap)
} else if (!mainmenuness) {
mouseoverbutton = 1;
}
- oldbutton = Button();
+ oldbutton = button;
switch (mouseoverbutton) {
case 1:
@@ -168,7 +171,7 @@ void Game::handleMenu(unsigned char* theKeyMap)
} else {
flashamount = flashr = 1;
flashg = flashb = 0;
- gQuit = true;
+ glfwSetWindowShouldClose(glfwGetCurrentContext(), true);
}
alSourcePlay(gSourceID[losesound]);
@@ -177,9 +180,9 @@ void Game::handleMenu(unsigned char* theKeyMap)
}
}
-void Game::handleToggles(unsigned char* theKeyMap)
+void Game::handleToggles()
{
- if (!IsKeyDown(theKeyMap, psychickey)) {
+ if (!IsKeyDown(psychickey)) {
oldvisionkey = 0;
} else if (!oldvisionkey) {
oldvisionkey = 1;
@@ -220,7 +223,7 @@ void Game::handleToggles(unsigned char* theKeyMap)
}
}
- if (!IsKeyDown(theKeyMap, MAC_TAB_KEY)) {
+ if (!IsKeyDown(GLFW_KEY_TAB)) {
tabkeydown = 0;
} else if (!tabkeydown && debug) {
thirdperson++;
@@ -229,13 +232,13 @@ void Game::handleToggles(unsigned char* theKeyMap)
tabkeydown = 1;
}
- if (!IsKeyDown(theKeyMap, aimkey)) {
+ if (!IsKeyDown(aimkey)) {
aimtoggle = 0;
} else if (!aimtoggle) {
person[0].aiming ^= aimtoggle = 1;
}
- if (!IsKeyDown(theKeyMap, MAC_R_KEY)) {
+ if (!IsKeyDown(GLFW_KEY_R)) {
reloadtoggle = 0;
} else if (!reloadtoggle) {
if (person[0].reloads[person[0].whichgun] > 0
@@ -244,7 +247,7 @@ void Game::handleToggles(unsigned char* theKeyMap)
reloadtoggle = 1;
}
- if (!IsKeyDown(theKeyMap, psychicaimkey)) {
+ if (!IsKeyDown(psychicaimkey)) {
slomokeydown = 0;
} else if (!slomokeydown && !slomo) {
flashamount = 0.5;
@@ -407,10 +410,8 @@ XYZ Game::aimBot(int j)
void Game::Tick()
{
- unsigned char theKeyMap[16];
- GetKeys((unsigned long*) theKeyMap);
if (mainmenu) {
- handleMenu(theKeyMap);
+ handleMenu();
return;
}
@@ -471,7 +472,7 @@ void Game::Tick()
flatfacing.y = 0;
Normalise(&flatfacing);
- handleToggles(theKeyMap);
+ handleToggles();
mouseLook();
//Check collision with buildings
@@ -690,7 +691,7 @@ void Game::Tick()
}
- if (IsKeyDown(theKeyMap, MAC_SPACE_KEY)
+ if (IsKeyDown(GLFW_KEY_SPACE)
&& person[0].playerrotation == person[0].playerlowrotation
&& person[0].targetanimation == joganim
&& person[0].currentanimation == joganim
@@ -2138,7 +2139,7 @@ void Game::Tick()
XYZ end {start + aim * 1000};
if (debug && j == 0
- && IsKeyDown(theKeyMap, MAC_G_KEY)) {
+ && IsKeyDown(GLFW_KEY_G)) {
sprites.MakeSprite(grenadesprite, 1, 1, 1, 1,
start, aim * 200, 1.01);
continue;