Filter layer over *BeingPressed in InputFilter, to put odd special cases
without mussing up RageInput. Disables the new joystick axes (they're only there for a USB converter special case that I havn't added yet and will cause problems for others).
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@@ -18,7 +18,37 @@
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InputFilter* INPUTFILTER = NULL; // global and accessable from anywhere in our program
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InputFilter::InputFilter()
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{
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for( int i=0; i<NUM_INPUT_DEVICES; i++ )
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{
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for( int j=0; j<NUM_DEVICE_BUTTONS; j++ )
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m_fTimeHeld[i][j] = 0;
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}
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}
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bool InputFilter::BeingPressed( DeviceInput di, bool Prev )
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{
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switch( di.button ) {
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case JOY_Z_UP: case JOY_Z_DOWN:
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case JOY_Z_ROT_UP: case JOY_Z_ROT_DOWN:
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case JOY_HAT_LEFT: case JOY_HAT_RIGHT: case JOY_HAT_UP: case JOY_HAT_DOWN:
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/* For now, ignore these. */
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return false;
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}
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return INPUTMAN->BeingPressed(di, Prev);
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}
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bool InputFilter::WasBeingPressed( DeviceInput di )
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{
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return BeingPressed(di, true);
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}
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bool InputFilter::IsBeingPressed( DeviceInput di )
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{
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return BeingPressed(di, false);
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}
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void InputFilter::GetInputEvents( InputEventArray &array, float fDeltaTime )
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{
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@@ -32,9 +62,9 @@ void InputFilter::GetInputEvents( InputEventArray &array, float fDeltaTime )
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{
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const DeviceInput di = DeviceInput(InputDevice(d),b);
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if( INPUTMAN->WasBeingPressed(di) )
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if( WasBeingPressed(di) )
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{
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if( INPUTMAN->IsBeingPressed(di) )
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if( IsBeingPressed(di) )
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{
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const float fOldHoldTime = m_fTimeHeld[d][b];
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m_fTimeHeld[d][b] += fDeltaTime;
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@@ -58,16 +88,16 @@ void InputFilter::GetInputEvents( InputEventArray &array, float fDeltaTime )
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array.Add( InputEvent(di,iet) );
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}
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}
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else { // !INPUTMAN->IsBeingPressed(di)
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else { // !IsBeingPressed(di)
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m_fTimeHeld[d][b] = 0;
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array.Add( InputEvent(di,IET_RELEASE) );
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}
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}
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else // !INPUTMAN->WasBeingPressed(di)
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else // !WasBeingPressed(di)
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{
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if( INPUTMAN->IsBeingPressed(di) )
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if( IsBeingPressed(di) )
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array.Add( InputEvent(di,IET_FIRST_PRESS) );
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else // !INPUTMAN->IsBeingPressed(di)
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else // !IsBeingPressed(di)
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; // don't care
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}
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}
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