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Removes unused shift input and control state
Cleans up input handling by removing the `INPUT_SHIFT` element and the `KEYBOARD_SHIFT` control state as they are no longer required.
1 parent db856e7 commit c1009b3

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3 files changed

+47
-51
lines changed

3 files changed

+47
-51
lines changed

Source/System/Constants.h

Lines changed: 46 additions & 48 deletions
Original file line numberDiff line numberDiff line change
@@ -138,10 +138,10 @@ namespace RTE {
138138
#define c_PlayerSlotColorHovered makecol(203, 130, 56)
139139
#define c_PlayerSlotColorDisabled makecol(104, 67, 15)
140140
static constexpr std::array<float, 16> c_Quad{
141-
1.0f, 1.0f, 1.0f, 0.0f,
142-
1.0f, -1.0f, 1.0f, 1.0f,
143-
-1.0f, 1.0f, 0.0f, 0.0f,
144-
-1.0f, -1.0f, 0.0f, 1.0f};
141+
1.0f, 1.0f, 1.0f, 0.0f,
142+
1.0f, -1.0f, 1.0f, 1.0f,
143+
-1.0f, 1.0f, 0.0f, 0.0f,
144+
-1.0f, -1.0f, 0.0f, 1.0f};
145145

146146
static constexpr float c_GuiDepth = -100.0f;
147147
static constexpr float c_DefaultDrawDepth = 0.0f;
@@ -220,7 +220,6 @@ namespace RTE {
220220
INPUT_JUMP,
221221
INPUT_CROUCH,
222222
INPUT_PRONE,
223-
INPUT_SHIFT,
224223
INPUT_NEXT,
225224
INPUT_PREV,
226225
INPUT_WEAPON_CHANGE_NEXT,
@@ -242,41 +241,40 @@ namespace RTE {
242241
};
243242

244243
static const std::array<const std::string_view, InputElements::INPUT_COUNT> c_InputElementNames = {
245-
"Move Up", // INPUT_L_UP
246-
"Move Down", // INPUT_L_DOWN
247-
"Move Left", // INPUT_L_LEFT
248-
"Move Right", // INPUT_L_RIGHT
249-
"Run", // INPUT_MOVE_FAST
250-
"Run (Toggle)", // INPUT_MOVE_FAST_TOGGLE
251-
"Aim Up", // INPUT_AIM_UP
252-
"Aim Down", // INPUT_AIM_DOWN
253-
"Aim Left", // INPUT_AIM_LEFT
254-
"Aim Right", // INPUT_AIM_RIGHT
255-
"Fire/Activate", // INPUT_FIRE
256-
"Sharp Aim", // INPUT_AIM
257-
"Pie Menu (Analog)", // INPUT_PIEMENU_ANALOG
258-
"Pie Menu (Digital)", // INPUT_PIEMENU_DIGITAL
259-
"Jump", // INPUT_JUMP
260-
"Crouch", // INPUT_CROUCH
261-
"Prone", // INPUT_PRONE
262-
"Shift", // INPUT_SHIFT
263-
"Next Body", // INPUT_NEXT
264-
"Prev. Body", // INPUT_PREV
265-
"Next Device", // INPUT_WEAPON_CHANGE_NEXT
266-
"Prev. Device", // INPUT_WEAPON_CHANGE_PREV
267-
"Pick Up Device", // INPUT_WEAPON_PICKUP
268-
"Drop Device", // INPUT_WEAPON_DROP
269-
"Reload Weapon", // INPUT_WEAPON_RELOAD
270-
"Primary Weapon Hotkey", // INPUT_WEAPON_PRIMARY_HOTKEY
271-
"Auxiliary Weapon Hotkey", // INPUT_WEAPON_AUXILIARY_HOTKEY
244+
"Move Up", // INPUT_L_UP
245+
"Move Down", // INPUT_L_DOWN
246+
"Move Left", // INPUT_L_LEFT
247+
"Move Right", // INPUT_L_RIGHT
248+
"Run", // INPUT_MOVE_FAST
249+
"Run (Toggle)", // INPUT_MOVE_FAST_TOGGLE
250+
"Aim Up", // INPUT_AIM_UP
251+
"Aim Down", // INPUT_AIM_DOWN
252+
"Aim Left", // INPUT_AIM_LEFT
253+
"Aim Right", // INPUT_AIM_RIGHT
254+
"Fire/Activate", // INPUT_FIRE
255+
"Sharp Aim", // INPUT_AIM
256+
"Pie Menu (Analog)", // INPUT_PIEMENU_ANALOG
257+
"Pie Menu (Digital)", // INPUT_PIEMENU_DIGITAL
258+
"Jump", // INPUT_JUMP
259+
"Crouch", // INPUT_CROUCH
260+
"Prone", // INPUT_PRONE
261+
"Next Body", // INPUT_NEXT
262+
"Prev. Body", // INPUT_PREV
263+
"Next Device", // INPUT_WEAPON_CHANGE_NEXT
264+
"Prev. Device", // INPUT_WEAPON_CHANGE_PREV
265+
"Pick Up Device", // INPUT_WEAPON_PICKUP
266+
"Drop Device", // INPUT_WEAPON_DROP
267+
"Reload Weapon", // INPUT_WEAPON_RELOAD
268+
"Primary Weapon Hotkey", // INPUT_WEAPON_PRIMARY_HOTKEY
269+
"Auxiliary Weapon Hotkey", // INPUT_WEAPON_AUXILIARY_HOTKEY
272270
"Primary Actor Hotkey", // INPUT_ACTOR_PRIMARY_HOTKEY
273271
"Auxiliary Actor Hotkey", // INPUT_ACTOR_AUXILIARY_HOTKEY
274-
"Start", // INPUT_START
275-
"Back", // INPUT_BACK
276-
"Analog Aim Up", // INPUT_R_UP
277-
"Analog Aim Down", // INPUT_R_DOWN
278-
"Analog Aim Left", // INPUT_R_LEFT
279-
"Analog Aim Right" // INPUT_R_RIGHT
272+
"Start", // INPUT_START
273+
"Back", // INPUT_BACK
274+
"Analog Aim Up", // INPUT_R_UP
275+
"Analog Aim Down", // INPUT_R_DOWN
276+
"Analog Aim Left", // INPUT_R_LEFT
277+
"Analog Aim Right" // INPUT_R_RIGHT
280278
};
281279

282280
/// Enumeration for mouse button types.
@@ -352,18 +350,18 @@ namespace RTE {
352350
};
353351

354352
static const std::unordered_map<std::string_view, Directions> c_DirectionNameToDirectionsMap = {
355-
{"None", Directions::None},
356-
{"Up", Directions::Up},
357-
{"Down", Directions::Down},
358-
{"Left", Directions::Left},
359-
{"Right", Directions::Right},
360-
{"Any", Directions::Any}};
353+
{"None", Directions::None},
354+
{"Up", Directions::Up},
355+
{"Down", Directions::Down},
356+
{"Left", Directions::Left},
357+
{"Right", Directions::Right},
358+
{"Any", Directions::Any}};
361359

362360
static const std::unordered_map<Directions, const float> c_DirectionsToRadiansMap = {
363-
{Directions::Up, c_HalfPI},
364-
{Directions::Down, c_OneAndAHalfPI},
365-
{Directions::Left, c_PI},
366-
{Directions::Right, 0.0F}};
361+
{Directions::Up, c_HalfPI},
362+
{Directions::Down, c_OneAndAHalfPI},
363+
{Directions::Left, c_PI},
364+
{Directions::Right, 0.0F}};
367365
#pragma endregion
368366

369367
#pragma region Un - Definitions

Source/System/Controller.cpp

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -226,7 +226,7 @@ void Controller::UpdatePlayerInput(std::array<bool, ControlState::CONTROLSTATECO
226226
// Only actually switch when the change button(s) are released
227227
// BRAIN ACTOR
228228
if ((g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_NEXT) && g_UInputMan.ElementPressed(m_Player, InputElements::INPUT_PREV)) ||
229-
(g_UInputMan.ElementPressed(m_Player, InputElements::INPUT_NEXT) && g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_PREV))) {
229+
(g_UInputMan.ElementPressed(m_Player, InputElements::INPUT_NEXT) && g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_PREV))) {
230230
m_ControlStates[ControlState::ACTOR_BRAIN] = true;
231231
// Ignore the next releases of next and previous buttons so that the brain isn't switched away form immediate after using the brain shortcut
232232
m_NextIgnore = m_PrevIgnore = true;
@@ -291,7 +291,6 @@ void Controller::UpdatePlayerPieMenuInput(std::array<bool, ControlState::CONTROL
291291
m_ControlStates[ControlState::BODY_JUMP] = g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_JUMP);
292292
m_ControlStates[ControlState::BODY_CROUCH] = g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_CROUCH);
293293
m_ControlStates[ControlState::BODY_PRONE] = g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_PRONE);
294-
295294

296295
// MOVEMENT LEFT/RIGHT
297296
if (g_UInputMan.ElementHeld(m_Player, InputElements::INPUT_L_RIGHT)) {

Source/System/Controller.h

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,6 @@ namespace RTE {
2424
BODY_JUMPSTART,
2525
BODY_JUMP,
2626
BODY_CROUCH,
27-
KEYBOARD_SHIFT,
2827
BODY_PRONE,
2928
AIM_UP,
3029
AIM_DOWN,

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