add crosshair effect (Harry Tuttle)

This commit is contained in:
Ian Curtis 2018-07-04 22:15:44 +00:00
parent 73ff32a10d
commit 80cf1f9b52

View file

@ -696,8 +696,10 @@ static void PrintGLError(GLenum error)
} }
*/ */
static void UpdateCrosshairs(CInputs *Inputs, unsigned crosshairs) static void UpdateCrosshairs(uint32_t currentInputs, CInputs *Inputs, unsigned crosshairs)
{ {
bool offscreenTrigger[2];
float x[2], y[2]; float x[2], y[2];
crosshairs &= 3; crosshairs &= 3;
@ -718,18 +720,37 @@ static void UpdateCrosshairs(CInputs *Inputs, unsigned crosshairs)
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
// Convert gun coordinates to viewspace coordinates // Convert gun coordinates to viewspace coordinates
x[0] = (float) Inputs->gunX[0]->value; if (currentInputs & Game::INPUT_ANALOG_GUN1)
y[0] = (float) Inputs->gunY[0]->value; {
x[1] = (float) Inputs->gunX[1]->value; x[0] = ((float)Inputs->analogGunX[0]->value / 255.0f);
y[1] = (float) Inputs->gunY[1]->value; y[0] = ((255.0f - (float)Inputs->analogGunY[0]->value) / 255.0f);
GunToViewCoords(&x[0], &y[0]); offscreenTrigger[0] = Inputs->analogTriggerLeft[0]->value || Inputs->analogTriggerRight[0]->value;
GunToViewCoords(&x[1], &y[1]); }
else if (currentInputs & Game::INPUT_GUN1)
{
x[0] = (float)Inputs->gunX[0]->value;
y[0] = (float)Inputs->gunY[0]->value;
GunToViewCoords(&x[0], &y[0]);
offscreenTrigger[0] = (Inputs->trigger[0]->offscreenValue) > 0;
}
if (currentInputs & Game::INPUT_ANALOG_GUN2)
{
x[1] = ((float)Inputs->analogGunX[1]->value / 255.0f);
y[1] = ((255.0f - (float)Inputs->analogGunY[1]->value) / 255.0f);
offscreenTrigger[1] = Inputs->analogTriggerLeft[1]->value || Inputs->analogTriggerRight[1]->value;
}
else if (currentInputs & Game::INPUT_GUN2)
{
x[1] = (float)Inputs->gunX[1]->value;
y[1] = (float)Inputs->gunY[1]->value;
GunToViewCoords(&x[1], &y[1]);
offscreenTrigger[1] = (Inputs->trigger[1]->offscreenValue) > 0;
}
// Draw visible crosshairs // Draw visible crosshairs
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
if ((crosshairs & 1) && !Inputs->trigger[0]->offscreenValue) // Player 1 if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f); DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
if ((crosshairs & 2) && !Inputs->trigger[1]->offscreenValue) // Player 2 if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f); DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f);
glEnd(); glEnd();
@ -742,6 +763,7 @@ static void UpdateCrosshairs(CInputs *Inputs, unsigned crosshairs)
******************************************************************************/ ******************************************************************************/
static CInputs *videoInputs = NULL; static CInputs *videoInputs = NULL;
static uint32_t currentInputs = 0;
bool BeginFrameVideo() bool BeginFrameVideo()
{ {
@ -752,7 +774,7 @@ void EndFrameVideo()
{ {
// Show crosshairs for light gun games // Show crosshairs for light gun games
if (videoInputs) if (videoInputs)
UpdateCrosshairs(videoInputs, s_runtime_config["Crosshairs"].ValueAs<unsigned>()); UpdateCrosshairs(currentInputs, videoInputs, s_runtime_config["Crosshairs"].ValueAs<unsigned>());
// Swap the buffers // Swap the buffers
SDL_GL_SwapBuffers(); SDL_GL_SwapBuffers();
@ -819,6 +841,8 @@ int Supermodel(const Game &game, ROMSet *rom_set, IEmulator *Model3, CInputs *In
// Hide mouse if fullscreen, enable crosshairs for gun games // Hide mouse if fullscreen, enable crosshairs for gun games
Inputs->GetInputSystem()->SetMouseVisibility(!s_runtime_config["FullScreen"].ValueAs<bool>()); Inputs->GetInputSystem()->SetMouseVisibility(!s_runtime_config["FullScreen"].ValueAs<bool>());
gameHasLightguns = !!(game.inputs & (Game::INPUT_GUN1|Game::INPUT_GUN2)); gameHasLightguns = !!(game.inputs & (Game::INPUT_GUN1|Game::INPUT_GUN2));
gameHasLightguns |= game.name == "lostwsga";
currentInputs = game.inputs;
if (gameHasLightguns) if (gameHasLightguns)
videoInputs = Inputs; videoInputs = Inputs;
else else