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InputEventHandler.cpp
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InputEventHandler.cpp
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#include <SKSE/SKSE.h>
#include "InputEventHandler.h"
using namespace DualWieldParryingSKSE;
InputEventHandler& InputEventHandler::GetSingleton() noexcept {
static InputEventHandler instance;
return instance;
}
RE::BSEventNotifyControl InputEventHandler::ProcessEvent(RE::InputEvent* const* a_event,
RE::BSTEventSource<RE::InputEvent*>* a_eventSource) {
if (a_event) {
const auto ui = RE::UI::GetSingleton();
if (ui && !ui->GameIsPaused() && !ui->IsApplicationMenuOpen() && !ui->IsItemMenuOpen() &&
!ui->IsMenuOpen(RE::InterfaceStrings::GetSingleton()->dialogueMenu)) {
const auto controlMap = RE::ControlMap::GetSingleton();
const auto playerCharacter = RE::PlayerCharacter::GetSingleton();
const auto playerControls = RE::PlayerControls::GetSingleton();
if (controlMap && playerCharacter && playerControls && playerControls->attackBlockHandler) {
if (controlMap->IsFightingControlsEnabled() &&
playerControls->attackBlockHandler->inputEventHandlingEnabled) {
const auto playerState = playerCharacter->AsActorState();
auto playerAI = playerCharacter->GetActorRuntimeData().currentProcess;
if (playerState && playerState->GetWeaponState() == RE::WEAPON_STATE::kDrawn &&
playerState->GetSitSleepState() == RE::SIT_SLEEP_STATE::kNormal &&
playerState->GetKnockState() == RE::KNOCK_STATE_ENUM::kNormal &&
playerState->GetFlyState() == RE::FLY_STATE::kNone &&
!playerCharacter->IsInKillMove() &&
playerAI) {
// Bow / crossbow checks necessary to stop the block button from zooming in
// when we have the perk for that
auto playerEquippedLeft = playerAI->GetEquippedLeftHand();
auto playerLeftWeap =
playerEquippedLeft == nullptr ? nullptr : playerEquippedLeft->As<RE::TESObjectWEAP>();
if (playerLeftWeap == nullptr || (playerLeftWeap->GetWeaponType() != RE::WEAPON_TYPE::kBow &&
playerLeftWeap->GetWeaponType() != RE::WEAPON_TYPE::kCrossbow)) {
bool isBlocking = false;
if (playerCharacter->GetGraphVariableBool("IsBlocking", isBlocking)) {
// We managed to successfully read the graph variable
const auto parryKey = Settings::GetSingleton()->dualWieldParryingSettings.parryKey;
const auto parryKey2 = Settings::GetSingleton()->dualWieldParryingSettings.parryKey2;
for (auto ev = *a_event; ev != nullptr; ev = ev->next) {
if (ev && ev->eventType == RE::INPUT_EVENT_TYPE::kButton) {
const auto buttonEvent = static_cast<RE::ButtonEvent*>(ev);
if (buttonEvent) {
auto keyCode = buttonEvent->GetIDCode();
if (buttonEvent->device.get() == RE::INPUT_DEVICE::kMouse) {
keyCode += 257;
} else if (buttonEvent->device.get() == RE::INPUT_DEVICE::kGamepad) {
RE::BSWin32GamepadDevice::Key gamepadKey =
static_cast<RE::BSWin32GamepadDevice::Key>(keyCode);
switch (gamepadKey) {
case RE::BSWin32GamepadDevice::Key::kUp:
keyCode = 266;
break;
case RE::BSWin32GamepadDevice::Key::kDown:
keyCode = 267;
break;
case RE::BSWin32GamepadDevice::Key::kLeft:
keyCode = 268;
break;
case RE::BSWin32GamepadDevice::Key::kRight:
keyCode = 269;
break;
case RE::BSWin32GamepadDevice::Key::kStart:
keyCode = 270;
break;
case RE::BSWin32GamepadDevice::Key::kBack:
keyCode = 271;
break;
case RE::BSWin32GamepadDevice::Key::kLeftThumb:
keyCode = 272;
break;
case RE::BSWin32GamepadDevice::Key::kRightThumb:
keyCode = 273;
break;
case RE::BSWin32GamepadDevice::Key::kLeftShoulder:
keyCode = 274;
break;
case RE::BSWin32GamepadDevice::Key::kRightShoulder:
keyCode = 275;
break;
case RE::BSWin32GamepadDevice::Key::kA:
keyCode = 276;
break;
case RE::BSWin32GamepadDevice::Key::kB:
keyCode = 277;
break;
case RE::BSWin32GamepadDevice::Key::kX:
keyCode = 278;
break;
case RE::BSWin32GamepadDevice::Key::kY:
keyCode = 279;
break;
case RE::BSWin32GamepadDevice::Key::kLeftTrigger:
keyCode = 280;
break;
case RE::BSWin32GamepadDevice::Key::kRightTrigger:
keyCode = 281;
break;
default:
keyCode = static_cast<uint32_t>(-1);
break;
}
}
if (keyCode == parryKey || keyCode == parryKey2) {
// Event for parry key
if (buttonEvent->IsHeld()) {
// Player wants to block
//playerCharacter->SetGraphVariableInt("iWantBlock", 1);
playerState->actorState2.wantBlocking = 1;
if (!isBlocking) {
playerCharacter->NotifyAnimationGraph("blockStart");
}
} else if (buttonEvent->IsUp()) {
// Player wants to stop blocking
playerState->actorState2.wantBlocking = 0;
if (isBlocking) {
playerCharacter->NotifyAnimationGraph("blockStop");
// playerCharacter->SetGraphVariableInt("iWantBlock", 0);
// playerState->actorState2.wantBlocking = 0;
}
}
}
}
}
}
}
}
}
}
}
}
}
// Let the game continue handling this event
return RE::BSEventNotifyControl::kContinue;
}