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mirror of https://github.com/FWGS/hlsdk-xash3d synced 2024-11-25 19:29:13 +01:00
hlsdk-xash3d/cl_dll/input_goldsource.cpp

1631 lines
39 KiB
C++

//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// in_win.c -- windows 95 mouse and joystick code
// 02/21/97 JCB Added extended DirectInput code to support external controllers.
#include "input_mouse.h"
#if SUPPORT_GOLDSOURCE_INPUT
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "keydefs.h"
#include "view.h"
#if !_WIN32
#define USE_SDL2 1
#endif
#if USE_SDL2
#define ARRAYSIZE(p) ( sizeof(p) /sizeof(p[0]) )
#include <dlfcn.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_gamecontroller.h>
int (*pfnSDL_SetRelativeMouseMode)(SDL_bool);
Uint32 (*pfnSDL_GetRelativeMouseState)(int* x, int* y);
int (*pfnSDL_NumJoysticks)(void);
SDL_bool (*pfnSDL_IsGameController)(int);
SDL_GameController* (*pfnSDL_GameControllerOpen)(int);
Sint16 (*pfnSDL_GameControllerGetAxis)(SDL_GameController*, SDL_GameControllerAxis);
Uint8 (*pfnSDL_GameControllerGetButton)(SDL_GameController*, SDL_GameControllerButton);
void (*pfnSDL_JoystickUpdate)(void);
const char* (*pfnSDL_GameControllerName)(SDL_GameController*);
int safe_pfnSDL_SetRelativeMouseMode(SDL_bool mode)
{
if (pfnSDL_SetRelativeMouseMode)
return pfnSDL_SetRelativeMouseMode(mode);
return -1;
}
Uint32 safe_pfnSDL_GetRelativeMouseState(int* x, int* y)
{
if (pfnSDL_GetRelativeMouseState)
return pfnSDL_GetRelativeMouseState(x, y);
return 0;
}
int safe_pfnSDL_NumJoysticks()
{
if (pfnSDL_NumJoysticks)
return pfnSDL_NumJoysticks();
return -1;
}
SDL_bool safe_pfnSDL_IsGameController(int joystick_index)
{
if (pfnSDL_IsGameController)
return pfnSDL_IsGameController(joystick_index);
return SDL_FALSE;
}
SDL_GameController* safe_pfnSDL_GameControllerOpen(int joystick_index)
{
if (pfnSDL_GameControllerOpen)
return pfnSDL_GameControllerOpen(joystick_index);
return NULL;
}
Sint16 safe_pfnSDL_GameControllerGetAxis(SDL_GameController* gamecontroller, SDL_GameControllerAxis axis)
{
if (pfnSDL_GameControllerGetAxis)
return pfnSDL_GameControllerGetAxis(gamecontroller, axis);
return 0;
}
Uint8 safe_pfnSDL_GameControllerGetButton(SDL_GameController* gamecontroller, SDL_GameControllerButton button)
{
if (pfnSDL_GameControllerGetButton)
return pfnSDL_GameControllerGetButton(gamecontroller, button);
return 0;
}
void safe_pfnSDL_JoystickUpdate()
{
if (pfnSDL_JoystickUpdate)
pfnSDL_JoystickUpdate();
}
const char* safe_pfnSDL_GameControllerName(SDL_GameController* gamecontroller)
{
if (pfnSDL_GameControllerName)
return pfnSDL_GameControllerName(gamecontroller);
return NULL;
}
struct SDLFunction
{
void** ppfnFunc;
const char* name;
};
static SDLFunction sdlFunctions[] = {
{(void**)&pfnSDL_SetRelativeMouseMode, "SDL_SetRelativeMouseMode"},
{(void**)&pfnSDL_GetRelativeMouseState, "SDL_GetRelativeMouseState"},
{(void**)&pfnSDL_NumJoysticks, "SDL_NumJoysticks"},
{(void**)&pfnSDL_IsGameController, "SDL_IsGameController"},
{(void**)&pfnSDL_GameControllerOpen, "SDL_GameControllerOpen"},
{(void**)&pfnSDL_GameControllerGetAxis, "SDL_GameControllerGetAxis"},
{(void**)&pfnSDL_GameControllerGetButton, "SDL_GameControllerGetButton"},
{(void**)&pfnSDL_JoystickUpdate, "SDL_JoystickUpdate"},
{(void**)&pfnSDL_GameControllerName, "SDL_GameControllerName"}
};
#endif
#if _WIN32
#include <process.h>
#else
typedef unsigned int DWORD;
#endif
#define MOUSE_BUTTON_COUNT 5
// use IN_SetVisibleMouse to set:
int iVisibleMouse = 0;
extern cl_enginefunc_t gEngfuncs;
extern int iMouseInUse;
extern kbutton_t in_strafe;
extern kbutton_t in_mlook;
extern kbutton_t in_speed;
extern kbutton_t in_jlook;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *lookstrafe;
extern cvar_t *lookspring;
extern cvar_t *cl_pitchdown;
extern cvar_t *cl_pitchup;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_movespeedkey;
#if _WIN32
static cvar_t* m_rawinput = NULL;
static double s_flRawInputUpdateTime = 0.0f;
static bool m_bRawInput = false;
static bool m_bMouseThread = false;
bool isMouseRelative = false;
#endif
#if _WIN32
#include "progdefs.h"
#endif
int CL_IsDead( void );
extern Vector dead_viewangles;
void V_StopPitchDrift( void )
{
}
// mouse variables
cvar_t *m_filter;
extern cvar_t *sensitivity;
// Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale)
static cvar_t *m_customaccel;
//Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity
// If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
// Custom mouse acceleration value.
static cvar_t *m_customaccel_scale;
//Max mouse move scale factor, 0 for no limit
static cvar_t *m_customaccel_max;
//Mouse move is raised to this power before being scaled by scale factor
static cvar_t *m_customaccel_exponent;
#if _WIN32
// if threaded mouse is enabled then the time to sleep between polls
static cvar_t *m_mousethread_sleep;
#endif
float mouse_x, mouse_y;
static int restore_spi;
static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
static int mouseactive = 0;
static int mouseparmsvalid;
static int mouseshowtoggle = 1;
// joystick defines and variables
// where should defines be moved?
#define JOY_ABSOLUTE_AXIS 0x00000000 // control like a joystick
#define JOY_RELATIVE_AXIS 0x00000010 // control like a mouse, spinner, trackball
#define JOY_MAX_AXES 6 // X, Y, Z, R, U, V
#define JOY_AXIS_X 0
#define JOY_AXIS_Y 1
#define JOY_AXIS_Z 2
#define JOY_AXIS_R 3
#define JOY_AXIS_U 4
#define JOY_AXIS_V 5
enum _ControlList
{
AxisNada = 0,
AxisForward,
AxisLook,
AxisSide,
AxisTurn
};
#if !USE_SDL2 && _WIN32
DWORD dwAxisFlags[JOY_MAX_AXES] =
{
JOY_RETURNX,
JOY_RETURNY,
JOY_RETURNZ,
JOY_RETURNR,
JOY_RETURNU,
JOY_RETURNV
};
#endif
DWORD dwAxisMap[ JOY_MAX_AXES ];
DWORD dwControlMap[ JOY_MAX_AXES ];
#if USE_SDL2
int pdwRawValue[ JOY_MAX_AXES ];
#elif _WIN32
PDWORD pdwRawValue[ JOY_MAX_AXES ];
#endif
DWORD joy_oldbuttonstate, joy_oldpovstate;
int joy_id;
DWORD joy_numbuttons;
#if USE_SDL2
SDL_GameController *s_pJoystick = NULL;
#elif _WIN32
DWORD joy_flags;
static JOYINFOEX ji;
#endif
// none of these cvars are saved over a session
// this means that advanced controller configuration needs to be executed
// each time. this avoids any problems with getting back to a default usage
// or when changing from one controller to another. this way at least something
// works.
extern cvar_t *in_joystick;
cvar_t *joy_name;
cvar_t *joy_advanced;
cvar_t *joy_advaxisx;
cvar_t *joy_advaxisy;
cvar_t *joy_advaxisz;
cvar_t *joy_advaxisr;
cvar_t *joy_advaxisu;
cvar_t *joy_advaxisv;
cvar_t *joy_forwardthreshold;
cvar_t *joy_sidethreshold;
cvar_t *joy_pitchthreshold;
cvar_t *joy_yawthreshold;
cvar_t *joy_forwardsensitivity;
cvar_t *joy_sidesensitivity;
cvar_t *joy_pitchsensitivity;
cvar_t *joy_yawsensitivity;
cvar_t *joy_wwhack1;
cvar_t *joy_wwhack2;
int joy_avail, joy_advancedinit, joy_haspov;
#if _WIN32
unsigned int s_hMouseThreadId = 0;
HANDLE s_hMouseThread = 0;
HANDLE s_hMouseQuitEvent = 0;
HANDLE s_hMouseThreadActiveLock = 0;
#endif
/*
===========
Force_CenterView_f
===========
*/
void Force_CenterView_f (void)
{
vec3_t viewangles;
if (!iMouseInUse)
{
gEngfuncs.GetViewAngles( (float *)viewangles );
viewangles[PITCH] = 0;
gEngfuncs.SetViewAngles( (float *)viewangles );
}
}
#if _WIN32
LONG mouseThreadActive = 0;
LONG mouseThreadCenterX = 0;
LONG mouseThreadCenterY = 0;
LONG mouseThreadDeltaX = 0;
LONG mouseThreadDeltaY = 0;
LONG mouseThreadSleep = 0;
bool MouseThread_ActiveLock_Enter( void )
{
if(!m_bMouseThread)
return true;
return WAIT_OBJECT_0 == WaitForSingleObject( s_hMouseThreadActiveLock, INFINITE);
}
void MouseThread_ActiveLock_Exit( void )
{
if(!m_bMouseThread)
return;
SetEvent( s_hMouseThreadActiveLock );
}
unsigned __stdcall MouseThread_Function( void * pArg )
{
while ( true )
{
DWORD sleepVal = (DWORD)InterlockedExchangeAdd(&mouseThreadSleep, 0);
if(0 > sleepVal) sleepVal = 0;
else if(1000 < sleepVal) sleepVal = 1000;
if(WAIT_OBJECT_0 == WaitForSingleObject( s_hMouseQuitEvent, sleepVal))
{
break;
}
if( MouseThread_ActiveLock_Enter() )
{
if ( InterlockedExchangeAdd(&mouseThreadActive, 0) )
{
POINT mouse_pos;
POINT center_pos;
center_pos.x = InterlockedExchangeAdd(&mouseThreadCenterX, 0);
center_pos.y = InterlockedExchangeAdd(&mouseThreadCenterY, 0);
GetCursorPos(&mouse_pos);
mouse_pos.x -= center_pos.x;
mouse_pos.y -= center_pos.y;
if(mouse_pos.x || mouse_pos.y) SetCursorPos( center_pos.x, center_pos.y );
InterlockedExchangeAdd(&mouseThreadDeltaX, mouse_pos.x);
InterlockedExchangeAdd(&mouseThreadDeltaY, mouse_pos.y);
}
MouseThread_ActiveLock_Exit();
}
}
return 0;
}
/// <summary>Updates mouseThreadActive using the global variables mouseactive, iVisibleMouse and m_bRawInput. Should be called after any of these is changed.</summary>
/// <remarks>Has to be interlocked manually by programmer! Use MouseThread_ActiveLock_Enter and MouseThread_ActiveLock_Exit.</remarks>
void UpdateMouseThreadActive(void)
{
InterlockedExchange(&mouseThreadActive, mouseactive && !iVisibleMouse && !m_bRawInput);
}
#endif
void IN_SetMouseMode(bool enable)
{
static bool currentMouseMode = false;
if(enable == currentMouseMode)
return;
if(enable)
{
#if _WIN32
if (mouseparmsvalid)
restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0);
m_bRawInput = m_rawinput && m_rawinput->value != 0;
if(m_bRawInput)
{
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
isMouseRelative = true;
}
#else
safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
currentMouseMode = true;
}
else
{
#if _WIN32
if(isMouseRelative)
{
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
isMouseRelative = false;
}
if (restore_spi)
SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0);
#else
safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
currentMouseMode = false;
}
}
void IN_SetVisibleMouse(bool visible)
{
#if _WIN32
bool lockEntered = MouseThread_ActiveLock_Enter();
#endif
iVisibleMouse = visible;
IN_SetMouseMode(!visible);
#if _WIN32
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
}
void IN_ResetMouse( void );
/*
===========
IN_ActivateMouse
===========
*/
void GoldSourceInput::IN_ActivateMouse (void)
{
if (mouseinitialized)
{
#if _WIN32
bool lockEntered = MouseThread_ActiveLock_Enter();
#endif
IN_SetMouseMode(true);
mouseactive = 1;
#if _WIN32
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
// now is a good time to reset mouse positon:
IN_ResetMouse();
}
}
/*
===========
IN_DeactivateMouse
===========
*/
void GoldSourceInput::IN_DeactivateMouse (void)
{
if (mouseinitialized)
{
#if _WIN32
bool lockEntered = MouseThread_ActiveLock_Enter();
#endif
IN_SetMouseMode(false);
mouseactive = 0;
#if _WIN32
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
}
}
/*
===========
IN_StartupMouse
===========
*/
void GoldSourceInput::IN_StartupMouse (void)
{
if ( gEngfuncs.CheckParm ("-nomouse", NULL ) )
return;
mouseinitialized = 1;
#if _WIN32
mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0);
if (mouseparmsvalid)
{
if ( gEngfuncs.CheckParm ("-noforcemspd", NULL ) )
newmouseparms[2] = originalmouseparms[2];
if ( gEngfuncs.CheckParm ("-noforcemaccel", NULL ) )
{
newmouseparms[0] = originalmouseparms[0];
newmouseparms[1] = originalmouseparms[1];
}
if ( gEngfuncs.CheckParm ("-noforcemparms", NULL ) )
{
newmouseparms[0] = originalmouseparms[0];
newmouseparms[1] = originalmouseparms[1];
newmouseparms[2] = originalmouseparms[2];
}
}
#endif
mouse_buttons = MOUSE_BUTTON_COUNT;
}
/*
===========
IN_Shutdown
===========
*/
void GoldSourceInput::IN_Shutdown (void)
{
IN_DeactivateMouse ();
#if _WIN32
if ( s_hMouseQuitEvent )
{
SetEvent( s_hMouseQuitEvent );
}
if ( s_hMouseThread )
{
if(WAIT_OBJECT_0 != WaitForSingleObject( s_hMouseThread, 5000 ))
{
TerminateThread( s_hMouseThread, 0 );
}
CloseHandle( s_hMouseThread );
s_hMouseThread = (HANDLE)0;
}
if ( s_hMouseQuitEvent )
{
CloseHandle( s_hMouseQuitEvent );
s_hMouseQuitEvent = (HANDLE)0;
}
if( s_hMouseThreadActiveLock )
{
CloseHandle( s_hMouseThreadActiveLock );
s_hMouseThreadActiveLock = (HANDLE)0;
}
#endif
#if USE_SDL2
for (int j=0; j<ARRAYSIZE(sdlFunctions); ++j) {
*(sdlFunctions[j].ppfnFunc) = NULL;
}
dlclose(sdl2Lib);
sdl2Lib = NULL;
#endif
}
/*
===========
IN_GetMousePos
Ask for mouse position from engine
===========
*/
void IN_GetMousePos( int *mx, int *my )
{
gEngfuncs.GetMousePosition( mx, my );
}
/*
===========
IN_ResetMouse
FIXME: Call through to engine?
===========
*/
void IN_ResetMouse( void )
{
// no work to do in SDL
#if _WIN32
// reset only if mouse is active and not in visible mode:
if(mouseactive && !iVisibleMouse && gEngfuncs.GetWindowCenterX && gEngfuncs.GetWindowCenterY)
{
if ( !m_bMouseThread && m_bRawInput )
{
SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
}
else if ( !m_bRawInput )
{
bool lockEntered = MouseThread_ActiveLock_Enter();
int centerX = gEngfuncs.GetWindowCenterX();
int centerY = gEngfuncs.GetWindowCenterY();
SetCursorPos ( centerX, centerY );
InterlockedExchange( &mouseThreadCenterX, centerX );
InterlockedExchange( &mouseThreadCenterY, centerY );
InterlockedExchange( &mouseThreadDeltaX, 0 );
InterlockedExchange( &mouseThreadDeltaY, 0 );
if(lockEntered) MouseThread_ActiveLock_Exit();
}
}
#endif
}
/*
===========
IN_MouseEvent
===========
*/
void GoldSourceInput::IN_MouseEvent (int mstate)
{
int i;
if ( iMouseInUse || iVisibleMouse )
return;
// perform button actions
for (i=0 ; i<mouse_buttons ; i++)
{
if ( (mstate & (1<<i)) &&
!(mouse_oldbuttonstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_MOUSE1 + i, 1);
}
if ( !(mstate & (1<<i)) &&
(mouse_oldbuttonstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_MOUSE1 + i, 0);
}
}
mouse_oldbuttonstate = mstate;
}
//-----------------------------------------------------------------------------
// Purpose: Allows modulation of mouse scaling/senstivity value and application
// of custom algorithms.
// Input : *x -
// *y -
//-----------------------------------------------------------------------------
void IN_ScaleMouse( float *x, float *y )
{
float mx = *x;
float my = *y;
// This is the default sensitivity
float mouse_senstivity = ( gHUD.GetSensitivity() != 0 ) ? gHUD.GetSensitivity() : sensitivity->value;
// Using special accleration values
if ( m_customaccel->value != 0 )
{
float raw_mouse_movement_distance = sqrt( mx * mx + my * my );
float acceleration_scale = m_customaccel_scale->value;
float accelerated_sensitivity_max = m_customaccel_max->value;
float accelerated_sensitivity_exponent = m_customaccel_exponent->value;
float accelerated_sensitivity = ( (float)pow( raw_mouse_movement_distance, accelerated_sensitivity_exponent ) * acceleration_scale + mouse_senstivity );
if ( accelerated_sensitivity_max > 0.0001f &&
accelerated_sensitivity > accelerated_sensitivity_max )
{
accelerated_sensitivity = accelerated_sensitivity_max;
}
*x *= accelerated_sensitivity;
*y *= accelerated_sensitivity;
// Further re-scale by yaw and pitch magnitude if user requests alternate mode 2
// This means that they will need to up their value for m_customaccel_scale greatly (>40x) since m_pitch/yaw default
// to 0.022
if ( m_customaccel->value == 2 )
{
*x *= m_yaw->value;
*y *= m_pitch->value;
}
}
else
{
// Just apply the default
*x *= mouse_senstivity;
*y *= mouse_senstivity;
}
}
void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
{
bool active = mouseactive && !iVisibleMouse;
int mx, my;
if(active)
{
int deltaX, deltaY;
#if _WIN32
if ( !m_bRawInput )
{
if ( m_bMouseThread )
{
// update mouseThreadSleep:
InterlockedExchange(&mouseThreadSleep, (LONG)m_mousethread_sleep->value);
bool lockEntered = MouseThread_ActiveLock_Enter();
current_pos.x = InterlockedExchange( &mouseThreadDeltaX, 0 );
current_pos.y = InterlockedExchange( &mouseThreadDeltaY, 0 );
if(lockEntered) MouseThread_ActiveLock_Exit();
}
else
{
GetCursorPos (&current_pos);
}
}
else
#endif
{
#if USE_SDL2
safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
current_pos.x = deltaX;
current_pos.y = deltaY;
#else
GetCursorPos (&current_pos);
deltaX = current_pos.x - gEngfuncs.GetWindowCenterX();
deltaY = current_pos.y - gEngfuncs.GetWindowCenterY();
#endif
}
#if _WIN32
if ( !m_bRawInput )
{
if ( m_bMouseThread )
{
mx = current_pos.x;
my = current_pos.y;
}
else
{
mx = current_pos.x - gEngfuncs.GetWindowCenterX() + mx_accum;
my = current_pos.y - gEngfuncs.GetWindowCenterY() + my_accum;
}
}
else
#endif
{
mx = deltaX + mx_accum;
my = deltaY + my_accum;
}
mx_accum = 0;
my_accum = 0;
// reset mouse position if required, so there is room to move:
#if _WIN32
// do not reset if mousethread would do it:
if ( m_bRawInput || !m_bMouseThread )
#else
if(true)
#endif
IN_ResetMouse();
#if _WIN32
// update m_bRawInput occasionally:
const float currentTime = gEngfuncs.GetClientTime();
if ( currentTime - s_flRawInputUpdateTime > 1.0f || s_flRawInputUpdateTime == 0.0f )
{
s_flRawInputUpdateTime = currentTime;
bool lockEntered = MouseThread_ActiveLock_Enter();
m_bRawInput = m_rawinput && m_rawinput->value != 0;
if(m_bRawInput && !isMouseRelative)
{
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
isMouseRelative = true;
}
else if(!m_bRawInput && isMouseRelative)
{
#if USE_SDL2
safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
isMouseRelative = false;
}
UpdateMouseThreadActive();
if(lockEntered) MouseThread_ActiveLock_Exit();
}
#endif
}
else
{
mx = my = 0;
}
if(pOutX) *pOutX = mx;
if(pOutY) *pOutY = my;
}
/*
===========
IN_MouseMove
===========
*/
void GoldSourceInput::IN_MouseMove ( float frametime, usercmd_t *cmd)
{
int mx, my;
vec3_t viewangles;
if( gHUD.m_iIntermission )
return; // we can't move during intermission
if( CL_IsDead() )
{
viewangles = dead_viewangles; // HACKHACK: see below
}
else
{
gEngfuncs.GetViewAngles( viewangles );
}
if ( in_mlook.state & 1)
{
V_StopPitchDrift ();
}
//jjb - this disbles normal mouse control if the user is trying to
// move the camera, or if the mouse cursor is visible or if we're in intermission
if ( !iMouseInUse && !gHUD.m_iIntermission && !iVisibleMouse )
{
IN_GetMouseDelta( &mx, &my );
if (m_filter && m_filter->value)
{
mouse_x = (mx + old_mouse_x) * 0.5;
mouse_y = (my + old_mouse_y) * 0.5;
}
else
{
mouse_x = mx;
mouse_y = my;
}
old_mouse_x = mx;
old_mouse_y = my;
// Apply custom mouse scaling/acceleration
IN_ScaleMouse( &mouse_x, &mouse_y );
// add mouse X/Y movement to cmd
if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
cmd->sidemove += m_side->value * mouse_x;
else
viewangles[YAW] -= m_yaw->value * mouse_x;
if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
{
viewangles[PITCH] += m_pitch->value * mouse_y;
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
}
else
{
if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() )
{
cmd->upmove -= m_forward->value * mouse_y;
}
else
{
cmd->forwardmove -= m_forward->value * mouse_y;
}
}
}
// HACKHACK: change viewangles directly in viewcode,
// so viewangles when player is dead will not be changed on server
if( !CL_IsDead() )
{
gEngfuncs.SetViewAngles( viewangles );
}
dead_viewangles = viewangles; // keep them actual
/*
//#define TRACE_TEST 1
#if TRACE_TEST
{
int mx, my;
void V_Move( int mx, int my );
IN_GetMousePos( &mx, &my );
V_Move( mx, my );
}
#endif
*/
}
/*
===========
IN_Accumulate
===========
*/
void GoldSourceInput::IN_Accumulate (void)
{
//only accumulate mouse if we are not moving the camera with the mouse
if ( !iMouseInUse && !iVisibleMouse)
{
if (mouseactive)
{
#if _WIN32
if ( !m_bRawInput )
{
if ( !m_bMouseThread )
{
GetCursorPos (&current_pos);
mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
}
}
else
#endif
{
#if USE_SDL2
int deltaX, deltaY;
safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
mx_accum += deltaX;
my_accum += deltaY;
#else
GetCursorPos (&current_pos);
mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
#endif
}
// force the mouse to the center, so there's room to move
#if _WIN32
// do not reset if mousethread would do it:
if ( m_bRawInput || !m_bMouseThread )
#else
if(true)
#endif
IN_ResetMouse();
}
}
}
/*
===================
IN_ClearStates
===================
*/
void GoldSourceInput::IN_ClearStates (void)
{
if ( !mouseactive )
return;
mx_accum = 0;
my_accum = 0;
mouse_oldbuttonstate = 0;
}
/*
===============
IN_StartupJoystick
===============
*/
void IN_StartupJoystick (void)
{
// abort startup if user requests no joystick
if ( gEngfuncs.CheckParm ("-nojoy", NULL ) )
return;
// assume no joystick
joy_avail = 0;
#if USE_SDL2
int nJoysticks = safe_pfnSDL_NumJoysticks();
if ( nJoysticks > 0 )
{
for ( int i = 0; i < nJoysticks; i++ )
{
if ( safe_pfnSDL_IsGameController( i ) )
{
s_pJoystick = safe_pfnSDL_GameControllerOpen( i );
if ( s_pJoystick )
{
//save the joystick's number of buttons and POV status
joy_numbuttons = SDL_CONTROLLER_BUTTON_MAX;
joy_haspov = 0;
// old button and POV states default to no buttons pressed
joy_oldbuttonstate = joy_oldpovstate = 0;
// mark the joystick as available and advanced initialization not completed
// this is needed as cvars are not available during initialization
gEngfuncs.Con_Printf ("joystick found\n\n", safe_pfnSDL_GameControllerName(s_pJoystick));
joy_avail = 1;
joy_advancedinit = 0;
break;
}
}
}
}
else
{
gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
}
#elif _WIN32
int numdevs;
JOYCAPS jc;
MMRESULT mmr;
// verify joystick driver is present
if ((numdevs = joyGetNumDevs ()) == 0)
{
gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
return;
}
// cycle through the joystick ids for the first valid one
for (joy_id=0 ; joy_id<numdevs ; joy_id++)
{
memset (&ji, 0, sizeof(ji));
ji.dwSize = sizeof(ji);
ji.dwFlags = JOY_RETURNCENTERED;
if ((mmr = joyGetPosEx (joy_id, &ji)) == JOYERR_NOERROR)
break;
}
// abort startup if we didn't find a valid joystick
if (mmr != JOYERR_NOERROR)
{
gEngfuncs.Con_DPrintf ("joystick not found -- no valid joysticks (%x)\n\n", mmr);
return;
}
// get the capabilities of the selected joystick
// abort startup if command fails
memset (&jc, 0, sizeof(jc));
if ((mmr = joyGetDevCaps (joy_id, &jc, sizeof(jc))) != JOYERR_NOERROR)
{
gEngfuncs.Con_DPrintf ("joystick not found -- invalid joystick capabilities (%x)\n\n", mmr);
return;
}
// save the joystick's number of buttons and POV status
joy_numbuttons = jc.wNumButtons;
joy_haspov = jc.wCaps & JOYCAPS_HASPOV;
// old button and POV states default to no buttons pressed
joy_oldbuttonstate = joy_oldpovstate = 0;
// mark the joystick as available and advanced initialization not completed
// this is needed as cvars are not available during initialization
gEngfuncs.Con_Printf ("joystick found\n\n", mmr);
joy_avail = 1;
joy_advancedinit = 0;
#else
gEngfuncs.Con_DPrintf ("joystick not found -- implement joystick without SDL2\n\n");
#endif
}
#if USE_SDL2
int RawValuePointer (int axis)
{
switch (axis)
{
default:
case JOY_AXIS_X:
return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTX );
case JOY_AXIS_Y:
return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTY );
case JOY_AXIS_Z:
return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTX );
case JOY_AXIS_R:
return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTY );
}
}
#elif _WIN32
PDWORD RawValuePointer (int axis)
{
switch (axis)
{
case JOY_AXIS_X:
return &ji.dwXpos;
case JOY_AXIS_Y:
return &ji.dwYpos;
case JOY_AXIS_Z:
return &ji.dwZpos;
case JOY_AXIS_R:
return &ji.dwRpos;
case JOY_AXIS_U:
return &ji.dwUpos;
case JOY_AXIS_V:
return &ji.dwVpos;
}
// FIX: need to do some kind of error
return &ji.dwXpos;
}
#endif
/*
===========
Joy_AdvancedUpdate_f
===========
*/
void Joy_AdvancedUpdate_f (void)
{
// called once by IN_ReadJoystick and by user whenever an update is needed
// cvars are now available
int i;
DWORD dwTemp;
// initialize all the maps
for (i = 0; i < JOY_MAX_AXES; i++)
{
dwAxisMap[i] = AxisNada;
dwControlMap[i] = JOY_ABSOLUTE_AXIS;
pdwRawValue[i] = RawValuePointer(i);
}
if( joy_advanced->value == 0.0)
{
// default joystick initialization
// 2 axes only with joystick control
dwAxisMap[JOY_AXIS_X] = AxisTurn;
// dwControlMap[JOY_AXIS_X] = JOY_ABSOLUTE_AXIS;
dwAxisMap[JOY_AXIS_Y] = AxisForward;
// dwControlMap[JOY_AXIS_Y] = JOY_ABSOLUTE_AXIS;
}
else
{
if ( strcmp ( joy_name->string, "joystick") != 0 )
{
// notify user of advanced controller
gEngfuncs.Con_Printf ("\n%s configured\n\n", joy_name->string);
}
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = (DWORD) joy_advaxisx->value;
dwAxisMap[JOY_AXIS_X] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_X] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisy->value;
dwAxisMap[JOY_AXIS_Y] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_Y] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisz->value;
dwAxisMap[JOY_AXIS_Z] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_Z] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisr->value;
dwAxisMap[JOY_AXIS_R] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_R] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisu->value;
dwAxisMap[JOY_AXIS_U] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_U] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisv->value;
dwAxisMap[JOY_AXIS_V] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_V] = dwTemp & JOY_RELATIVE_AXIS;
}
#if !USE_SDL2 && _WIN32
// compute the axes to collect from DirectInput
joy_flags = JOY_RETURNCENTERED | JOY_RETURNBUTTONS | JOY_RETURNPOV;
for (i = 0; i < JOY_MAX_AXES; i++)
{
if (dwAxisMap[i] != AxisNada)
{
joy_flags |= dwAxisFlags[i];
}
}
#endif
}
/*
===========
IN_Commands
===========
*/
void GoldSourceInput::IN_Commands (void)
{
int i, key_index;
if (!joy_avail)
{
return;
}
DWORD buttonstate, povstate;
// loop through the joystick buttons
// key a joystick event or auxillary event for higher number buttons for each state change
#if USE_SDL2
buttonstate = 0;
for ( i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++ )
{
if ( safe_pfnSDL_GameControllerGetButton( s_pJoystick, (SDL_GameControllerButton)i ) )
{
buttonstate |= 1<<i;
}
}
for (i = 0; i < JOY_MAX_AXES; i++)
{
pdwRawValue[i] = RawValuePointer(i);
}
#elif _WIN32
buttonstate = ji.dwButtons;
#endif
for (i=0 ; i < (int)joy_numbuttons ; i++)
{
if ( (buttonstate & (1<<i)) && !(joy_oldbuttonstate & (1<<i)) )
{
key_index = (i < 4) ? K_JOY1 : K_AUX1;
gEngfuncs.Key_Event (key_index + i, 1);
}
if ( !(buttonstate & (1<<i)) && (joy_oldbuttonstate & (1<<i)) )
{
key_index = (i < 4) ? K_JOY1 : K_AUX1;
gEngfuncs.Key_Event (key_index + i, 0);
}
}
joy_oldbuttonstate = buttonstate;
if (joy_haspov)
{
// convert POV information into 4 bits of state information
// this avoids any potential problems related to moving from one
// direction to another without going through the center position
povstate = 0;
#if !USE_SDL2 && _WIN32
if(ji.dwPOV != JOY_POVCENTERED)
{
if (ji.dwPOV == JOY_POVFORWARD)
povstate |= 0x01;
if (ji.dwPOV == JOY_POVRIGHT)
povstate |= 0x02;
if (ji.dwPOV == JOY_POVBACKWARD)
povstate |= 0x04;
if (ji.dwPOV == JOY_POVLEFT)
povstate |= 0x08;
}
#endif
// determine which bits have changed and key an auxillary event for each change
for (i=0 ; i < 4 ; i++)
{
if ( (povstate & (1<<i)) && !(joy_oldpovstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_AUX29 + i, 1);
}
if ( !(povstate & (1<<i)) && (joy_oldpovstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_AUX29 + i, 0);
}
}
joy_oldpovstate = povstate;
}
}
/*
===============
IN_ReadJoystick
===============
*/
int IN_ReadJoystick (void)
{
#if USE_SDL2
safe_pfnSDL_JoystickUpdate();
return 1;
#elif _WIN32
memset (&ji, 0, sizeof(ji));
ji.dwSize = sizeof(ji);
ji.dwFlags = joy_flags;
if (joyGetPosEx (joy_id, &ji) == JOYERR_NOERROR)
{
// this is a hack -- there is a bug in the Logitech WingMan Warrior DirectInput Driver
// rather than having 32768 be the zero point, they have the zero point at 32668
// go figure -- anyway, now we get the full resolution out of the device
if (joy_wwhack1->value != 0.0)
{
ji.dwUpos += 100;
}
return 1;
}
else
{
// read error occurred
// turning off the joystick seems too harsh for 1 read error,\
// but what should be done?
// Con_Printf ("IN_ReadJoystick: no response\n");
// joy_avail = 0;
return 0;
}
#else
return 0;
#endif
}
/*
===========
IN_JoyMove
===========
*/
void IN_JoyMove ( float frametime, usercmd_t *cmd )
{
float speed, aspeed;
float fAxisValue, fTemp;
int i;
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
// complete initialization if first time in
// this is needed as cvars are not available at initialization time
if( joy_advancedinit != 1 )
{
Joy_AdvancedUpdate_f();
joy_advancedinit = 1;
}
// verify joystick is available and that the user wants to use it
if (!joy_avail || !in_joystick->value)
{
return;
}
// collect the joystick data, if possible
if (IN_ReadJoystick () != 1)
{
return;
}
if (in_speed.state & 1)
speed = cl_movespeedkey->value;
else
speed = 1;
aspeed = speed * frametime;
// loop through the axes
for (i = 0; i < JOY_MAX_AXES; i++)
{
// get the floating point zero-centered, potentially-inverted data for the current axis
#if USE_SDL2
fAxisValue = (float)pdwRawValue[i];
#elif _WIN32
fAxisValue = (float) *pdwRawValue[i];
fAxisValue -= 32768.0;
#endif
if (joy_wwhack2->value != 0.0)
{
if (dwAxisMap[i] == AxisTurn)
{
// this is a special formula for the Logitech WingMan Warrior
// y=ax^b; where a = 300 and b = 1.3
// also x values are in increments of 800 (so this is factored out)
// then bounds check result to level out excessively high spin rates
fTemp = 300.0 * pow(fabs(fAxisValue) / 800.0, 1.3);
if (fTemp > 14000.0)
fTemp = 14000.0;
// restore direction information
fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp;
}
}
// convert range from -32768..32767 to -1..1
fAxisValue /= 32768.0;
switch (dwAxisMap[i])
{
case AxisForward:
if ((joy_advanced->value == 0.0) && (in_jlook.state & 1))
{
// user wants forward control to become look control
if (fabs(fAxisValue) > joy_pitchthreshold->value)
{
// if mouse invert is on, invert the joystick pitch value
// only absolute control support here (joy_advanced is 0)
if (m_pitch->value < 0.0)
{
viewangles[PITCH] -= (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
else
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
V_StopPitchDrift();
}
else
{
// no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
if(lookspring->value == 0.0)
{
V_StopPitchDrift();
}
}
}
else
{
// user wants forward control to be forward control
if (fabs(fAxisValue) > joy_forwardthreshold->value)
{
cmd->forwardmove += (fAxisValue * joy_forwardsensitivity->value) * speed * cl_forwardspeed->value;
}
}
break;
case AxisSide:
if (fabs(fAxisValue) > joy_sidethreshold->value)
{
cmd->sidemove += (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
}
break;
case AxisTurn:
if ((in_strafe.state & 1) || (lookstrafe->value && (in_jlook.state & 1)))
{
// user wants turn control to become side control
if (fabs(fAxisValue) > joy_sidethreshold->value)
{
cmd->sidemove -= (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
}
}
else
{
// user wants turn control to be turn control
if (fabs(fAxisValue) > joy_yawthreshold->value)
{
if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
{
viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * aspeed * cl_yawspeed->value;
}
else
{
viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * speed * 180.0;
}
}
}
break;
case AxisLook:
if (in_jlook.state & 1)
{
if (fabs(fAxisValue) > joy_pitchthreshold->value)
{
// pitch movement detected and pitch movement desired by user
if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
else
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * speed * 180.0;
}
V_StopPitchDrift();
}
else
{
// no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
if( lookspring->value == 0.0 )
{
V_StopPitchDrift();
}
}
}
break;
default:
break;
}
}
// bounds check pitch
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
gEngfuncs.SetViewAngles( (float *)viewangles );
}
/*
===========
IN_Move
===========
*/
void GoldSourceInput::IN_Move ( float frametime, usercmd_t *cmd)
{
if ( !iMouseInUse && mouseactive )
{
IN_MouseMove ( frametime, cmd);
}
IN_JoyMove ( frametime, cmd);
}
/*
===========
IN_Init
===========
*/
void GoldSourceInput::IN_Init (void)
{
m_filter = gEngfuncs.pfnRegisterVariable ( "m_filter","0", FCVAR_ARCHIVE );
sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting.
in_joystick = gEngfuncs.pfnRegisterVariable ( "joystick","0", FCVAR_ARCHIVE );
joy_name = gEngfuncs.pfnRegisterVariable ( "joyname", "joystick", 0 );
joy_advanced = gEngfuncs.pfnRegisterVariable ( "joyadvanced", "0", 0 );
joy_advaxisx = gEngfuncs.pfnRegisterVariable ( "joyadvaxisx", "0", 0 );
joy_advaxisy = gEngfuncs.pfnRegisterVariable ( "joyadvaxisy", "0", 0 );
joy_advaxisz = gEngfuncs.pfnRegisterVariable ( "joyadvaxisz", "0", 0 );
joy_advaxisr = gEngfuncs.pfnRegisterVariable ( "joyadvaxisr", "0", 0 );
joy_advaxisu = gEngfuncs.pfnRegisterVariable ( "joyadvaxisu", "0", 0 );
joy_advaxisv = gEngfuncs.pfnRegisterVariable ( "joyadvaxisv", "0", 0 );
joy_forwardthreshold = gEngfuncs.pfnRegisterVariable ( "joyforwardthreshold", "0.15", 0 );
joy_sidethreshold = gEngfuncs.pfnRegisterVariable ( "joysidethreshold", "0.15", 0 );
joy_pitchthreshold = gEngfuncs.pfnRegisterVariable ( "joypitchthreshold", "0.15", 0 );
joy_yawthreshold = gEngfuncs.pfnRegisterVariable ( "joyyawthreshold", "0.15", 0 );
joy_forwardsensitivity = gEngfuncs.pfnRegisterVariable ( "joyforwardsensitivity", "-1.0", 0 );
joy_sidesensitivity = gEngfuncs.pfnRegisterVariable ( "joysidesensitivity", "-1.0", 0 );
joy_pitchsensitivity = gEngfuncs.pfnRegisterVariable ( "joypitchsensitivity", "1.0", 0 );
joy_yawsensitivity = gEngfuncs.pfnRegisterVariable ( "joyyawsensitivity", "-1.0", 0 );
joy_wwhack1 = gEngfuncs.pfnRegisterVariable ( "joywwhack1", "0.0", 0 );
joy_wwhack2 = gEngfuncs.pfnRegisterVariable ( "joywwhack2", "0.0", 0 );
m_customaccel = gEngfuncs.pfnRegisterVariable ( "m_customaccel", "0", FCVAR_ARCHIVE );
m_customaccel_scale = gEngfuncs.pfnRegisterVariable ( "m_customaccel_scale", "0.04", FCVAR_ARCHIVE );
m_customaccel_max = gEngfuncs.pfnRegisterVariable ( "m_customaccel_max", "0", FCVAR_ARCHIVE );
m_customaccel_exponent = gEngfuncs.pfnRegisterVariable ( "m_customaccel_exponent", "1", FCVAR_ARCHIVE );
#if _WIN32
m_rawinput = gEngfuncs.pfnGetCvarPointer("m_rawinput");
m_bRawInput = m_rawinput && m_rawinput->value != 0;
m_bMouseThread = gEngfuncs.CheckParm ("-mousethread", NULL ) != NULL;
m_mousethread_sleep = gEngfuncs.pfnRegisterVariable ( "m_mousethread_sleep", "1", FCVAR_ARCHIVE ); // default to less than 1000 Hz
m_bMouseThread = m_bMouseThread && NULL != m_mousethread_sleep;
if (m_bMouseThread)
{
// init mouseThreadSleep:
#if 0 // _beginthreadex is not defined on VS 6?
InterlockedExchange(&mouseThreadSleep, (LONG)m_mousethread_sleep->value);
s_hMouseQuitEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
s_hMouseThreadActiveLock = CreateEvent( NULL, FALSE, TRUE, NULL );
if ( s_hMouseQuitEvent && s_hMouseThreadActiveLock)
{
s_hMouseThread = (HANDLE)_beginthreadex( NULL, 0, MouseThread_Function, NULL, 0, &s_hMouseThreadId );
}
m_bMouseThread = NULL != s_hMouseThread;
#else
m_bMouseThread = 0;
#endif
// at this early stage this won't print anything:
// gEngfuncs.Con_DPrintf ("Mouse thread %s.\n", m_bMouseThread ? "initalized" : "failed to initalize");
}
#endif
#if USE_SDL2
#if __APPLE__
#define SDL2_FULL_LIBNAME "libsdl2-2.0.0.dylib"
#else
#define SDL2_FULL_LIBNAME "libSDL2-2.0.so.0"
#endif
sdl2Lib = dlopen(SDL2_FULL_LIBNAME, RTLD_NOW|RTLD_LOCAL);
if (sdl2Lib) {
for (int j=0; j<ARRAYSIZE(sdlFunctions); ++j) {
*(sdlFunctions[j].ppfnFunc) = dlsym(sdl2Lib, sdlFunctions[j].name);
if (*sdlFunctions[j].ppfnFunc == NULL) {
gEngfuncs.Con_Printf("Could not load SDL2 function %s: %s\n", sdlFunctions[j].name, dlerror());
}
}
} else {
gEngfuncs.Con_Printf("Could not load SDL2: %s\n", dlerror());
}
#endif
gEngfuncs.pfnAddCommand ("force_centerview", Force_CenterView_f);
gEngfuncs.pfnAddCommand ("joyadvancedupdate", Joy_AdvancedUpdate_f);
IN_StartupMouse ();
IN_StartupJoystick ();
}
#endif