mirror of
https://github.com/w23/xash3d-fwgs
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604 lines
12 KiB
C
604 lines
12 KiB
C
/*
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input.c - win32 input devices
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "input.h"
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#include "client.h"
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#include "vgui_draw.h"
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#if XASH_SDL
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#include <SDL.h>
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#endif
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#include "platform/platform.h"
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void* in_mousecursor;
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qboolean in_mouseactive; // false when not focus app
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qboolean in_mouseinitialized;
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qboolean in_mouse_suspended;
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POINT in_lastvalidpos;
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qboolean in_mouse_savedpos;
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static int in_mstate = 0;
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static struct inputstate_s
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{
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float lastpitch, lastyaw;
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} inputstate;
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extern convar_t *vid_fullscreen;
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convar_t *m_pitch;
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convar_t *m_yaw;
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convar_t *m_ignore;
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convar_t *cl_forwardspeed;
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convar_t *cl_sidespeed;
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convar_t *cl_backspeed;
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convar_t *look_filter;
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convar_t *m_rawinput;
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static qboolean s_bRawInput, s_bMouseGrab;
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/*
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================
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IN_CollectInputDevices
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Returns a bit mask representing connected devices or, at least, enabled
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================
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*/
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uint IN_CollectInputDevices( void )
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{
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uint ret = 0;
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if( !m_ignore->value ) // no way to check is mouse connected, so use cvar only
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ret |= INPUT_DEVICE_MOUSE;
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if( CVAR_TO_BOOL(touch_enable) )
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ret |= INPUT_DEVICE_TOUCH;
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if( Joy_IsActive() ) // connected or enabled
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ret |= INPUT_DEVICE_JOYSTICK;
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Con_Reportf( "Connected devices: %s%s%s%s\n",
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FBitSet( ret, INPUT_DEVICE_MOUSE ) ? "mouse " : "",
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FBitSet( ret, INPUT_DEVICE_TOUCH ) ? "touch " : "",
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FBitSet( ret, INPUT_DEVICE_JOYSTICK ) ? "joy " : "",
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FBitSet( ret, INPUT_DEVICE_VR ) ? "vr " : "");
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return ret;
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}
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/*
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=================
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IN_LockInputDevices
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tries to lock any possibilty to connect another input device after
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player is connected to the server
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=================
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*/
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void IN_LockInputDevices( qboolean lock )
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{
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extern convar_t *joy_enable; // private to input system
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if( lock )
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{
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SetBits( m_ignore->flags, FCVAR_READ_ONLY );
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SetBits( joy_enable->flags, FCVAR_READ_ONLY );
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SetBits( touch_enable->flags, FCVAR_READ_ONLY );
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}
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else
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{
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ClearBits( m_ignore->flags, FCVAR_READ_ONLY );
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ClearBits( joy_enable->flags, FCVAR_READ_ONLY );
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ClearBits( touch_enable->flags, FCVAR_READ_ONLY );
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}
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}
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/*
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===========
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IN_StartupMouse
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===========
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*/
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void IN_StartupMouse( void )
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{
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m_ignore = Cvar_Get( "m_ignore", DEFAULT_M_IGNORE, FCVAR_ARCHIVE | FCVAR_FILTERABLE, "ignore mouse events" );
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m_pitch = Cvar_Get( "m_pitch", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse pitch value" );
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m_yaw = Cvar_Get( "m_yaw", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse yaw value" );
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look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
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m_rawinput = Cvar_Get( "m_rawinput", "1", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "enable mouse raw input" );
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// You can use -nomouse argument to prevent using mouse from client
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// -noenginemouse will disable all mouse input
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if( Sys_CheckParm( "-noenginemouse" )) return;
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in_mouseinitialized = true;
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}
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void GAME_EXPORT IN_SetCursor( void *hCursor )
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{
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// stub
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}
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/*
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===========
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IN_MouseSavePos
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Save mouse pos before state change e.g. changelevel
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===========
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*/
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void IN_MouseSavePos( void )
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{
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if( !in_mouseactive )
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return;
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Platform_GetMousePos( &in_lastvalidpos.x, &in_lastvalidpos.y );
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in_mouse_savedpos = true;
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}
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/*
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===========
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IN_MouseRestorePos
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Restore right position for background
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===========
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*/
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void IN_MouseRestorePos( void )
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{
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if( !in_mouse_savedpos )
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return;
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Platform_SetMousePos( in_lastvalidpos.x, in_lastvalidpos.y );
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in_mouse_savedpos = false;
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}
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/*
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===========
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IN_ToggleClientMouse
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Called when key_dest is changed
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===========
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*/
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void IN_ToggleClientMouse( int newstate, int oldstate )
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{
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if( newstate == oldstate ) return;
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if( oldstate == key_game )
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{
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IN_DeactivateMouse();
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}
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else if( newstate == key_game )
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{
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IN_ActivateMouse();
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}
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if( ( newstate == key_menu || newstate == key_console || newstate == key_message ) && ( !CL_IsBackgroundMap() || CL_IsBackgroundDemo( )))
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{
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#if XASH_ANDROID
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Android_ShowMouse( true );
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#endif
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#ifdef XASH_USE_EVDEV
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Evdev_SetGrab( false );
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#endif
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}
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else
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{
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#if XASH_ANDROID
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Android_ShowMouse( false );
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#endif
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#ifdef XASH_USE_EVDEV
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Evdev_SetGrab( true );
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#endif
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}
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}
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void IN_CheckMouseState( qboolean active )
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{
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#if XASH_WIN32
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qboolean useRawInput = CVAR_TO_BOOL( m_rawinput ) && clgame.client_dll_uses_sdl || clgame.dllFuncs.pfnLookEvent;
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#else
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qboolean useRawInput = true; // always use SDL code
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#endif
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if( active && useRawInput && !host.mouse_visible && cls.state == ca_active )
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{
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if( !s_bRawInput )
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{
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#if XASH_SDL == 2
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SDL_GetRelativeMouseState( NULL, NULL );
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SDL_SetRelativeMouseMode( SDL_TRUE );
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#endif
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// Con_Printf( "Enable relative mode\n" );
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s_bRawInput = true;
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}
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}
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else
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{
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if( s_bRawInput )
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{
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#if XASH_SDL == 2
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SDL_GetRelativeMouseState( NULL, NULL );
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SDL_SetRelativeMouseMode( SDL_FALSE );
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#endif
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// Con_Printf( "Disable relative mode\n" );
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s_bRawInput = false;
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}
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}
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if( active && !host.mouse_visible && cls.state == ca_active )
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{
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if( !s_bMouseGrab )
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{
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#if XASH_SDL
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SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
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#endif
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// Con_Printf( "Enable grab\n" );
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s_bMouseGrab = true;
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}
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}
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else
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{
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if( s_bMouseGrab )
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{
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#if XASH_SDL
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SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
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#endif
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// Con_Printf( "Disable grab\n" );
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s_bMouseGrab = false;
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}
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}
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}
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/*
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===========
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IN_ActivateMouse
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Called when the window gains focus or changes in some way
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===========
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*/
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void IN_ActivateMouse( void )
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{
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if( !in_mouseinitialized )
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return;
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IN_CheckMouseState( true );
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if( clgame.dllFuncs.IN_ActivateMouse )
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clgame.dllFuncs.IN_ActivateMouse();
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in_mouseactive = true;
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}
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/*
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===========
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IN_DeactivateMouse
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Called when the window loses focus
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===========
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*/
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void IN_DeactivateMouse( void )
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{
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if( !in_mouseinitialized )
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return;
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IN_CheckMouseState( false );
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if( clgame.dllFuncs.IN_DeactivateMouse )
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clgame.dllFuncs.IN_DeactivateMouse();
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in_mouseactive = false;
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}
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/*
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================
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IN_MouseMove
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================
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*/
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void IN_MouseMove( void )
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{
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POINT current_pos;
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if( !in_mouseinitialized )
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return;
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// find mouse movement
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Platform_GetMousePos( ¤t_pos.x, ¤t_pos.y );
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VGui_MouseMove( current_pos.x, current_pos.y );
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// HACKHACK: show cursor in UI, as mainui doesn't call
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// platform-dependent SetCursor anymore
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#if XASH_SDL
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if( UI_IsVisible() )
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SDL_ShowCursor( SDL_TRUE );
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#endif
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// if the menu is visible, move the menu cursor
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UI_MouseMove( current_pos.x, current_pos.y );
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}
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/*
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===========
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IN_MouseEvent
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===========
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*/
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void IN_MouseEvent( int key, int down )
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{
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int i;
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if( !in_mouseinitialized )
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return;
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if( down )
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SetBits( in_mstate, BIT( key ));
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else ClearBits( in_mstate, BIT( key ));
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if( cls.key_dest == key_game )
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{
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// perform button actions
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VGui_KeyEvent( K_MOUSE1 + key, down );
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// don't do Key_Event here
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// client may override IN_MouseEvent
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// but by default it calls back to Key_Event anyway
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if( in_mouseactive )
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clgame.dllFuncs.IN_MouseEvent( in_mstate );
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}
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else
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{
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// perform button actions
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Key_Event( K_MOUSE1 + key, down );
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}
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}
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/*
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===========
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IN_Shutdown
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===========
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*/
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void IN_Shutdown( void )
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{
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IN_DeactivateMouse( );
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#ifdef XASH_USE_EVDEV
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Evdev_Shutdown();
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#endif
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Touch_Shutdown();
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}
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/*
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===========
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IN_Init
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===========
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*/
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void IN_Init( void )
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{
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cl_forwardspeed = Cvar_Get( "cl_forwardspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default forward move speed" );
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cl_backspeed = Cvar_Get( "cl_backspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default back move speed" );
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cl_sidespeed = Cvar_Get( "cl_sidespeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default side move speed" );
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if( !Host_IsDedicated() )
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{
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IN_StartupMouse( );
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Joy_Init(); // common joystick support init
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Touch_Init();
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#ifdef XASH_USE_EVDEV
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Evdev_Init();
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#endif
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}
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}
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/*
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================
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IN_JoyMove
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Common function for engine joystick movement
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-1 < forwardmove < 1, -1 < sidemove < 1
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================
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*/
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#define F (1U << 0) // Forward
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#define B (1U << 1) // Back
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#define L (1U << 2) // Left
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#define R (1U << 3) // Right
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#define T (1U << 4) // Forward stop
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#define S (1U << 5) // Side stop
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static void IN_JoyAppendMove( usercmd_t *cmd, float forwardmove, float sidemove )
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{
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static uint moveflags = T | S;
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if( forwardmove ) cmd->forwardmove = forwardmove * cl_forwardspeed->value;
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if( sidemove ) cmd->sidemove = sidemove * cl_sidespeed->value;
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if( forwardmove )
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{
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moveflags &= ~T;
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}
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else if( !( moveflags & T ) )
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{
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Cmd_ExecuteString( "-back" );
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Cmd_ExecuteString( "-forward" );
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moveflags |= T;
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}
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if( sidemove )
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{
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moveflags &= ~S;
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}
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else if( !( moveflags & S ) )
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{
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Cmd_ExecuteString( "-moveleft" );
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Cmd_ExecuteString( "-moveright" );
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moveflags |= S;
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}
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if ( forwardmove > 0.7f && !( moveflags & F ))
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{
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moveflags |= F;
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Cmd_ExecuteString( "+forward" );
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}
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else if ( forwardmove < 0.7f && ( moveflags & F ))
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{
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moveflags &= ~F;
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Cmd_ExecuteString( "-forward" );
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}
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if ( forwardmove < -0.7f && !( moveflags & B ))
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{
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moveflags |= B;
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Cmd_ExecuteString( "+back" );
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}
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else if ( forwardmove > -0.7f && ( moveflags & B ))
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{
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moveflags &= ~B;
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Cmd_ExecuteString( "-back" );
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}
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if ( sidemove > 0.9f && !( moveflags & R ))
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{
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moveflags |= R;
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Cmd_ExecuteString( "+moveright" );
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}
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else if ( sidemove < 0.9f && ( moveflags & R ))
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{
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moveflags &= ~R;
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Cmd_ExecuteString( "-moveright" );
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}
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if ( sidemove < -0.9f && !( moveflags & L ))
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{
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moveflags |= L;
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Cmd_ExecuteString( "+moveleft" );
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}
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else if ( sidemove > -0.9f && ( moveflags & L ))
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{
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moveflags &= ~L;
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Cmd_ExecuteString( "-moveleft" );
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}
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}
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static void IN_CollectInput( float *forward, float *side, float *pitch, float *yaw, qboolean includeMouse )
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{
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if( includeMouse )
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{
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float x, y;
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Platform_MouseMove( &x, &y );
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*pitch += y * m_pitch->value;
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*yaw -= x * m_yaw->value;
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#ifdef XASH_USE_EVDEV
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IN_EvdevMove( yaw, pitch );
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#endif
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}
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Joy_FinalizeMove( forward, side, yaw, pitch );
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Touch_GetMove( forward, side, yaw, pitch );
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if( look_filter->value )
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{
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*pitch = ( inputstate.lastpitch + *pitch ) / 2;
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*yaw = ( inputstate.lastyaw + *yaw ) / 2;
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inputstate.lastpitch = *pitch;
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inputstate.lastyaw = *yaw;
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}
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}
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/*
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================
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IN_EngineAppendMove
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Called from cl_main.c after generating command in client
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================
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*/
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void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active )
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{
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float forward, side, pitch, yaw;
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usercmd_t *cmd = cmd1;
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if( clgame.dllFuncs.pfnLookEvent )
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return;
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if( cls.key_dest != key_game || cl.paused || cl.intermission )
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return;
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forward = side = pitch = yaw = 0;
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if( active )
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{
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float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f );
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IN_CollectInput( &forward, &side, &pitch, &yaw, false );
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IN_JoyAppendMove( cmd, forward, side );
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if( pitch || yaw )
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{
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cmd->viewangles[YAW] += yaw * sensitivity;
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cmd->viewangles[PITCH] += pitch * sensitivity;
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cmd->viewangles[PITCH] = bound( -90, cmd->viewangles[PITCH], 90 );
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VectorCopy( cmd->viewangles, cl.viewangles );
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}
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}
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}
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void IN_Commands( void )
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{
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#ifdef XASH_USE_EVDEV
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IN_EvdevFrame();
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#endif
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if( clgame.dllFuncs.pfnLookEvent )
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{
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float forward = 0, side = 0, pitch = 0, yaw = 0;
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ) );
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if( cls.key_dest == key_game )
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{
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clgame.dllFuncs.pfnLookEvent( yaw, pitch );
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clgame.dllFuncs.pfnMoveEvent( forward, side );
|
|
}
|
|
}
|
|
|
|
if( !in_mouseinitialized )
|
|
return;
|
|
|
|
IN_CheckMouseState( in_mouseactive );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
Host_InputFrame
|
|
|
|
Called every frame, even if not generating commands
|
|
==================
|
|
*/
|
|
void Host_InputFrame( void )
|
|
{
|
|
Sys_SendKeyEvents ();
|
|
|
|
IN_Commands();
|
|
|
|
IN_MouseMove();
|
|
}
|