diff --git a/cl_dll/input_goldsource.cpp b/cl_dll/input_goldsource.cpp new file mode 100644 index 0000000..16fa623 --- /dev/null +++ b/cl_dll/input_goldsource.cpp @@ -0,0 +1,1626 @@ +//========= 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 +#include +#include +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 +#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; + +// 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 +#include +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; +} + +/// Updates mouseThreadActive using the global variables mouseactive, iVisibleMouse and m_bRawInput. Should be called after any of these is changed. +/// Has to be interlocked manually by programmer! Use MouseThread_ActiveLock_Enter and MouseThread_ActiveLock_Exit. +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; jvalue; + + // 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 (¤t_pos); + } + } + else +#endif + { +#if USE_SDL2 + safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY ); + current_pos.x = deltaX; + current_pos.y = deltaY; +#else + GetCursorPos (¤t_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 (¤t_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 (¤t_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_idvalue == 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<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; jIN_ClientMoveEvent(forwardmove, sidemove); +} + +extern "C" void DLLEXPORT IN_ClientLookEvent( float relyaw, float relpitch ) +{ + currentInput->IN_ClientLookEvent(relyaw, relpitch); +} + +void IN_Move( float frametime, usercmd_t *cmd ) +{ + currentInput->IN_Move(frametime, cmd); +} + +extern "C" void DLLEXPORT IN_MouseEvent( int mstate ) +{ + currentInput->IN_MouseEvent(mstate); +} + +extern "C" void DLLEXPORT IN_ClearStates( void ) +{ + currentInput->IN_ClearStates(); +} + +extern "C" void DLLEXPORT IN_ActivateMouse( void ) +{ + currentInput->IN_ActivateMouse(); +} + +extern "C" void DLLEXPORT IN_DeactivateMouse( void ) +{ + currentInput->IN_DeactivateMouse(); +} + +extern "C" void DLLEXPORT IN_Accumulate( void ) +{ + currentInput->IN_Accumulate(); +} + +void IN_Commands( void ) +{ + currentInput->IN_Commands(); +} + +void IN_Shutdown( void ) +{ + currentInput->IN_Shutdown(); +} + +void IN_Init( void ) +{ +#if SUPPORT_GOLDSOURCE_INPUT + //if (IsXashFWGS()) { + // gEngfuncs.Con_Printf( "FWGS Xash3D input is in use\n" ); + // currentInput = &fwgsInput; + //} else { + gEngfuncs.Con_Printf( "GoldSource input is in use\n" ); + currentInput = &goldSourceInput; + //} +#else + currentInput = &fwgsInput; +#endif + currentInput->IN_Init(); +} diff --git a/cl_dll/input_mouse.h b/cl_dll/input_mouse.h new file mode 100644 index 0000000..96100e6 --- /dev/null +++ b/cl_dll/input_mouse.h @@ -0,0 +1,95 @@ +#pragma once +#if !defined(INPUT_MOUSE_H) +#define INPUT_MOUSE_H +#include "wrect.h" +#include "cl_dll.h" +#include "usercmd.h" +#include "in_defs.h" + +class AbstractInput +{ +public: + virtual void IN_ClientMoveEvent( float forwardmove, float sidemove ) = 0; + virtual void IN_ClientLookEvent( float relyaw, float relpitch ) = 0; + virtual void IN_Move( float frametime, usercmd_t *cmd ) = 0; + virtual void IN_MouseEvent( int mstate ) = 0; + virtual void IN_ClearStates( void ) = 0; + virtual void IN_ActivateMouse( void ) = 0; + virtual void IN_DeactivateMouse( void ) = 0; + virtual void IN_Accumulate( void ) = 0; + virtual void IN_Commands( void ) = 0; + virtual void IN_Shutdown( void ) = 0; + virtual void IN_Init( void ) = 0; +}; + +class FWGSInput : public AbstractInput +{ +public: + virtual void IN_ClientMoveEvent( float forwardmove, float sidemove ); + virtual void IN_ClientLookEvent( float relyaw, float relpitch ); + virtual void IN_Move( float frametime, usercmd_t *cmd ); + virtual void IN_MouseEvent( int mstate ); + virtual void IN_ClearStates( void ); + virtual void IN_ActivateMouse( void ); + virtual void IN_DeactivateMouse( void ); + virtual void IN_Accumulate( void ); + virtual void IN_Commands( void ); + virtual void IN_Shutdown( void ); + virtual void IN_Init( void ); + +protected: + float ac_forwardmove; + float ac_sidemove; + int ac_movecount; + float rel_yaw; + float rel_pitch; +}; + +// No need for goldsource input support on the platforms that are not supported by GoldSource. +#if GOLDSOURCE_SUPPORT && (_WIN32 || (__linux__ && !__ANDROID__) || __APPLE__) && (__i386 || _M_IX86) +#define SUPPORT_GOLDSOURCE_INPUT 1 + +#if _WIN32 +#define HSPRITE WINDOWS_HSPRITE +#include +#undef HSPRITE +#else +typedef struct point_s +{ + int x; + int y; +} POINT; +#define GetCursorPos(x) +#define SetCursorPos(x,y) +#endif + +class GoldSourceInput : public AbstractInput +{ +public: + virtual void IN_ClientMoveEvent( float forwardmove, float sidemove ) {} + virtual void IN_ClientLookEvent( float relyaw, float relpitch ) {} + virtual void IN_Move( float frametime, usercmd_t *cmd ); + virtual void IN_MouseEvent( int mstate ); + virtual void IN_ClearStates( void ); + virtual void IN_ActivateMouse( void ); + virtual void IN_DeactivateMouse( void ); + virtual void IN_Accumulate( void ); + virtual void IN_Commands( void ); + virtual void IN_Shutdown( void ); + virtual void IN_Init( void ); + +protected: + void IN_GetMouseDelta( int *pOutX, int *pOutY); + void IN_MouseMove ( float frametime, usercmd_t *cmd); + void IN_StartupMouse (void); + + int mouse_buttons; + int mouse_oldbuttonstate; + POINT current_pos; + int old_mouse_x, old_mouse_y, mx_accum, my_accum; + int mouseinitialized; + void* sdl2Lib; +}; +#endif + +#endif diff --git a/cl_dll/input_xash3d.cpp b/cl_dll/input_xash3d.cpp new file mode 100644 index 0000000..111d2df --- /dev/null +++ b/cl_dll/input_xash3d.cpp @@ -0,0 +1,282 @@ +#include "hud.h" +#include "usercmd.h" +#include "cvardef.h" +#include "kbutton.h" +#include "keydefs.h" +#include "input_mouse.h" +extern cvar_t *sensitivity; +extern cvar_t *in_joystick; + +extern kbutton_t in_strafe; +extern kbutton_t in_mlook; +extern kbutton_t in_speed; +extern kbutton_t in_jlook; +extern kbutton_t in_forward; +extern kbutton_t in_back; +extern kbutton_t in_moveleft; +extern kbutton_t in_moveright; + +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; +cvar_t *cl_laddermode; + + +#define F 1U<<0 // Forward +#define B 1U<<1 // Back +#define L 1U<<2 // Left +#define R 1U<<3 // Right +#define T 1U<<4 // Forward stop +#define S 1U<<5 // Side stop + +#define BUTTON_DOWN 1 +#define IMPULSE_DOWN 2 +#define IMPULSE_UP 4 + +int CL_IsDead( void ); +extern Vector dead_viewangles; + +void IN_ToggleButtons( float forwardmove, float sidemove ) +{ + static unsigned int moveflags = T | S; + + if( forwardmove ) + moveflags &= ~T; + else + { + //if( in_forward.state || in_back.state ) gEngfuncs.Con_Printf("Buttons pressed f%d b%d\n", in_forward.state, in_back.state); + if( !( moveflags & T ) ) + { + //IN_ForwardUp(); + //IN_BackUp(); + //gEngfuncs.Con_Printf("Reset forwardmove state f%d b%d\n", in_forward.state, in_back.state); + in_forward.state &= ~BUTTON_DOWN; + in_back.state &= ~BUTTON_DOWN; + moveflags |= T; + } + } + if( sidemove ) + moveflags &= ~S; + else + { + //gEngfuncs.Con_Printf("l%d r%d\n", in_moveleft.state, in_moveright.state); + //if( in_moveleft.state || in_moveright.state ) gEngfuncs.Con_Printf("Buttons pressed l%d r%d\n", in_moveleft.state, in_moveright.state); + if( !( moveflags & S ) ) + { + //IN_MoverightUp(); + //IN_MoveleftUp(); + //gEngfuncs.Con_Printf("Reset sidemove state f%d b%d\n", in_moveleft.state, in_moveright.state); + in_moveleft.state &= ~BUTTON_DOWN; + in_moveright.state &= ~BUTTON_DOWN; + moveflags |= S; + } + } + + if( forwardmove > 0.7f && !( moveflags & F ) ) + { + moveflags |= F; + in_forward.state |= BUTTON_DOWN; + } + if( forwardmove < 0.7f && ( moveflags & F ) ) + { + moveflags &= ~F; + in_forward.state &= ~BUTTON_DOWN; + } + if( forwardmove < -0.7f && !( moveflags & B ) ) + { + moveflags |= B; + in_back.state |= BUTTON_DOWN; + } + if( forwardmove > -0.7f && ( moveflags & B ) ) + { + moveflags &= ~B; + in_back.state &= ~BUTTON_DOWN; + } + if( sidemove > 0.9f && !( moveflags & R ) ) + { + moveflags |= R; + in_moveright.state |= BUTTON_DOWN; + } + if( sidemove < 0.9f && ( moveflags & R ) ) + { + moveflags &= ~R; + in_moveright.state &= ~BUTTON_DOWN; + } + if( sidemove < -0.9f && !( moveflags & L ) ) + { + moveflags |= L; + in_moveleft.state |= BUTTON_DOWN; + } + if( sidemove > -0.9f && ( moveflags & L ) ) + { + moveflags &= ~L; + in_moveleft.state &= ~BUTTON_DOWN; + } +} + +void FWGSInput::IN_ClientMoveEvent( float forwardmove, float sidemove ) +{ + //gEngfuncs.Con_Printf("IN_MoveEvent\n"); + + ac_forwardmove += forwardmove; + ac_sidemove += sidemove; + ac_movecount++; +} + +void FWGSInput::IN_ClientLookEvent( float relyaw, float relpitch ) +{ + rel_yaw += relyaw; + rel_pitch += relpitch; +} + +// Rotate camera and add move values to usercmd +void FWGSInput::IN_Move( float frametime, usercmd_t *cmd ) +{ + Vector viewangles; + bool fLadder = false; + + if( gHUD.m_iIntermission ) + return; // we can't move during intermission + + if( cl_laddermode->value != 2 ) + { + cl_entity_t *pplayer = gEngfuncs.GetLocalPlayer(); + if( pplayer ) + fLadder = pplayer->curstate.movetype == MOVETYPE_FLY; + } + //if(ac_forwardmove || ac_sidemove) + //gEngfuncs.Con_Printf("Move: %f %f %f %f\n", ac_forwardmove, ac_sidemove, rel_pitch, rel_yaw); +#if 0 + if( in_mlook.state & 1 ) + { + V_StopPitchDrift(); + } +#endif + if( CL_IsDead() ) + { + viewangles = dead_viewangles; // HACKHACK: see below + } + else + { + gEngfuncs.GetViewAngles( viewangles ); + } + if( gHUD.GetSensitivity() != 0 ) + { + rel_yaw *= gHUD.GetSensitivity(); + rel_pitch *= gHUD.GetSensitivity(); + } + else + { + rel_yaw *= sensitivity->value; + rel_pitch *= sensitivity->value; + } + viewangles[YAW] += rel_yaw; + if( fLadder ) + { + if( cl_laddermode->value == 1 ) + viewangles[YAW] -= ac_sidemove * 5; + ac_sidemove = 0; + } + viewangles[PITCH] += rel_pitch; + + if( viewangles[PITCH] > cl_pitchdown->value ) + viewangles[PITCH] = cl_pitchdown->value; + if( viewangles[PITCH] < -cl_pitchup->value ) + viewangles[PITCH] = -cl_pitchup->value; + + // 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 + if( ac_movecount ) + { + IN_ToggleButtons( ac_forwardmove / ac_movecount, ac_sidemove / ac_movecount ); + + if( ac_forwardmove ) + cmd->forwardmove = ac_forwardmove * cl_forwardspeed->value / ac_movecount; + if( ac_sidemove ) + cmd->sidemove = ac_sidemove * cl_sidespeed->value / ac_movecount; + if( ( in_speed.state & 1 ) && ( ac_sidemove || ac_forwardmove ) ) + { + cmd->forwardmove *= cl_movespeedkey->value; + cmd->sidemove *= cl_movespeedkey->value; + } + } + + ac_sidemove = ac_forwardmove = rel_pitch = rel_yaw = 0; + ac_movecount = 0; +} + +void FWGSInput::IN_MouseEvent( int mstate ) +{ + static int mouse_oldbuttonstate; + // perform button actions + for( int i = 0; i < 5; 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; +} + +// Stubs + +void FWGSInput::IN_ClearStates( void ) +{ + //gEngfuncs.Con_Printf( "IN_ClearStates\n" ); +} + +void FWGSInput::IN_ActivateMouse( void ) +{ + //gEngfuncs.Con_Printf( "IN_ActivateMouse\n" ); +} + +void FWGSInput::IN_DeactivateMouse( void ) +{ + //gEngfuncs.Con_Printf( "IN_DeactivateMouse\n" ); +} + +void FWGSInput::IN_Accumulate( void ) +{ + //gEngfuncs.Con_Printf( "IN_Accumulate\n" ); +} + +void FWGSInput::IN_Commands( void ) +{ + //gEngfuncs.Con_Printf( "IN_Commands\n" ); +} + +void FWGSInput::IN_Shutdown( void ) +{ +} + +// Register cvars and reset data +void FWGSInput::IN_Init( void ) +{ + sensitivity = gEngfuncs.pfnRegisterVariable( "sensitivity", "3", FCVAR_ARCHIVE ); + in_joystick = gEngfuncs.pfnRegisterVariable( "joystick", "0", FCVAR_ARCHIVE ); + cl_laddermode = gEngfuncs.pfnRegisterVariable( "cl_laddermode", "2", FCVAR_ARCHIVE ); + ac_forwardmove = ac_sidemove = rel_yaw = rel_pitch = 0; +} diff --git a/cl_dll/vgui_TheWastesViewport.cpp b/cl_dll/vgui_TheWastesViewport.cpp index dd0c481..6583d1b 100644 --- a/cl_dll/vgui_TheWastesViewport.cpp +++ b/cl_dll/vgui_TheWastesViewport.cpp @@ -57,7 +57,6 @@ #include "vgui_ScorePanel.h" #include "tw_common.h" -extern int g_iVisibleMouse; class CCommandMenu; int g_iPlayerClass; int g_iTeamNumber; @@ -76,6 +75,7 @@ int g_iUser3; #define SBOARD_INDENT_X_400 0 #define SBOARD_INDENT_Y_400 20 +void IN_SetVisibleMouse( bool ); void IN_ResetMouse( void ); extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int iTextType, int x, int y, int wide, int tall ); extern CMenuPanel *CItemSelectionPanel_Create(int x,int y,int wide,int tall); @@ -1443,7 +1443,7 @@ void TheWastesViewport::UpdateCursorState() // Need cursor if any VGUI window is up if ( m_pCurrentMenu || m_pTeamMenu->isVisible() || m_pServerBrowser->isVisible() || GetClientVoiceMgr()->IsInSquelchMode() ) { - g_iVisibleMouse = true; + IN_SetVisibleMouse( true ); App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_arrow) ); return; } @@ -1452,14 +1452,14 @@ void TheWastesViewport::UpdateCursorState() // commandmenu doesn't have cursor if hud_capturemouse is turned off if ( gHUD.m_pCvarStealMouse->value != 0.0f ) { - g_iVisibleMouse = true; + IN_SetVisibleMouse( true ); App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_arrow) ); return; } } IN_ResetMouse(); - g_iVisibleMouse = false; + IN_SetVisibleMouse( false ); App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) ); } diff --git a/cl_dll/wscript b/cl_dll/wscript index 88fcdda..e225883 100644 --- a/cl_dll/wscript +++ b/cl_dll/wscript @@ -12,6 +12,7 @@ def configure(conf): conf.env.INCLUDES_SDL = ['../external/SDL2'] conf.env.LIBPATH_SDL = ['../linux'] conf.env.LIB_SDL = ['SDL2'] + conf.define('GOLDSOURCE_SUPPORT', 1) conf.load('vgui') if not conf.check_vgui(): conf.fatal('VGUI was enabled but VGUI cannot be used') @@ -69,7 +70,9 @@ def build(bld): './hud_update.cpp', './in_camera.cpp', './input.cpp', -'./inputw32.cpp', +'./input_mouse.cpp', +'./input_goldsource.cpp', +'./input_xash3d.cpp', './menu.cpp', './message.cpp', './parsebsp.cpp',