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fteqw/engine/client/in_droid.c

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#include "quakedef.h"
#include <jni.h>
extern qboolean mouse_active;
cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
cvar_t m_strafeonright = CVARFD("m_strafeonright", "1", CVAR_ARCHIVE, "If 1, touching the right half of the touchscreen will strafe/move, while the left side will turn.");
extern cvar_t _windowed_mouse;
int mousecursor_x, mousecursor_y; /*absolute position*/
extern int mousemove_x, mousemove_y;
static float mouse_x, mouse_y;
static float mousestrafe_x, mousestrafe_y;
static float old_mouse_x, old_mouse_y; /*for smoothing*/
#define EVENTQUEUELENGTH 128
struct eventlist_s
{
enum
{
IEV_KEYDOWN,
IEV_KEYRELEASE,
IEV_MOUSEABS
} type;
int devid;
union
{
struct
{
float x, y;
} mouse;
struct
{
int scancode, unicode;
} keyboard;
};
} eventlist[EVENTQUEUELENGTH];
volatile int events_avail; /*volatile to make sure the cc doesn't try leaving these cached in a register*/
volatile int events_used;
static struct eventlist_s *in_newevent(void)
{
if (events_avail >= events_used + EVENTQUEUELENGTH)
return NULL;
return &eventlist[events_avail & (EVENTQUEUELENGTH-1)];
}
static void in_finishevent(void)
{
events_avail++;
}
#define MAXPOINTERS 8
struct
{
vec2_t oldpos;
vec2_t downpos;
float movedist;
vec2_t move;
int down;
} ptr[MAXPOINTERS];
void IN_Shutdown(void)
{
}
void IN_ReInit()
{
Cvar_Register (&m_filter, "input controls");
Cvar_Register (&m_strafeonright, "input controls");
}
void IN_Init(void)
{
IN_ReInit();
}
/*on android, each 'pointer' is a separate touch location*/
void IN_Commands(void)
{
struct eventlist_s *ev;
while (events_used != events_avail)
{
ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
switch(ev->type)
{
case IEV_KEYDOWN:
case IEV_KEYRELEASE:
if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS)
{
if (Key_MouseShouldBeFree())
ptr[ev->devid].down = false;
else
{
if (ev->type == IEV_KEYDOWN)
{
ptr[ev->devid].down = true;
ptr[ev->devid].movedist = 0;
ptr[ev->devid].downpos[0] = ptr[ev->devid].oldpos[0];
ptr[ev->devid].downpos[1] = ptr[ev->devid].oldpos[1];
ptr[ev->devid].move[0] = 0;
ptr[ev->devid].move[1] = 0;
}
else
{
if (ptr[ev->devid].down)
{
if (ptr[ev->devid].movedist < 5)
{
/*if its on the right, make it a mouse2*/
int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE3:K_MOUSE1;
Key_Event(ev->devid, key, 0, true);
Key_Event(ev->devid, key, 0, false);
}
}
ptr[ev->devid].down = false;
}
break;
}
}
Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
break;
case IEV_MOUSEABS:
/*mouse cursors only really work with one pointer*/
if (ev->devid == 0)
{
mousecursor_x = bound(0, ev->mouse.x, vid.width - 1);
mousecursor_y = bound(0, ev->mouse.y, vid.height - 1);
}
if (ev->devid < MAXPOINTERS)
{
ptr[ev->devid].move[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
ptr[ev->devid].move[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
ptr[ev->devid].movedist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
ptr[ev->devid].oldpos[0] = ev->mouse.x;
ptr[ev->devid].oldpos[1] = ev->mouse.y;
}
break;
}
events_used++;
}
}
static void IN_Update(qboolean ingame)
{
int i;
//strafing speed is absolute
mousestrafe_x = 0;
mousestrafe_y = 0;
for (i = 0; i < MAXPOINTERS; i++)
{
/*ignore if no action, to avoid phantom csqc input events*/
if (!ptr[i].down && !ptr[i].move[0] && !ptr[i].move[1])
continue;
if (!CSQC_MousePosition(ptr[i].oldpos[0], ptr[i].oldpos[1], i))
{
if (!CSQC_MouseMove(ptr[i].move[0], ptr[i].move[1], i))
{
if (ptr[i].down && m_strafeonright.ival && ptr[i].downpos[0] > vid.pixelwidth/2 && ingame)
{
mousestrafe_x += ptr[i].oldpos[0] - ptr[i].downpos[0];
mousestrafe_y += ptr[i].oldpos[1] - ptr[i].downpos[1];
}
else
{
mouse_x += ptr[i].move[0];
mouse_y += ptr[i].move[1];
}
}
}
ptr[i].move[0] = 0;
ptr[i].move[1] = 0;
}
}
void IN_Move (float *movements, int pnum)
{
qboolean ingame;
extern int mousecursor_x, mousecursor_y;
if (pnum != 0)
return; //we're lazy today.
ingame = movements != NULL && (key_dest == key_game);
IN_Update(ingame);
if (m_filter.value)
{
mouse_x = (mouse_x + old_mouse_x) * 0.5;
mouse_y = (mouse_y + old_mouse_y) * 0.5;
}
old_mouse_x = mouse_x;
old_mouse_y = mouse_y;
if(in_xflip.value) mouse_x *= -1;
mousemove_x += mouse_x;
mousemove_y += mouse_y;
if (!ingame)
{
mouse_x = mouse_y = 0;
#ifdef VM_UI
UI_MousePosition(mousecursor_x, mousecursor_y);
#endif
}
/*if the look-mouse is set to always strafe instead...*/
if ( (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) ))
{
mousestrafe_x += mouse_x;
mouse_x = 0;
}
if ( (in_strafe.state[pnum] & 1) || !(in_mlook.state[pnum] & 1))
{
mousestrafe_y += mouse_y;
mouse_y = 0;
}
/*handle strafes*/
if (movements)
{
float scale;
scale = m_side.value * sensitivity.value;
movements[1] += mousestrafe_x * scale;
scale = m_forward.value * sensitivity.value;
if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
movements[2] -= mousestrafe_y * scale;
else
movements[0] -= mousestrafe_y * scale;
}
if (in_mlook.state[pnum] & 1)
V_StopPitchDrift (pnum);
/*handle looks*/
cl.viewanglechange[pnum][YAW] -= m_yaw.value * mouse_x * sensitivity.value;
cl.viewanglechange[pnum][PITCH] += m_pitch.value * mouse_y * sensitivity.value;
mouse_x = mouse_y = 0.0;
}
JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_keypress(JNIEnv *env, jobject obj,
jint down, jint keycode, jint unicode)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->type = down?IEV_KEYDOWN:IEV_KEYRELEASE;
ev->devid = 0;
ev->keyboard.scancode = keycode;
ev->keyboard.unicode = unicode;
in_finishevent();
}
JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_motion(JNIEnv *env, jobject obj,
jint act, jint ptrid, jfloat x, jfloat y)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->devid = ptrid;
if (act)
{
ev->type = (act==1)?IEV_KEYDOWN:IEV_KEYRELEASE;
ev->keyboard.scancode = K_MOUSE1;
ev->keyboard.unicode = 0;
}
else
{
ev->type = IEV_MOUSEABS;
ev->mouse.x = x;
ev->mouse.y = y;
}
in_finishevent();
}