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fteqw/engine/client/in_generic.c
Spoike a842a623e4 fix minimal
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4701 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-06-27 16:19:22 +00:00

658 lines
17 KiB
C

//Generic input code.
//mostly mouse support, but can also handle a few keyboard events.
#include "quakedef.h"
extern qboolean mouse_active;
static cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
static cvar_t m_accel = CVARF("m_accel", "0", CVAR_ARCHIVE);
static cvar_t m_forcewheel = CVARD("m_forcewheel", "1", "0: ignore mousewheels in apis where it is abiguous.\n1: Use mousewheel when it is treated as a third axis. Motion above a threshold is ignored, to avoid issues with an unknown threshold.\n2: Like 1, but excess motion is retained. The threshold specifies exact z-axis distance per notice.");
static cvar_t m_forcewheel_threshold = CVARD("m_forcewheel_threshold", "32", "Mousewheel graduations smaller than this will not trigger mousewheel deltas.");
static 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.");
static cvar_t m_fatpressthreshold = CVARFD("m_fatpressthreshold", "0.2", CVAR_ARCHIVE, "How fat your thumb has to be to register a fat press (touchscreens).");
static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing.");
static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "10", CVAR_ARCHIVE, "How far your finger needs to move to be considered a slide event (touchscreens).");
extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
extern cvar_t _windowed_mouse;
#define EVENTQUEUELENGTH 128
struct eventlist_s
{
enum
{
IEV_KEYDOWN,
IEV_KEYRELEASE,
IEV_MOUSEABS,
IEV_MOUSEDELTA,
IEV_JOYAXIS
} type;
int devid;
union
{
struct
{
float x, y, z;
float tsize; //the size of the touch
} mouse;
struct
{
int scancode, unicode;
} keyboard;
struct
{
int axis;
float value;
} joy;
};
} 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 mouse_s
{
enum
{
M_INVALID,
M_MOUSE, //using deltas
M_TOUCH //using absolutes
} type;
int qdeviceid; //so we can just use pointers.
vec2_t oldpos;
vec2_t downpos;
float moveddist; //how far it has moved while held. this provides us with our emulated mouse1 when they release the press
vec2_t delta; //how far its moved recently
vec2_t old_delta; //how far its moved previously, for mouse smoothing
float wheeldelta;
int down;
} ptr[MAXPOINTERS];
#define MAXJOYAXIS 6
#define MAXJOYSTICKS 4
struct joy_s
{
int qdeviceid;
int axis[MAXJOYAXIS];
} joy[MAXJOYSTICKS];
void IN_Shutdown(void)
{
INS_Shutdown();
}
void IN_ReInit(void)
{
int i;
for (i = 0; i < MAXPOINTERS; i++)
{
ptr[i].type = M_INVALID;
ptr[i].qdeviceid = i;
}
for (i = 0; i < MAXJOYSTICKS; i++)
{
joy[i].qdeviceid = i;
}
INS_ReInit();
}
void IN_Init(void)
{
events_avail = 0;
events_used = 0;
Cvar_Register (&m_filter, "input controls");
Cvar_Register (&m_accel, "input controls");
Cvar_Register (&m_forcewheel, "Input Controls");
Cvar_Register (&m_forcewheel_threshold, "Input Controls");
Cvar_Register (&m_strafeonright, "input controls");
Cvar_Register (&m_fatpressthreshold, "input controls");
Cvar_Register (&m_slidethreshold, "input controls");
Cvar_Register (&m_touchmajoraxis, "input controls");
INS_Init();
}
//tells the keys.c code whether the cursor is currently active, causing mouse clicks instead of binds.
qboolean IN_MouseDevIsTouch(int devid)
{
if (devid < MAXPOINTERS)
return ptr[devid].type == M_TOUCH;
return false;
}
//there was no ui to click on at least...
//translates MOUSE1 press events into begin-look-or-strafe events.
//translates to MOUSE2 accordingly
//returns 0 if it ate it completely.
int IN_TranslateMButtonPress(int devid)
{
int ret;
if (!ptr[devid].down)
{
//set the cursor-pressed state, so we begin to look/strafe around
ptr[devid].down = 1;
ptr[devid].moveddist = 0;
ptr[devid].downpos[0] = ptr[devid].oldpos[0];
ptr[devid].downpos[1] = ptr[devid].oldpos[1];
ptr[devid].delta[0] = 0;
ptr[devid].delta[1] = 0;
ret = 0; //eat it
}
else
{
//this is the key binding that the press should use
ret = (m_strafeonright.ival && ptr[devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
}
return ret;
}
/*a 'pointer' is either a multitouch pointer, or a separate device
note that mice use the keyboard button api, but separate devices*/
void IN_Commands(void)
{
struct eventlist_s *ev;
INS_Commands();
while (events_used != events_avail)
{
ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
switch(ev->type)
{
case IEV_KEYDOWN:
case IEV_KEYRELEASE:
//on touchscreens, mouse1 is used as up/down state. we have to emulate actual mouse clicks based upon distance moved, so we can get movement events.
if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && (ptr[ev->devid].type == M_TOUCH))
{
if (Key_MouseShouldBeFree())
ptr[ev->devid].down = 0;
else
{
if (ev->type == IEV_KEYDOWN)
Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
else
{
if (ptr[ev->devid].down == 1 || ptr[ev->devid].moveddist < m_slidethreshold.value)
{
ptr[ev->devid].down = 2;
Key_Event(ev->devid, K_MOUSE1, 0, true);
}
Key_Event(ev->devid, K_MOUSE1, 0, false);
ptr[ev->devid].down = 0;
}
break;
}
}
Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
break;
case IEV_JOYAXIS:
#ifdef CSQC_DAT
if (CSQC_JoystickAxis(ev->joy.axis, ev->joy.value, ev->devid))
joy[ev->devid].axis[ev->joy.axis] = 0;
else
#endif
joy[ev->devid].axis[ev->joy.axis] = ev->joy.value;
break;
case IEV_MOUSEDELTA:
if (ev->devid < MAXPOINTERS)
{
if (ptr[ev->devid].type != M_MOUSE)
{
ptr[ev->devid].type = M_MOUSE;
}
ptr[ev->devid].delta[0] += ev->mouse.x;
ptr[ev->devid].delta[1] += ev->mouse.y;
if (m_forcewheel.value >= 2)
ptr[ev->devid].wheeldelta -= ev->mouse.z;
else if (m_forcewheel.value)
{
int mfwt = (int)m_forcewheel_threshold.value;
if (ev->mouse.z > mfwt)
ptr[ev->devid].wheeldelta -= mfwt;
else if (ev->mouse.z < -mfwt)
ptr[ev->devid].wheeldelta += mfwt;
}
}
break;
case IEV_MOUSEABS:
/*mouse cursors only really work with one pointer*/
if (ev->devid == 0)
{
float fl;
fl = ev->mouse.x * vid.width / vid.pixelwidth;
mousecursor_x = bound(0, fl, vid.width-1);
fl = ev->mouse.y * vid.height / vid.pixelheight;
mousecursor_y = bound(0, fl, vid.height-1);
}
if (ev->devid < MAXPOINTERS)
{
if (ptr[ev->devid].type != M_TOUCH)
{
//if its now become an absolute device, clear stuff so we don't get confused.
ptr[ev->devid].type = M_TOUCH;
ptr[ev->devid].down = 0;
ptr[ev->devid].moveddist = 0;
ptr[ev->devid].oldpos[0] = ev->mouse.x;
ptr[ev->devid].oldpos[1] = ev->mouse.y;
}
if (ptr[ev->devid].down)
{
ptr[ev->devid].delta[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
ptr[ev->devid].delta[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
ptr[ev->devid].moveddist += 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;
if (ptr[ev->devid].down > 1 && ev->mouse.tsize < m_fatpressthreshold.value)
{
ptr[ev->devid].down = 1;
Key_Event(ev->devid, K_MOUSE1, 0, false);
}
if (ptr[ev->devid].down == 1 && ev->mouse.tsize > m_fatpressthreshold.value)
{
ptr[ev->devid].down = 2;
Key_Event(ev->devid, K_MOUSE1, 0, true);
}
}
break;
}
events_used++;
}
}
void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
{
int mx, my;
double mouse_x, mouse_y, mouse_deltadist;
int mfwt;
qboolean strafe_x, strafe_y;
int wpnum;
//small performance boost
if (mouse->type == M_INVALID)
return;
/*each device will be processed when its player comes to be processed*/
wpnum = cl.splitclients;
if (wpnum < 1)
wpnum = 1;
if (cl_forcesplitclient.ival)
wpnum = (cl_forcesplitclient.ival-1) % wpnum;
else
wpnum = mouse->qdeviceid % wpnum;
if (wpnum != pnum)
return;
if (m_forcewheel.value)
{
mfwt = m_forcewheel_threshold.ival;
if (mfwt)
{
while(mouse->wheeldelta <= -mfwt)
{
Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, true);
Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, false);
mouse->wheeldelta += mfwt;
}
while(mouse->wheeldelta >= mfwt)
{
Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, true);
Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, false);
mouse->wheeldelta -= mfwt;
}
}
if (m_forcewheel.value < 2)
mouse->wheeldelta = 0;
}
mx = mouse->delta[0];
mouse->delta[0]=0;
my = mouse->delta[1];
mouse->delta[1]=0;
if(in_xflip.value) mx *= -1;
mousemove_x += mx;
mousemove_y += my;
if (Key_MouseShouldBeFree())
{
if (mx || my)
{
mousecursor_x += mx;
mousecursor_y += my;
if (mousecursor_y<0)
mousecursor_y=0;
if (mousecursor_x<0)
mousecursor_x=0;
if (mousecursor_x >= vid.width)
mousecursor_x = vid.width - 1;
if (mousecursor_y >= vid.height)
mousecursor_y = vid.height - 1;
mx=my=0;
}
#ifdef PEXT_CSQC
CSQC_MousePosition(mousecursor_x, mousecursor_y, mouse->qdeviceid);
#endif
}
else
{
mousecursor_x += mx;
mousecursor_y += my;
#ifdef VM_UI
if (UI_MousePosition(mx, my))
{
mx = 0;
my = 0;
}
#endif
}
if (mouse->type == M_TOUCH)
{
if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && !Key_Dest_Has(~kdm_game))
{
//if they're strafing, calculate the speed to move at based upon their displacement
if (mouse->down)
{
mx = mouse->oldpos[0] - (vid.pixelwidth*3)/4;
my = mouse->oldpos[1] - (vid.pixelheight*3)/4;
//mx = (mouse->oldpos[0] - mouse->downpos[0])*0.1;
//my = (mouse->oldpos[1] - mouse->downpos[1])*0.1;
}
else
{
mx = 0;
my = 0;
}
if (m_touchmajoraxis.ival)
{
//major axis only
if (fabs(mx) > fabs(my))
my = 0;
else
mx = 0;
}
strafe_x = true;
strafe_y = true;
}
else
{
strafe_x = false;
strafe_y = false;
//boost sensitivity so that the default works okay.
mx *= 1.75;
my *= 1.75;
}
}
else
{
strafe_x = (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) );
strafe_y = !((in_mlook.state[pnum] & 1) && !(in_strafe.state[pnum] & 1));
}
#ifdef PEXT_CSQC
if (mouse->type == M_TOUCH)
{
if (CSQC_MousePosition(mouse->oldpos[0], mouse->oldpos[1], mouse->qdeviceid))
{
mx = 0;
my = 0;
}
}
else
{
if (mx || my)
if (CSQC_MouseMove(mx, my, mouse->qdeviceid))
{
mx = 0;
my = 0;
}
//if game is not focused, kill any mouse look
if (Key_Dest_Has(~kdm_game))
{
mx = 0;
my = 0;
}
}
#endif
if (m_filter.value)
{
double fraction = bound(0, m_filter.value, 2) * 0.5;
mouse_x = (mx*(1-fraction) + mouse->old_delta[0]*fraction);
mouse_y = (my*(1-fraction) + mouse->old_delta[1]*fraction);
}
else
{
mouse_x = mx;
mouse_y = my;
}
mouse->old_delta[0] = mx;
mouse->old_delta[1] = my;
if (m_accel.value)
{
mouse_deltadist = sqrt(mx*mx + my*my);
mouse_x *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
mouse_y *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
}
else
{
mouse_x *= sensitivity.value*in_sensitivityscale;
mouse_y *= sensitivity.value*in_sensitivityscale;
}
if (cl.playerview[pnum].stats[STAT_VIEWZOOM])
{
mouse_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
mouse_y *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
}
if (!movements)
{
return;
}
// add mouse X/Y movement to cmd
if (strafe_x)
movements[1] += m_side.value * mouse_x;
else
{
// if ((int)((cl.viewangles[pnum][PITCH]+89.99)/180) & 1)
// mouse_x *= -1;
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
}
if (in_mlook.state[pnum] & 1)
V_StopPitchDrift (&cl.playerview[pnum]);
if (!strafe_y)
{
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
}
else
{
if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
movements[2] -= m_forward.value * mouse_y;
else
movements[0] -= m_forward.value * mouse_y;
}
}
static float joydeadzone(float mag, float deadzone)
{
if (mag > 1) //erg?
mag = 1;
if (mag > deadzone)
{
mag -= deadzone;
mag = mag / (1.f-deadzone);
}
else
mag = 0;
return mag;
}
void IN_MoveJoystick(struct joy_s *joy, float *movements, int pnum, float frametime)
{
float mag;
vec3_t jlook, jstrafe;
int wpnum;
/*each device will be processed when its player comes to be processed*/
wpnum = cl.splitclients;
if (wpnum < 1)
wpnum = 1;
if (cl_forcesplitclient.ival)
wpnum = (cl_forcesplitclient.ival-1) % wpnum;
else
wpnum = joy->qdeviceid % wpnum;
if (wpnum != pnum)
return;
jlook[0] = joy->axis[0];
jlook[1] = joy->axis[1];
jlook[2] = joy->axis[2];
jstrafe[0] = joy->axis[3];
jstrafe[1] = joy->axis[4];
jstrafe[2] = joy->axis[5];
//uses a radial deadzone for x+y axis, and separate out the z axis, just because most controllers are 2d affairs with any 3rd axis being a separate knob.
//deadzone values are stolen from microsoft's xinput documentation. they seem quite large to me - I guess that means that xbox controllers are just dodgy imprecise crap with excessive amounts of friction and finger grease.
mag = joydeadzone(sqrt(jlook[0]*jlook[0] + jlook[1]*jlook[1]), 0.239);
mag = pow(mag, 2);
jlook[0] *= mag;
jlook[1] *= mag;
mag = joydeadzone(fabs(jlook[2]), 0.00092);
jlook[2] *= mag;
mag = joydeadzone(sqrt(jstrafe[0]*jstrafe[0] + jstrafe[1]*jstrafe[1]), 0.265);
mag = pow(mag, 2);
jstrafe[0] *= mag;
jstrafe[1] *= mag;
mag = joydeadzone(fabs(jstrafe[2]), 0.00092);
jstrafe[2] *= mag;
if (Key_Dest_Has(~kdm_game))
{
VectorClear(jlook);
VectorClear(jstrafe);
}
VectorScale(jlook, frametime, jlook);
VectorScale(jstrafe, frametime, jstrafe);
if (!movements) //if this is null, gamecode should still get inputs, just no camera looking or anything.
return;
//angle changes
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * jlook[0];
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * jlook[1];
// cl.playerview[pnum].viewanglechange[ROLL] += m_roll.value * jlook[2]; //this would be too weird.
if (in_mlook.state[pnum] & 1)
V_StopPitchDrift (&cl.playerview[pnum]);
//movement
movements[1] += m_side.value * jstrafe[0]; //x=right=1
movements[0] -= m_forward.value * jstrafe[1]; //y=forward=0
movements[2] += m_side.value * jstrafe[2]; //z=up=2
}
void IN_Move (float *movements, int pnum, float frametime)
{
int i;
INS_Move(movements, pnum);
for (i = 0; i < MAXPOINTERS; i++)
IN_MoveMouse(&ptr[i], movements, pnum);
for (i = 0; i < MAXJOYSTICKS; i++)
IN_MoveJoystick(&joy[i], movements, pnum, frametime);
}
void IN_JoystickAxisEvent(int devid, int axis, float value)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->type = IEV_JOYAXIS;
ev->devid = devid;
ev->joy.axis = axis;
ev->joy.value = value;
in_finishevent();
}
void IN_KeyEvent(int devid, int down, int keycode, int unicode)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->type = down?IEV_KEYDOWN:IEV_KEYRELEASE;
ev->devid = devid;
ev->keyboard.scancode = keycode;
ev->keyboard.unicode = unicode;
in_finishevent();
}
/*
devid is the mouse device id. generally idependant from keyboards.
for multitouch, devid might be the touch identifier, which will persist until released.
x is horizontal, y is vertical.
z is height... generally its used as a mousewheel instead, but there are some '3d' mice out there, so its provided in this api.
*/
void IN_MouseMove(int devid, int abs, float x, float y, float z, float size)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->devid = devid;
ev->type = abs?IEV_MOUSEABS:IEV_MOUSEDELTA;
ev->mouse.x = x;
ev->mouse.y = y;
ev->mouse.z = z;
ev->mouse.tsize = size;
in_finishevent();
}