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fteqw/engine/web/gl_vidweb.c
Spoike c08a0aa139 fix some of the things that baker didn't like. sorry it took so long.
try to appease msvc6, just because.
update the downloads menu. now even betterer!...
fix proquake server angle snapping precision issue.
also accept _glow textures as an alternative to the more standard _luma.
compat for dp_water shader terms. tcgen stuff is still fscked up.
menu tooltip code can now properly deal with variable width etc stuff.
add missing te_flamejet builtin.
r_dynamic -1 can now cope with q3bsp for a small speedup.
added -watch commandline arg, to make it easier to figure out where cvar changes are coming from.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5015 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-08-25 00:12:14 +00:00

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C
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#include "quakedef.h"
#include "glquake.h"
#include "web/ftejslib.h"
extern cvar_t gl_lateswap;
extern qboolean gammaworks;
extern qboolean vid_isfullscreen;
qboolean mouseactive;
extern qboolean mouseusedforgui;
static void *GLVID_getsdlglfunction(char *functionname)
{
return NULL;
}
static void IN_JoystickButtonEvent(unsigned int joydevid, int button, int ispressed)
{
if (button >= 32+4)
return;
IN_KeyEvent(joydevid, ispressed, K_JOY1+button, 0);
}
static void VID_Resized(int width, int height)
{
extern cvar_t vid_conautoscale, vid_conwidth;
vid.pixelwidth = width;
vid.pixelheight = height;
//Con_Printf("Resized: %i %i\n", vid.pixelwidth, vid.pixelheight);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
}
static unsigned int domkeytoquake(unsigned int code)
{
unsigned char tab[256] =
{
/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
/* 32*/ ' ',K_PGUP,K_PGDN,K_END,K_HOME,K_LEFTARROW,K_UPARROW,K_RIGHTARROW, K_DOWNARROW,0,0,0,K_PRINTSCREEN,K_INS,K_DEL,0,
/* 48*/ '0','1','2','3','4','5','6','7', '8','9',0,';',0,'=',0,0,
/* 64*/ 0,'a','b','c','d','e','f','g', 'h','i','j','k','l','m','n','o',
/* 80*/ 'p','q','r','s','t','u','v','w', 'x','y','z',K_LWIN,K_RWIN,K_APP,0,0,
/* 96*/ K_KP_INS,K_KP_END,K_KP_DOWNARROW,K_KP_PGDN,K_KP_LEFTARROW,K_KP_5,K_KP_RIGHTARROW,K_KP_HOME, K_KP_UPARROW,K_KP_PGDN,K_KP_STAR,K_KP_PLUS,0,K_KP_MINUS,K_KP_DEL,K_KP_SLASH,
/*112*/ K_F1,K_F2,K_F3,K_F4,K_F5,K_F6,K_F7,K_F8,K_F9,K_F10,K_F11,K_F12,0,0,0,0,
/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*160*/ 0,0,0,'#',0,0,0,0, 0,0,0,0,0,'-',0,0,
/*176*/ 0,0,0,0,0,0,0,0, 0,0,';','=',',','-','.','/',
/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'[','\\',']','\'','`',
/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
};
if (!code)
return 0;
if (code >= sizeof(tab)/sizeof(tab[0]))
{
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
return 0;
}
if (!tab[code])
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
// Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
return tab[code];
}
static unsigned int domkeytoshift(unsigned int code)
{
unsigned char tab[256] =
{
/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
/* 32*/ ' ',K_PGUP,K_PGDN,K_END,K_HOME,K_LEFTARROW,K_UPARROW,K_RIGHTARROW, K_DOWNARROW,0,0,0,K_PRINTSCREEN,K_INS,K_DEL,0,
/* 48*/ ')','!','\"',0/*<2A>*/,'$','%','^','&', '*','(',0,':',0,'+',0,0,
/* 64*/ 0,'A','B','C','D','E','F','G', 'H','I','J','K','L','M','N','O',
/* 80*/ 'P','Q','R','S','T','U','V','W', 'X','Y','Z',K_LWIN,K_RWIN,K_APP,0,0,
/* 96*/ K_KP_INS,K_KP_END,K_KP_DOWNARROW,K_KP_PGDN,K_KP_LEFTARROW,K_KP_5,K_KP_RIGHTARROW,K_KP_HOME, K_KP_UPARROW,K_KP_PGDN,K_KP_STAR,K_KP_PLUS,0,K_KP_MINUS,K_KP_DEL,K_KP_SLASH,
/*112*/ K_F1,K_F2,K_F3,K_F4,K_F5,K_F6,K_F7,K_F8,K_F9,K_F10,K_F11,K_F12,0,0,0,0,
/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*160*/ 0,0,0,'~',0,0,0,0, 0,0,0,0,0,'_',0,0,
/*176*/ 0,0,0,0,0,0,0,0, 0,0,':','+','<','_','>','?',
/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'{','|','}','@','`',
/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
};
if (!code)
return 0;
if (code >= sizeof(tab)/sizeof(tab[0]))
{
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
return 0;
}
if (!tab[code])
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
// Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
return tab[code];
}
static int DOM_KeyEvent(unsigned int devid, int down, int scan, int uni)
{
extern int shift_down;
// Con_Printf("Key %s %i %i:%c\n", down?"down":"up", scan, uni, uni?(char)uni:' ');
if (shift_down)
{
uni = domkeytoshift(scan);
scan = domkeytoquake(scan);
uni = (uni >= 32 && uni <= 127)?uni:0;
}
else
{
scan = domkeytoquake(scan);
uni = (scan >= 32 && scan <= 127)?scan:0;
}
IN_KeyEvent(devid, down, scan, uni);
//Chars which don't map to some printable ascii value get preventDefaulted.
//This is to stop fucking annoying fucking things like backspace randomly destroying the page and thus game.
//And it has to be conditional, or we don't get any unicode chars at all.
//The behaviour browsers seem to give is retardedly unhelpful, and just results in hacks to detect keys that appear to map to ascii...
//Preventing the browser from leaving the page etc should NOT mean I can no longer get ascii/unicode values, only that the browser stops trying to do something random due to the event.
//If you are the person that decreed that this is the holy way, then please castrate yourself now.
// if (scan == K_BACKSPACE || scan == K_LCTRL || scan == K_LALT || scan == K_LSHIFT || scan == K_RCTRL || scan == K_RALT || scan == K_RSHIFT)
return true;
// return false;
}
static void DOM_ButtonEvent(unsigned int devid, int down, int button)
{
if (down == 2)
{
//fixme: the event is a float. we ignore that.
while(button < 0)
{
IN_KeyEvent(devid, true, K_MWHEELUP, 0);
button += 1;
}
while(button > 0)
{
IN_KeyEvent(devid, true, K_MWHEELDOWN, 0);
button -= 1;
}
}
else
{
//swap buttons 2 and 3, so rmb is still +forward by default and not +mlook.
if (button == 2)
button = 1;
else if (button == 1)
button = 2;
IN_KeyEvent(devid, down, K_MOUSE1+button, 0);
}
}
vfsfile_t *FSWEB_OpenTempHandle(int f);
void DOM_LoadFile(char *loc, char *mime, int handle)
{
vfsfile_t *file = NULL;
Con_Printf("DOM_LoadFile: %s %i\n", loc, handle);
if (handle != -1)
file = FSWEB_OpenTempHandle(handle);
else
{
char str[1024];
if (!strcmp(mime, "joinurl") || !strcmp(mime, "observeurl") || !strcmp(mime, "connecturl"))
{
extern cvar_t spectator;
if (!strcmp(mime, "joinurl"))
Cvar_Set(&spectator, "0");
if (!strcmp(mime, "observeurl"))
Cvar_Set(&spectator, "1");
Cbuf_AddText(va("connect %s\n", COM_QuotedString(loc, str, sizeof(str), false)), RESTRICT_INSECURE);
return;
}
if (!strcmp(mime, "demourl"))
{
Cbuf_AddText(va("qtvplay %s\n", COM_QuotedString(loc, str, sizeof(str), false)), RESTRICT_INSECURE);
return;
}
}
//try and open it. generally downloading it from the server.
if (!Host_RunFile(loc, strlen(loc), file))
{
if (file)
VFS_CLOSE(file);
}
}
int VID_ShouldSwitchToFullscreen(void)
{ //if false, mouse grabs won't work and we'll be forced to touchscreen mode.
//we can only go fullscreen when the user clicks something.
//this means that the user will get pissed off at the fullscreen state changing when they first click on the menus after it loading up.
//this is confounded by escape bringing up the menu. <ESC>GRR IT CHANGED MODE!<options>WTF IT CHANGED AGAIN FUCKING PIECE OF SHIT!.
//annoying, but that's web browsers for you. the best thing we can do is to not regrab until they next click while actually back in the game.
extern cvar_t vid_fullscreen;
return !!vid_fullscreen.value && (!Key_Dest_Has(kdm_console | kdm_cwindows | kdm_emenu) || !Key_MouseShouldBeFree());
}
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
{
vid_isfullscreen = true;
if (!emscriptenfte_setupcanvas(
info->width,
info->height,
VID_Resized,
IN_MouseMove,
DOM_ButtonEvent,
DOM_KeyEvent,
DOM_LoadFile,
IN_JoystickButtonEvent,
IN_JoystickAxisEvent,
VID_ShouldSwitchToFullscreen
))
{
Con_Printf("Couldn't set up canvas\n");
return false;
}
vid.activeapp = true;
GL_Init(GLVID_getsdlglfunction);
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
VID_Resized(vid.pixelwidth, vid.pixelheight);
mouseactive = false;
return true;
}
void GLVID_DeInit (void)
{
vid.activeapp = false;
emscriptenfte_setupcanvas(-1, -1, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
}
void GLVID_SwapBuffers (void)
{
//webgl doesn't support swapbuffers.
//you can't use it for loading screens.
//such things must result in waiting until the following frame.
//although there IS a swapped-buffers event, which we should probably use in preference to requestanimationframe or whatever the call is.
/*
if (!vid_isfullscreen)
{
if (!_windowed_mouse.value)
{
if (mouseactive)
{
IN_DeactivateMouse ();
}
}
else
{
if ((key_dest == key_game||mouseusedforgui) && vid.activeapp)
IN_ActivateMouse ();
else if (!(key_dest == key_game || mouseusedforgui) || !vid.activeapp)
IN_DeactivateMouse ();
}
}
*/
}
qboolean GLVID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
{
gammaworks = false;
return gammaworks;
}
void GLVID_SetCaption(const char *text)
{
emscriptenfte_settitle(text);
}
void Sys_SendKeyEvents(void)
{
/*most callbacks happen outside our code, we don't need to poll for events - except for joysticks*/
qboolean shouldbefree = Key_MouseShouldBeFree();
emscriptenfte_updatepointerlock(_windowed_mouse.ival && !shouldbefree, shouldbefree);
emscriptenfte_polljoyevents();
}
/*various stuff for joysticks, which we don't support in this port*/
void INS_Shutdown (void)
{
}
void INS_ReInit (void)
{
}
void INS_Move(float *movements, int pnum)
{
}
void INS_Init (void)
{
}
void INS_Accumulate(void)
{
}
void INS_Commands (void)
{
}
void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid))
{
}