2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
653 lines
16 KiB
C
653 lines
16 KiB
C
//Generic input code.
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//mostly mouse support, but can also handle a few keyboard events.
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#include "quakedef.h"
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extern qboolean mouse_active;
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static cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
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static cvar_t m_accel = CVARF("m_accel", "0", CVAR_ARCHIVE);
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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.");
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static cvar_t m_forcewheel_threshold = CVARD("m_forcewheel_threshold", "32", "Mousewheel graduations smaller than this will not trigger mousewheel deltas.");
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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.");
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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).");
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static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing.");
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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).");
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extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
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extern cvar_t _windowed_mouse;
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#define EVENTQUEUELENGTH 128
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struct eventlist_s
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{
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enum
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{
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IEV_KEYDOWN,
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IEV_KEYRELEASE,
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IEV_MOUSEABS,
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IEV_MOUSEDELTA,
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IEV_JOYAXIS
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} type;
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int devid;
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union
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{
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struct
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{
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float x, y, z;
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float tsize; //the size of the touch
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} mouse;
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struct
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{
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int scancode, unicode;
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} keyboard;
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struct
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{
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int axis;
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float value;
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} joy;
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};
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} eventlist[EVENTQUEUELENGTH];
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volatile int events_avail; /*volatile to make sure the cc doesn't try leaving these cached in a register*/
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volatile int events_used;
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static struct eventlist_s *in_newevent(void)
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{
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if (events_avail >= events_used + EVENTQUEUELENGTH)
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return NULL;
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return &eventlist[events_avail & (EVENTQUEUELENGTH-1)];
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}
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static void in_finishevent(void)
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{
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events_avail++;
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}
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#define MAXPOINTERS 8
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struct mouse_s
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{
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enum
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{
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M_INVALID,
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M_MOUSE, //using deltas
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M_TOUCH //using absolutes
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} type;
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int qdeviceid; //so we can just use pointers.
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vec2_t oldpos;
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vec2_t downpos;
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float moveddist; //how far it has moved while held. this provides us with our emulated mouse1 when they release the press
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vec2_t delta; //how far its moved recently
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vec2_t old_delta; //how far its moved previously, for mouse smoothing
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float wheeldelta;
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int down;
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} ptr[MAXPOINTERS];
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#define MAXJOYAXIS 6
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#define MAXJOYSTICKS 4
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struct joy_s
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{
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int qdeviceid;
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int axis[MAXJOYAXIS];
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} joy[MAXJOYSTICKS];
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void IN_Shutdown(void)
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{
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INS_Shutdown();
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}
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void IN_ReInit(void)
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{
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int i;
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for (i = 0; i < MAXPOINTERS; i++)
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{
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ptr[i].type = M_INVALID;
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ptr[i].qdeviceid = i;
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}
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for (i = 0; i < MAXJOYSTICKS; i++)
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{
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joy[i].qdeviceid = i;
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}
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INS_ReInit();
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}
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void IN_Init(void)
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{
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events_avail = 0;
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events_used = 0;
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Cvar_Register (&m_filter, "input controls");
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Cvar_Register (&m_accel, "input controls");
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Cvar_Register (&m_forcewheel, "Input Controls");
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Cvar_Register (&m_forcewheel_threshold, "Input Controls");
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Cvar_Register (&m_strafeonright, "input controls");
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Cvar_Register (&m_fatpressthreshold, "input controls");
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Cvar_Register (&m_slidethreshold, "input controls");
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Cvar_Register (&m_touchmajoraxis, "input controls");
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INS_Init();
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}
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//tells the keys.c code whether the cursor is currently active, causing mouse clicks instead of binds.
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qboolean IN_MouseDevIsTouch(int devid)
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{
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if (devid < MAXPOINTERS)
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return ptr[devid].type == M_TOUCH;
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return false;
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}
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//there was no ui to click on at least...
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//translates MOUSE1 press events into begin-look-or-strafe events.
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//translates to MOUSE2 accordingly
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//returns 0 if it ate it completely.
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int IN_TranslateMButtonPress(int devid)
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{
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int ret;
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if (!ptr[devid].down)
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{
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//set the cursor-pressed state, so we begin to look/strafe around
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ptr[devid].down = 1;
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ptr[devid].moveddist = 0;
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ptr[devid].downpos[0] = ptr[devid].oldpos[0];
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ptr[devid].downpos[1] = ptr[devid].oldpos[1];
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ptr[devid].delta[0] = 0;
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ptr[devid].delta[1] = 0;
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ret = 0; //eat it
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}
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else
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{
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//this is the key binding that the press should use
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ret = (m_strafeonright.ival && ptr[devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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}
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return ret;
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}
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/*a 'pointer' is either a multitouch pointer, or a separate device
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note that mice use the keyboard button api, but separate devices*/
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void IN_Commands(void)
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{
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struct eventlist_s *ev;
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INS_Commands();
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while (events_used != events_avail)
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{
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ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
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switch(ev->type)
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{
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case IEV_KEYDOWN:
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case IEV_KEYRELEASE:
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//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.
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if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && (ptr[ev->devid].type == M_TOUCH))
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{
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if (Key_MouseShouldBeFree())
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ptr[ev->devid].down = 0;
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else
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{
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if (ev->type == IEV_KEYDOWN)
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Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
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else
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{
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if (ptr[ev->devid].down == 1 || ptr[ev->devid].moveddist < m_slidethreshold.value)
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{
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ptr[ev->devid].down = 2;
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Key_Event(ev->devid, K_MOUSE1, 0, true);
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}
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Key_Event(ev->devid, K_MOUSE1, 0, false);
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ptr[ev->devid].down = 0;
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}
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break;
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}
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}
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Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
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break;
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case IEV_JOYAXIS:
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joy[ev->devid].axis[ev->joy.axis] = ev->joy.value;
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break;
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case IEV_MOUSEDELTA:
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if (ev->devid < MAXPOINTERS)
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{
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if (ptr[ev->devid].type != M_MOUSE)
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{
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ptr[ev->devid].type = M_MOUSE;
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}
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ptr[ev->devid].delta[0] += ev->mouse.x;
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ptr[ev->devid].delta[1] += ev->mouse.y;
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if (m_forcewheel.value >= 2)
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ptr[ev->devid].wheeldelta -= ev->mouse.z;
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else if (m_forcewheel.value)
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{
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int mfwt = (int)m_forcewheel_threshold.value;
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if (ev->mouse.z > mfwt)
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ptr[ev->devid].wheeldelta -= mfwt;
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else if (ev->mouse.z < -mfwt)
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ptr[ev->devid].wheeldelta += mfwt;
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}
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}
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break;
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case IEV_MOUSEABS:
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/*mouse cursors only really work with one pointer*/
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if (ev->devid == 0)
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{
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float fl;
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fl = ev->mouse.x * vid.width / vid.pixelwidth;
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mousecursor_x = bound(0, fl, vid.width-1);
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fl = ev->mouse.y * vid.height / vid.pixelheight;
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mousecursor_y = bound(0, fl, vid.height-1);
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}
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if (ev->devid < MAXPOINTERS)
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{
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if (ptr[ev->devid].type != M_TOUCH)
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{
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//if its now become an absolute device, clear stuff so we don't get confused.
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ptr[ev->devid].type = M_TOUCH;
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ptr[ev->devid].down = 0;
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ptr[ev->devid].moveddist = 0;
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ptr[ev->devid].oldpos[0] = ev->mouse.x;
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ptr[ev->devid].oldpos[1] = ev->mouse.y;
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}
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if (ptr[ev->devid].down)
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{
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ptr[ev->devid].delta[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
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ptr[ev->devid].delta[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
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ptr[ev->devid].moveddist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
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}
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ptr[ev->devid].oldpos[0] = ev->mouse.x;
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ptr[ev->devid].oldpos[1] = ev->mouse.y;
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if (ptr[ev->devid].down > 1 && ev->mouse.tsize < m_fatpressthreshold.value)
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{
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ptr[ev->devid].down = 1;
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Key_Event(ev->devid, K_MOUSE1, 0, false);
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}
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if (ptr[ev->devid].down == 1 && ev->mouse.tsize > m_fatpressthreshold.value)
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{
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ptr[ev->devid].down = 2;
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Key_Event(ev->devid, K_MOUSE1, 0, true);
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}
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}
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break;
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}
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events_used++;
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}
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}
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void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
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{
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int mx, my;
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double mouse_x, mouse_y, mouse_deltadist;
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int mfwt;
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qboolean strafe_x, strafe_y;
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int wpnum;
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//small performance boost
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if (mouse->type == M_INVALID)
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return;
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/*each device will be processed when its player comes to be processed*/
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wpnum = cl.splitclients;
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if (wpnum < 1)
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wpnum = 1;
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if (cl_forcesplitclient.ival)
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wpnum = (cl_forcesplitclient.ival-1) % wpnum;
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else
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wpnum = mouse->qdeviceid % wpnum;
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if (wpnum != pnum)
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return;
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if (m_forcewheel.value)
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{
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mfwt = m_forcewheel_threshold.ival;
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if (mfwt)
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{
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while(mouse->wheeldelta <= -mfwt)
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{
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Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, true);
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Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, false);
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mouse->wheeldelta += mfwt;
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}
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while(mouse->wheeldelta >= mfwt)
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{
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Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, true);
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Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, false);
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mouse->wheeldelta -= mfwt;
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}
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}
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if (m_forcewheel.value < 2)
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mouse->wheeldelta = 0;
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}
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mx = mouse->delta[0];
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mouse->delta[0]=0;
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my = mouse->delta[1];
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mouse->delta[1]=0;
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if(in_xflip.value) mx *= -1;
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mousemove_x += mx;
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mousemove_y += my;
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if (Key_MouseShouldBeFree())
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{
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if (mx || my)
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{
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mousecursor_x += mx;
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mousecursor_y += my;
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if (mousecursor_y<0)
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mousecursor_y=0;
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if (mousecursor_x<0)
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mousecursor_x=0;
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if (mousecursor_x >= vid.width)
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mousecursor_x = vid.width - 1;
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if (mousecursor_y >= vid.height)
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mousecursor_y = vid.height - 1;
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mx=my=0;
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}
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#ifdef PEXT_CSQC
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CSQC_MousePosition(mousecursor_x, mousecursor_y, mouse->qdeviceid);
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#endif
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}
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else
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{
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mousecursor_x += mx;
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mousecursor_y += my;
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#ifdef VM_UI
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if (UI_MousePosition(mx, my))
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{
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mx = 0;
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my = 0;
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}
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#endif
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}
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if (mouse->type == M_TOUCH)
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{
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if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && !Key_Dest_Has(~kdm_game))
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{
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//if they're strafing, calculate the speed to move at based upon their displacement
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if (mouse->down)
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{
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mx = mouse->oldpos[0] - (vid.pixelwidth*3)/4;
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my = mouse->oldpos[1] - (vid.pixelheight*3)/4;
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//mx = (mouse->oldpos[0] - mouse->downpos[0])*0.1;
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//my = (mouse->oldpos[1] - mouse->downpos[1])*0.1;
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}
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else
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{
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mx = 0;
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my = 0;
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}
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if (m_touchmajoraxis.ival)
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{
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//major axis only
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if (fabs(mx) > fabs(my))
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my = 0;
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else
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mx = 0;
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}
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strafe_x = true;
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strafe_y = true;
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}
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else
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{
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strafe_x = false;
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strafe_y = false;
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//boost sensitivity so that the default works okay.
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mx *= 1.75;
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my *= 1.75;
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}
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}
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else
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{
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strafe_x = (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) );
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strafe_y = !((in_mlook.state[pnum] & 1) && !(in_strafe.state[pnum] & 1));
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}
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#ifdef PEXT_CSQC
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if (mouse->type == M_TOUCH)
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{
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if (CSQC_MousePosition(mouse->oldpos[0], mouse->oldpos[1], mouse->qdeviceid))
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{
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mx = 0;
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my = 0;
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}
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}
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else
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{
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if (mx || my)
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if (CSQC_MouseMove(mx, my, mouse->qdeviceid))
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{
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mx = 0;
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my = 0;
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}
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//if game is not focused, kill any mouse look
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if (Key_Dest_Has(~kdm_game))
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{
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mx = 0;
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my = 0;
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}
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}
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#endif
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if (m_filter.value)
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{
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double fraction = bound(0, m_filter.value, 2) * 0.5;
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mouse_x = (mx*(1-fraction) + mouse->old_delta[0]*fraction);
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mouse_y = (my*(1-fraction) + mouse->old_delta[1]*fraction);
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}
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else
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{
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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();
|
|
}
|