31ced9384d
implement cfg_save_auto cvar, to replicated vanilla quake, ish. default off, obviously. support for Q2RDF_IRGOGGLES (in combination with Q2RF_IR_VISIBLE). untested. rework vectorvectors to be more predictable. v_right_z is now _much_ more commonly 0. fix potential sound-related lock-up/console spam. implement $colored_armor+$colored_powerup macros. if command now copes with ' quotes. fix crash on flushing q3bsps. fix black bits with r_renderscale+cl_sbar 1 implement emulation for legacy q3 shaders when glsl is required. this is primarily for webgl right now, but potentially also useful with any gles2 port (fixme: still need to tweak d3d11 backend to support this too). include scrollbar glyphs in the fallback font logic. this is primarily for download progress bars, especially with webgl. don't try applying gamma to screenshots when using glsl. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4976 fc73d0e0-1445-4013-8a0c-d673dee63da5
313 lines
10 KiB
C
313 lines
10 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include "web/ftejslib.h"
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extern cvar_t vid_hardwaregamma;
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extern cvar_t gl_lateswap;
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extern int gammaworks;
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extern qboolean vid_isfullscreen;
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qboolean ActiveApp;
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qboolean mouseactive;
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extern qboolean mouseusedforgui;
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static void *GLVID_getsdlglfunction(char *functionname)
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{
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return NULL;
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}
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static void IN_JoystickButtonEvent(int joydevid, int button, int ispressed)
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{
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if (button >= 32+4)
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return;
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IN_KeyEvent(joydevid, ispressed, K_JOY1+button, 0);
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}
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static void VID_Resized(int width, int height)
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{
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extern cvar_t vid_conautoscale, vid_conwidth;
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vid.pixelwidth = width;
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vid.pixelheight = height;
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//Con_Printf("Resized: %i %i\n", vid.pixelwidth, vid.pixelheight);
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Cvar_ForceCallback(&vid_conautoscale);
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Cvar_ForceCallback(&vid_conwidth);
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}
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static unsigned int domkeytoquake(unsigned int code)
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{
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unsigned char tab[256] =
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{
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/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
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/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
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/* 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,
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/* 48*/ '0','1','2','3','4','5','6','7', '8','9',0,';',0,'=',0,0,
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/* 64*/ 0,'a','b','c','d','e','f','g', 'h','i','j','k','l','m','n','o',
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/* 80*/ 'p','q','r','s','t','u','v','w', 'x','y','z',K_LWIN,K_RWIN,K_APP,0,0,
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/* 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,
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/*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,
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/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*160*/ 0,0,0,'#',0,0,0,0, 0,0,0,0,0,'-',0,0,
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/*176*/ 0,0,0,0,0,0,0,0, 0,0,';','=',',','-','.','/',
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/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'[','\\',']','\'','`',
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/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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};
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if (!code)
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return 0;
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if (code >= sizeof(tab)/sizeof(tab[0]))
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{
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Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
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return 0;
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}
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if (!tab[code])
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Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
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// Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
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return tab[code];
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}
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static unsigned int domkeytoshift(unsigned int code)
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{
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unsigned char tab[256] =
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{
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/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
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/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
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/* 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,
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/* 48*/ ')','!','\"',0/*<2A>*/,'$','%','^','&', '*','(',0,':',0,'+',0,0,
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/* 64*/ 0,'A','B','C','D','E','F','G', 'H','I','J','K','L','M','N','O',
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/* 80*/ 'P','Q','R','S','T','U','V','W', 'X','Y','Z',K_LWIN,K_RWIN,K_APP,0,0,
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/* 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,
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/*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,
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/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*160*/ 0,0,0,'~',0,0,0,0, 0,0,0,0,0,'_',0,0,
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/*176*/ 0,0,0,0,0,0,0,0, 0,0,':','+','<','_','>','?',
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/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'{','|','}','@','`',
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/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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};
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if (!code)
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return 0;
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if (code >= sizeof(tab)/sizeof(tab[0]))
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{
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Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
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return 0;
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}
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if (!tab[code])
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Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
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// Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
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return tab[code];
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}
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static int DOM_KeyEvent(int devid, int down, int scan, int uni)
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{
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extern int shift_down;
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// Con_Printf("Key %s %i %i:%c\n", down?"down":"up", scan, uni, uni?(char)uni:' ');
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if (shift_down)
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{
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uni = domkeytoshift(scan);
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scan = domkeytoquake(scan);
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uni = (uni >= 32 && uni <= 127)?uni:0;
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}
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else
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{
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scan = domkeytoquake(scan);
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uni = (scan >= 32 && scan <= 127)?scan:0;
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}
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IN_KeyEvent(devid, down, scan, uni);
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//Chars which don't map to some printable ascii value get preventDefaulted.
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//This is to stop fucking annoying fucking things like backspace randomly destroying the page and thus game.
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//And it has to be conditional, or we don't get any unicode chars at all.
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//The behaviour browsers seem to give is retardedly unhelpful, and just results in hacks to detect keys that appear to map to ascii...
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//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.
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//If you are the person that decreed that this is the holy way, then please castrate yourself now.
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// if (scan == K_BACKSPACE || scan == K_LCTRL || scan == K_LALT || scan == K_LSHIFT || scan == K_RCTRL || scan == K_RALT || scan == K_RSHIFT)
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return true;
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// return false;
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}
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static void DOM_ButtonEvent(int devid, int down, int button)
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{
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if (down == 2)
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{
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//fixme: the event is a float. we ignore that.
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while(button < 0)
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{
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IN_KeyEvent(devid, true, K_MWHEELUP, 0);
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button += 1;
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}
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while(button > 0)
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{
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IN_KeyEvent(devid, true, K_MWHEELDOWN, 0);
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button -= 1;
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}
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}
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else
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{
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//swap buttons 2 and 3, so rmb is still +forward by default and not +mlook.
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if (button == 2)
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button = 1;
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else if (button == 1)
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button = 2;
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IN_KeyEvent(devid, down, K_MOUSE1+button, 0);
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}
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}
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vfsfile_t *FSWEB_OpenTempHandle(int f);
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void DOM_LoadFile(char *loc, char *mime, int handle)
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{
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vfsfile_t *file = NULL;
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Con_Printf("DOM_LoadFile: %s %i\n", loc, handle);
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if (handle != -1)
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file = FSWEB_OpenTempHandle(handle);
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else
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{
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char str[1024];
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if (!strcmp(mime, "joinurl") || !strcmp(mime, "observeurl") || !strcmp(mime, "connecturl"))
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{
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extern cvar_t spectator;
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if (!strcmp(mime, "joinurl"))
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Cvar_Set(&spectator, "0");
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if (!strcmp(mime, "observeurl"))
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Cvar_Set(&spectator, "1");
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Cbuf_AddText(va("connect %s\n", COM_QuotedString(loc, str, sizeof(str), false)), RESTRICT_INSECURE);
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return;
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}
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if (!strcmp(mime, "demourl"))
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{
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Cbuf_AddText(va("qtvplay %s\n", COM_QuotedString(loc, str, sizeof(str), false)), RESTRICT_INSECURE);
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return;
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}
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}
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//try and open it. generally downloading it from the server.
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if (!Host_RunFile(loc, strlen(loc), file))
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{
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if (file)
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VFS_CLOSE(file);
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}
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}
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int VID_ShouldSwitchToFullscreen(void)
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{ //if false, mouse grabs won't work and we'll be forced to touchscreen mode.
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//we can only go fullscreen when the user clicks something.
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//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.
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//this is confounded by escape bringing up the menu. <ESC>GRR IT CHANGED MODE!<options>WTF IT CHANGED AGAIN FUCKING PIECE OF SHIT!.
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//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.
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extern cvar_t vid_fullscreen;
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return !!vid_fullscreen.value && (!Key_Dest_Has(kdm_console | kdm_cwindows | kdm_emenu) || !Key_MouseShouldBeFree());
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}
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qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
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{
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vid_isfullscreen = true;
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if (!emscriptenfte_setupcanvas(
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info->width,
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info->height,
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VID_Resized,
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IN_MouseMove,
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DOM_ButtonEvent,
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DOM_KeyEvent,
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DOM_LoadFile,
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IN_JoystickButtonEvent,
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IN_JoystickAxisEvent,
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VID_ShouldSwitchToFullscreen
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))
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{
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Con_Printf("Couldn't set up canvas\n");
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return false;
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}
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ActiveApp = true;
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GL_Init(GLVID_getsdlglfunction);
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qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
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VID_Resized(vid.pixelwidth, vid.pixelheight);
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mouseactive = false;
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return true;
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}
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void GLVID_DeInit (void)
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{
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ActiveApp = false;
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emscriptenfte_setupcanvas(-1, -1, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
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}
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void GLVID_SwapBuffers (void)
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{
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//webgl doesn't support swapbuffers.
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//you can't use it for loading screens.
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//such things must result in waiting until the following frame.
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//although there IS a swapped-buffers event, which we should probably use in preference to requestanimationframe or whatever the call is.
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/*
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if (!vid_isfullscreen)
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{
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if (!_windowed_mouse.value)
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{
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if (mouseactive)
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{
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IN_DeactivateMouse ();
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}
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}
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else
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{
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if ((key_dest == key_game||mouseusedforgui) && ActiveApp)
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IN_ActivateMouse ();
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else if (!(key_dest == key_game || mouseusedforgui) || !ActiveApp)
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IN_DeactivateMouse ();
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}
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}
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*/
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}
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qboolean GLVID_ApplyGammaRamps (unsigned short *ramps)
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{
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gammaworks = false;
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return gammaworks;
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}
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void GLVID_SetCaption(char *text)
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{
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emscriptenfte_settitle(text);
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}
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void Sys_SendKeyEvents(void)
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{
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/*most callbacks happen outside our code, we don't need to poll for events - except for joysticks*/
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qboolean shouldbefree = Key_MouseShouldBeFree();
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emscriptenfte_updatepointerlock(_windowed_mouse.ival && !shouldbefree, shouldbefree);
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emscriptenfte_polljoyevents();
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}
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/*various stuff for joysticks, which we don't support in this port*/
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void INS_Shutdown (void)
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{
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}
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void INS_ReInit (void)
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{
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}
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void INS_Move(float *movements, int pnum)
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{
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}
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void INS_Init (void)
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{
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}
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void INS_Accumulate(void)
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{
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}
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void INS_Commands (void)
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{
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}
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void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, char *type, char *devicename, int *qdevid))
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{
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}
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