27a59a0cbc
vulkan, wasapi, quake injector features added. irc, avplug, cef plugins/drivers reworked/updated/added openal reverb, doppler effects added. 'dir' console command now attempts to view clicked files. lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...). SendEntity finally reworked to use flags properly. effectinfo improved, other smc-targetted fixes. mapcluster stuff now has support for linux. .basebone+.baseframe now exist in ssqc. qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though. qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc. qccgui: can cope a little better with non-unicode files. can now represent most quake chars. qcc: suppressed warnings from *extensions.qc git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
311 lines
9.9 KiB
C
311 lines
9.9 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 gl_lateswap;
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extern qboolean gammaworks;
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extern qboolean vid_isfullscreen;
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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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vid.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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vid.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) && vid.activeapp)
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IN_ActivateMouse ();
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else if (!(key_dest == key_game || mouseusedforgui) || !vid.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(const 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, const char *type, const char *devicename, int *qdevid))
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{
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}
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