685404250f
reduced input latency. reworked how internal texture formats work,. added support for LIGHTING_E5BGR9 bspx lump for HDR lighting. updated support for srgb, no longer looks quite so weird. works on glx vid_srgb 3 attempts to use half-float swapchains, where possible. gl: use glTextureStorage where available. d3d11: gave up on using dxgi for fullscreen, was just too buggy. glx: updated gl context creation on linux. server: fix svc_updatefrags not being passed though (fixes frikbot scores) fs: spanned pk3s now work (fragmented files/directory will fail to open, so this needs a custom tool to be fully useful). fixed restart_ents command (restarts the map, but preserving the players as they are) tw: removed 'QWSKINS' featureset from tw config git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5217 fc73d0e0-1445-4013-8a0c-d673dee63da5
395 lines
12 KiB
C
395 lines
12 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include "web/ftejslib.h"
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vfsfile_t *FSWEB_OpenTempHandle(int f);
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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 int gamepaddeviceids[] = {DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET};
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static int keyboardid[] = {0};
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static int mouseid[] = {0};
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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_GamePadButtonEvent(unsigned int joydevid, int button, int ispressed, int isstandardmapping)
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{
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int standardmapping[] =
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{ //the order of these keys is different from that of xinput
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//however, the quake button codes should be the same. I really ought to define some K_ aliases for them.
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K_GP_A,
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K_GP_B,
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K_GP_X,
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K_GP_Y,
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K_GP_LEFT_SHOULDER,
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K_GP_RIGHT_SHOULDER,
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K_GP_LEFT_TRIGGER,
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K_GP_RIGHT_TRIGGER,
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K_GP_BACK,
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K_GP_START,
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K_GP_LEFT_THUMB,
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K_GP_RIGHT_THUMB,
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K_GP_DPAD_UP,
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K_GP_DPAD_DOWN,
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K_GP_DPAD_LEFT,
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K_GP_DPAD_RIGHT,
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K_GP_GUIDE,
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//K_GP_UNKNOWN
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};
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if (joydevid < countof(gamepaddeviceids))
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{
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if (joydevid == gamepaddeviceids[joydevid])
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{
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if (!ispressed)
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return; //don't send axis events until its enabled.
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gamepaddeviceids[joydevid] = joydevid;
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}
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joydevid = gamepaddeviceids[joydevid];
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}
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if (isstandardmapping)
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{
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if (button < countof(standardmapping))
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IN_KeyEvent(joydevid, ispressed, standardmapping[button], 0);
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}
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else
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{
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if (button < 32+4)
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IN_KeyEvent(joydevid, ispressed, K_JOY1+button, 0);
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}
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}
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static void IN_GamePadAxisEvent(unsigned int joydevid, int axis, float value, int isstandardmapping)
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{
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if (joydevid < countof(gamepaddeviceids))
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{
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joydevid = gamepaddeviceids[joydevid];
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if (joydevid == DEVID_UNSET)
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return; //don't send axis events until its enabled.
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}
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if (isstandardmapping)
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{
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int axismap[] = {GPAXIS_LT_RIGHT,GPAXIS_LT_DOWN,GPAXIS_RT_RIGHT,GPAXIS_RT_DOWN};
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if (axis < countof(axismap))
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IN_JoystickAxisEvent(joydevid, axismap[axis], value);
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}
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else
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IN_JoystickAxisEvent(joydevid, axis, value);
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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(unsigned 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(keyboardid[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(unsigned 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(mouseid[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(mouseid[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(mouseid[devid], down, K_MOUSE1+button, 0);
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}
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}
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void DOM_MouseMove(unsigned int devid, int abs, float x, float y, float z, float size)
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{
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IN_MouseMove(mouseid[devid], abs, x, y, z, size);
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}
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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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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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DOM_MouseMove,
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DOM_ButtonEvent,
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DOM_KeyEvent,
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DOM_LoadFile,
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IN_GamePadButtonEvent,
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IN_GamePadAxisEvent,
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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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if (!GL_Init(info, GLVID_getsdlglfunction))
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return false;
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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 int gammarampsize, 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(void)
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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, unsigned int *qdevid))
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{
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size_t i;
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char foobar[64];
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for (i = 0; i < countof(gamepaddeviceids); i++)
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{
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Q_snprintfz(foobar, sizeof(foobar), "gp%i", i);
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callback(ctx, "gamepad", foobar, &gamepaddeviceids[i]);
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}
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for (i = 0; i < countof(mouseid); i++)
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{
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Q_snprintfz(foobar, sizeof(foobar), "m%i", i);
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callback(ctx, "mouse", foobar, &mouseid[i]);
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}
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for (i = 0; i < countof(keyboardid); i++)
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{
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Q_snprintfz(foobar, sizeof(foobar), "kb%i", i);
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callback(ctx, "keyboard", foobar, &keyboardid[i]);
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}
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}
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