mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
d949bc9410
many of the warnings -Wreorder and #includes with invalid path because of case-errors (windows may not care, but linux does)
1105 lines
26 KiB
C++
1105 lines
26 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../sys_session_local.h"
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#include "win_local.h"
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#define DINPUT_BUFFERSIZE 256
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/*
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============================================================
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DIRECT INPUT KEYBOARD CONTROL
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============================================================
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*/
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bool IN_StartupKeyboard()
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{
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HRESULT hr;
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bool bExclusive;
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bool bForeground;
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bool bImmediate;
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bool bDisableWindowsKey;
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DWORD dwCoopFlags;
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if( !win32.g_pdi )
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{
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common->Printf( "keyboard: DirectInput has not been started\n" );
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return false;
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}
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if( win32.g_pKeyboard )
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{
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win32.g_pKeyboard->Release();
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win32.g_pKeyboard = NULL;
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}
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// Detrimine where the buffer would like to be allocated
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bExclusive = false;
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bForeground = true;
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bImmediate = false;
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bDisableWindowsKey = true;
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if( bExclusive )
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dwCoopFlags = DISCL_EXCLUSIVE;
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else
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dwCoopFlags = DISCL_NONEXCLUSIVE;
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if( bForeground )
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dwCoopFlags |= DISCL_FOREGROUND;
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else
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dwCoopFlags |= DISCL_BACKGROUND;
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// Disabling the windows key is only allowed only if we are in foreground nonexclusive
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if( bDisableWindowsKey && !bExclusive && bForeground )
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dwCoopFlags |= DISCL_NOWINKEY;
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// Obtain an interface to the system keyboard device.
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if( FAILED( hr = win32.g_pdi->CreateDevice( GUID_SysKeyboard, &win32.g_pKeyboard, NULL ) ) )
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{
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common->Printf( "keyboard: couldn't find a keyboard device\n" );
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return false;
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}
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// Set the data format to "keyboard format" - a predefined data format
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//
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// A data format specifies which controls on a device we
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// are interested in, and how they should be reported.
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//
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// This tells DirectInput that we will be passing an array
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// of 256 bytes to IDirectInputDevice::GetDeviceState.
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if( FAILED( hr = win32.g_pKeyboard->SetDataFormat( &c_dfDIKeyboard ) ) )
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return false;
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// Set the cooperativity level to let DirectInput know how
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// this device should interact with the system and with other
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// DirectInput applications.
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hr = win32.g_pKeyboard->SetCooperativeLevel( win32.hWnd, dwCoopFlags );
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if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive )
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{
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common->Printf( "keyboard: SetCooperativeLevel() returned DIERR_UNSUPPORTED.\nFor security reasons, background exclusive keyboard access is not allowed.\n" );
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return false;
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}
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if( FAILED( hr ) )
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{
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return false;
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}
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if( !bImmediate )
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{
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// IMPORTANT STEP TO USE BUFFERED DEVICE DATA!
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//
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// DirectInput uses unbuffered I/O (buffer size = 0) by default.
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// If you want to read buffered data, you need to set a nonzero
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// buffer size.
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//
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// Set the buffer size to DINPUT_BUFFERSIZE (defined above) elements.
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//
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// The buffer size is a DWORD property associated with the device.
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DIPROPDWORD dipdw;
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dipdw.diph.dwSize = sizeof( DIPROPDWORD );
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dipdw.diph.dwHeaderSize = sizeof( DIPROPHEADER );
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dipdw.diph.dwObj = 0;
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dipdw.diph.dwHow = DIPH_DEVICE;
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dipdw.dwData = DINPUT_BUFFERSIZE; // Arbitary buffer size
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if( FAILED( hr = win32.g_pKeyboard->SetProperty( DIPROP_BUFFERSIZE, &dipdw.diph ) ) )
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return false;
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}
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// Acquire the newly created device
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win32.g_pKeyboard->Acquire();
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common->Printf( "keyboard: DirectInput initialized.\n" );
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return true;
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}
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/*
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==========================
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IN_DeactivateKeyboard
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==========================
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*/
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void IN_DeactivateKeyboard()
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{
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if( !win32.g_pKeyboard )
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{
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return;
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}
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win32.g_pKeyboard->Unacquire( );
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}
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/*
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============================================================
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DIRECT INPUT MOUSE CONTROL
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============================================================
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*/
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/*
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========================
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IN_InitDirectInput
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========================
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*/
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void IN_InitDirectInput()
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{
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HRESULT hr;
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common->Printf( "Initializing DirectInput...\n" );
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if( win32.g_pdi != NULL )
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{
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win32.g_pdi->Release(); // if the previous window was destroyed we need to do this
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win32.g_pdi = NULL;
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}
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// Register with the DirectInput subsystem and get a pointer
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// to a IDirectInput interface we can use.
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// Create the base DirectInput object
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if( FAILED( hr = DirectInput8Create( GetModuleHandle( NULL ), DIRECTINPUT_VERSION, IID_IDirectInput8, ( void** )&win32.g_pdi, NULL ) ) )
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{
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common->Printf( "DirectInputCreate failed\n" );
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}
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}
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/*
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========================
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IN_InitDIMouse
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========================
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*/
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bool IN_InitDIMouse()
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{
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HRESULT hr;
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if( win32.g_pdi == NULL )
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{
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return false;
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}
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// obtain an interface to the system mouse device.
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hr = win32.g_pdi->CreateDevice( GUID_SysMouse, &win32.g_pMouse, NULL );
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if( FAILED( hr ) )
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{
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common->Printf( "mouse: Couldn't open DI mouse device\n" );
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return false;
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}
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// Set the data format to "mouse format" - a predefined data format
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//
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// A data format specifies which controls on a device we
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// are interested in, and how they should be reported.
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//
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// This tells DirectInput that we will be passing a
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// DIMOUSESTATE2 structure to IDirectInputDevice::GetDeviceState.
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if( FAILED( hr = win32.g_pMouse->SetDataFormat( &c_dfDIMouse2 ) ) )
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{
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common->Printf( "mouse: Couldn't set DI mouse format\n" );
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return false;
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}
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// set the cooperativity level.
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hr = win32.g_pMouse->SetCooperativeLevel( win32.hWnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND );
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if( FAILED( hr ) )
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{
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common->Printf( "mouse: Couldn't set DI coop level\n" );
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return false;
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}
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// IMPORTANT STEP TO USE BUFFERED DEVICE DATA!
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//
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// DirectInput uses unbuffered I/O (buffer size = 0) by default.
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// If you want to read buffered data, you need to set a nonzero
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// buffer size.
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//
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// Set the buffer size to SAMPLE_BUFFER_SIZE (defined above) elements.
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//
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// The buffer size is a DWORD property associated with the device.
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DIPROPDWORD dipdw;
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dipdw.diph.dwSize = sizeof( DIPROPDWORD );
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dipdw.diph.dwHeaderSize = sizeof( DIPROPHEADER );
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dipdw.diph.dwObj = 0;
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dipdw.diph.dwHow = DIPH_DEVICE;
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dipdw.dwData = DINPUT_BUFFERSIZE; // Arbitary buffer size
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if( FAILED( hr = win32.g_pMouse->SetProperty( DIPROP_BUFFERSIZE, &dipdw.diph ) ) )
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{
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common->Printf( "mouse: Couldn't set DI buffersize\n" );
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return false;
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}
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IN_ActivateMouse();
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// clear any pending samples
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int mouseEvents[MAX_MOUSE_EVENTS][2];
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Sys_PollMouseInputEvents( mouseEvents );
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common->Printf( "mouse: DirectInput initialized.\n" );
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return true;
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}
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/*
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==========================
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IN_ActivateMouse
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==========================
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*/
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void IN_ActivateMouse()
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{
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int i;
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HRESULT hr;
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if( !win32.in_mouse.GetBool() || win32.mouseGrabbed || !win32.g_pMouse )
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{
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return;
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}
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win32.mouseGrabbed = true;
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for( i = 0; i < 10; i++ )
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{
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if( ::ShowCursor( false ) < 0 )
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{
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break;
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}
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}
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// we may fail to reacquire if the window has been recreated
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hr = win32.g_pMouse->Acquire();
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if( FAILED( hr ) )
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{
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return;
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}
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// set the cooperativity level.
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hr = win32.g_pMouse->SetCooperativeLevel( win32.hWnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND );
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}
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/*
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==========================
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IN_DeactivateMouse
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==========================
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*/
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void IN_DeactivateMouse()
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{
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int i;
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if( !win32.g_pMouse || !win32.mouseGrabbed )
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{
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return;
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}
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win32.g_pMouse->Unacquire();
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for( i = 0; i < 10; i++ )
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{
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if( ::ShowCursor( true ) >= 0 )
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{
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break;
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}
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}
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win32.mouseGrabbed = false;
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}
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/*
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==========================
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IN_DeactivateMouseIfWindowed
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==========================
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*/
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void IN_DeactivateMouseIfWindowed()
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{
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if( !win32.cdsFullscreen )
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{
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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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MOUSE CONTROL
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============================================================
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*/
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/*
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===========
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Sys_ShutdownInput
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===========
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*/
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void Sys_ShutdownInput()
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{
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IN_DeactivateMouse();
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IN_DeactivateKeyboard();
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if( win32.g_pKeyboard )
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{
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win32.g_pKeyboard->Release();
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win32.g_pKeyboard = NULL;
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}
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if( win32.g_pMouse )
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{
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win32.g_pMouse->Release();
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win32.g_pMouse = NULL;
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}
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if( win32.g_pdi )
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{
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win32.g_pdi->Release();
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win32.g_pdi = NULL;
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}
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}
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/*
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===========
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Sys_InitInput
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===========
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*/
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void Sys_InitInput()
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{
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common->Printf( "\n------- Input Initialization -------\n" );
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IN_InitDirectInput();
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if( win32.in_mouse.GetBool() )
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{
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IN_InitDIMouse();
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// don't grab the mouse on initialization
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Sys_GrabMouseCursor( false );
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}
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else
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{
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common->Printf( "Mouse control not active.\n" );
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}
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IN_StartupKeyboard();
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common->Printf( "------------------------------------\n" );
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win32.in_mouse.ClearModified();
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}
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/*
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==================
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IN_Frame
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Called every frame, even if not generating commands
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==================
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*/
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void IN_Frame()
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{
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bool shouldGrab = true;
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if( !win32.in_mouse.GetBool() )
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{
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shouldGrab = false;
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}
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// if fullscreen, we always want the mouse
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if( !win32.cdsFullscreen )
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{
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if( win32.mouseReleased )
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{
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shouldGrab = false;
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}
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if( win32.movingWindow )
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{
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shouldGrab = false;
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}
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if( !win32.activeApp )
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{
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shouldGrab = false;
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}
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}
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if( shouldGrab != win32.mouseGrabbed )
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{
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if( usercmdGen != NULL )
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{
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usercmdGen->Clear();
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}
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if( win32.mouseGrabbed )
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{
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IN_DeactivateMouse();
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}
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else
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{
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IN_ActivateMouse();
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#if 0 // if we can't reacquire, try reinitializing
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if( !IN_InitDIMouse() )
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{
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win32.in_mouse.SetBool( false );
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return;
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}
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#endif
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}
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}
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}
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void Sys_GrabMouseCursor( bool grabIt )
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{
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win32.mouseReleased = !grabIt;
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if( !grabIt )
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{
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// release it right now
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IN_Frame();
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}
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}
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//=====================================================================================
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static DIDEVICEOBJECTDATA polled_didod[ DINPUT_BUFFERSIZE ]; // Receives buffered data
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static int diFetch;
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static byte toggleFetch[2][ 256 ];
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#if 1
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// I tried doing the full-state get to address a keyboard problem on one system,
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// but it didn't make any difference
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/*
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====================
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Sys_PollKeyboardInputEvents
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====================
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*/
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int Sys_PollKeyboardInputEvents()
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{
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DWORD dwElements;
|
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HRESULT hr;
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if( win32.g_pKeyboard == NULL )
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{
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return 0;
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}
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dwElements = DINPUT_BUFFERSIZE;
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hr = win32.g_pKeyboard->GetDeviceData( sizeof( DIDEVICEOBJECTDATA ),
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polled_didod, &dwElements, 0 );
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if( hr != DI_OK )
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{
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// We got an error or we got DI_BUFFEROVERFLOW.
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//
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// Either way, it means that continuous contact with the
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// device has been lost, either due to an external
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// interruption, or because the buffer overflowed
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// and some events were lost.
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hr = win32.g_pKeyboard->Acquire();
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// nuke the garbage
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if( !FAILED( hr ) )
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{
|
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//Bug 951: The following command really clears the garbage input.
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//The original will still process keys in the buffer and was causing
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//some problems.
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win32.g_pKeyboard->GetDeviceData( sizeof( DIDEVICEOBJECTDATA ), NULL, &dwElements, 0 );
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dwElements = 0;
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}
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// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
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// may occur when the app is minimized or in the process of
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// switching, so just try again later
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}
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|
|
if( FAILED( hr ) )
|
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{
|
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return 0;
|
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}
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|
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return dwElements;
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}
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|
|
#else
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|
|
/*
|
|
====================
|
|
Sys_PollKeyboardInputEvents
|
|
|
|
Fake events by getting the entire device state
|
|
and checking transitions
|
|
====================
|
|
*/
|
|
int Sys_PollKeyboardInputEvents()
|
|
{
|
|
HRESULT hr;
|
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|
|
if( win32.g_pKeyboard == NULL )
|
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{
|
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return 0;
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}
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hr = win32.g_pKeyboard->GetDeviceState( sizeof( toggleFetch[ diFetch ] ), toggleFetch[ diFetch ] );
|
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if( hr != DI_OK )
|
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{
|
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// We got an error or we got DI_BUFFEROVERFLOW.
|
|
//
|
|
// Either way, it means that continuous contact with the
|
|
// device has been lost, either due to an external
|
|
// interruption, or because the buffer overflowed
|
|
// and some events were lost.
|
|
hr = win32.g_pKeyboard->Acquire();
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|
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// nuke the garbage
|
|
if( !FAILED( hr ) )
|
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{
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hr = win32.g_pKeyboard->GetDeviceState( sizeof( toggleFetch[ diFetch ] ), toggleFetch[ diFetch ] );
|
|
}
|
|
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
|
|
// may occur when the app is minimized or in the process of
|
|
// switching, so just try again later
|
|
}
|
|
|
|
if( FAILED( hr ) )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// build faked events
|
|
int numChanges = 0;
|
|
|
|
for( int i = 0 ; i < 256 ; i++ )
|
|
{
|
|
if( toggleFetch[0][i] != toggleFetch[1][i] )
|
|
{
|
|
polled_didod[ numChanges ].dwOfs = i;
|
|
polled_didod[ numChanges ].dwData = toggleFetch[ diFetch ][i] ? 0x80 : 0;
|
|
numChanges++;
|
|
}
|
|
}
|
|
|
|
diFetch ^= 1;
|
|
|
|
return numChanges;
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
====================
|
|
Sys_PollKeyboardInputEvents
|
|
====================
|
|
*/
|
|
int Sys_ReturnKeyboardInputEvent( const int n, int& ch, bool& state )
|
|
{
|
|
ch = polled_didod[ n ].dwOfs;
|
|
state = ( polled_didod[ n ].dwData & 0x80 ) == 0x80;
|
|
if( ch == K_PRINTSCREEN || ch == K_LCTRL || ch == K_LALT || ch == K_RCTRL || ch == K_RALT )
|
|
{
|
|
// for windows, add a keydown event for print screen here, since
|
|
// windows doesn't send keydown events to the WndProc for this key.
|
|
// ctrl and alt are handled here to get around windows sending ctrl and
|
|
// alt messages when the right-alt is pressed on non-US 102 keyboards.
|
|
Sys_QueEvent( SE_KEY, ch, state, 0, NULL, 0 );
|
|
}
|
|
return ch;
|
|
}
|
|
|
|
|
|
void Sys_EndKeyboardInputEvents()
|
|
{
|
|
}
|
|
|
|
//=====================================================================================
|
|
|
|
|
|
int Sys_PollMouseInputEvents( int mouseEvents[MAX_MOUSE_EVENTS][2] )
|
|
{
|
|
DWORD dwElements;
|
|
HRESULT hr;
|
|
|
|
if( !win32.g_pMouse || !win32.mouseGrabbed )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
dwElements = DINPUT_BUFFERSIZE;
|
|
hr = win32.g_pMouse->GetDeviceData( sizeof( DIDEVICEOBJECTDATA ), polled_didod, &dwElements, 0 );
|
|
|
|
if( hr != DI_OK )
|
|
{
|
|
hr = win32.g_pMouse->Acquire();
|
|
// clear the garbage
|
|
if( !FAILED( hr ) )
|
|
{
|
|
win32.g_pMouse->GetDeviceData( sizeof( DIDEVICEOBJECTDATA ), polled_didod, &dwElements, 0 );
|
|
}
|
|
}
|
|
|
|
if( FAILED( hr ) )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if( dwElements > MAX_MOUSE_EVENTS )
|
|
{
|
|
dwElements = MAX_MOUSE_EVENTS;
|
|
}
|
|
|
|
for( DWORD i = 0; i < dwElements; i++ )
|
|
{
|
|
mouseEvents[i][0] = M_INVALID;
|
|
mouseEvents[i][1] = 0;
|
|
|
|
if( polled_didod[i].dwOfs >= DIMOFS_BUTTON0 && polled_didod[i].dwOfs <= DIMOFS_BUTTON7 )
|
|
{
|
|
const int mouseButton = ( polled_didod[i].dwOfs - DIMOFS_BUTTON0 );
|
|
const bool mouseDown = ( polled_didod[i].dwData & 0x80 ) == 0x80;
|
|
mouseEvents[i][0] = M_ACTION1 + mouseButton;
|
|
mouseEvents[i][1] = mouseDown;
|
|
Sys_QueEvent( SE_KEY, K_MOUSE1 + mouseButton, mouseDown, 0, NULL, 0 );
|
|
}
|
|
else
|
|
{
|
|
// DG: FIXME: mingw doesn't like using the (rather ugly) DIMOFS_* macros in switch/case..
|
|
switch( polled_didod[i].dwOfs )
|
|
{
|
|
case DIMOFS_X:
|
|
mouseEvents[i][0] = M_DELTAX;
|
|
mouseEvents[i][1] = polled_didod[i].dwData;
|
|
Sys_QueEvent( SE_MOUSE, polled_didod[i].dwData, 0, 0, NULL, 0 );
|
|
break;
|
|
case DIMOFS_Y:
|
|
mouseEvents[i][0] = M_DELTAY;
|
|
mouseEvents[i][1] = polled_didod[i].dwData;
|
|
Sys_QueEvent( SE_MOUSE, 0, polled_didod[i].dwData, 0, NULL, 0 );
|
|
break;
|
|
case DIMOFS_Z:
|
|
mouseEvents[i][0] = M_DELTAZ;
|
|
mouseEvents[i][1] = ( int )polled_didod[i].dwData / WHEEL_DELTA;
|
|
{
|
|
const int value = ( int )polled_didod[i].dwData / WHEEL_DELTA;
|
|
const int key = value < 0 ? K_MWHEELDOWN : K_MWHEELUP;
|
|
const int iterations = abs( value );
|
|
for( int i = 0; i < iterations; i++ )
|
|
{
|
|
Sys_QueEvent( SE_KEY, key, true, 0, NULL, 0 );
|
|
Sys_QueEvent( SE_KEY, key, false, 0, NULL, 0 );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return dwElements;
|
|
}
|
|
|
|
//=====================================================================================
|
|
// Joystick Input Handling
|
|
//=====================================================================================
|
|
|
|
void Sys_SetRumble( int device, int low, int hi )
|
|
{
|
|
return win32.g_Joystick.SetRumble( device, low, hi );
|
|
}
|
|
|
|
int Sys_PollJoystickInputEvents( int deviceNum )
|
|
{
|
|
return win32.g_Joystick.PollInputEvents( deviceNum );
|
|
}
|
|
|
|
|
|
int Sys_ReturnJoystickInputEvent( const int n, int& action, int& value )
|
|
{
|
|
return win32.g_Joystick.ReturnInputEvent( n, action, value );
|
|
}
|
|
|
|
|
|
void Sys_EndJoystickInputEvents()
|
|
{
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
JoystickSamplingThread
|
|
========================
|
|
*/
|
|
static int threadTimeDeltas[256];
|
|
static int threadPacket[256];
|
|
static int threadCount;
|
|
void JoystickSamplingThread( void* data )
|
|
{
|
|
static int prevTime = 0;
|
|
static uint64 nextCheck[MAX_JOYSTICKS] = { 0 };
|
|
const uint64 waitTime = 5000000; // poll every 5 seconds to see if a controller was connected
|
|
while( 1 )
|
|
{
|
|
// hopefully we see close to 4000 usec each loop
|
|
int now = Sys_Microseconds();
|
|
int delta;
|
|
if( prevTime == 0 )
|
|
{
|
|
delta = 4000;
|
|
}
|
|
else
|
|
{
|
|
delta = now - prevTime;
|
|
}
|
|
prevTime = now;
|
|
threadTimeDeltas[threadCount & 255] = delta;
|
|
threadCount++;
|
|
|
|
{
|
|
XINPUT_STATE joyData[MAX_JOYSTICKS];
|
|
bool validData[MAX_JOYSTICKS];
|
|
for( int i = 0 ; i < MAX_JOYSTICKS ; i++ )
|
|
{
|
|
if( now >= nextCheck[i] )
|
|
{
|
|
// XInputGetState might block... for a _really_ long time..
|
|
validData[i] = XInputGetState( i, &joyData[i] ) == ERROR_SUCCESS;
|
|
|
|
// allow an immediate data poll if the input device is connected else
|
|
// wait for some time to see if another device was reconnected.
|
|
// Checking input state infrequently for newly connected devices prevents
|
|
// severe slowdowns on PC, especially on WinXP64.
|
|
if( validData[i] )
|
|
{
|
|
nextCheck[i] = 0;
|
|
}
|
|
else
|
|
{
|
|
nextCheck[i] = now + waitTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
// do this short amount of processing inside a critical section
|
|
idScopedCriticalSection cs( win32.g_Joystick.mutexXis );
|
|
|
|
for( int i = 0 ; i < MAX_JOYSTICKS ; i++ )
|
|
{
|
|
controllerState_t* cs = &win32.g_Joystick.controllers[i];
|
|
|
|
if( !validData[i] )
|
|
{
|
|
cs->valid = false;
|
|
continue;
|
|
}
|
|
cs->valid = true;
|
|
|
|
XINPUT_STATE& current = joyData[i];
|
|
|
|
cs->current = current;
|
|
|
|
// Switch from using cs->current to current to reduce chance of Load-Hit-Store on consoles
|
|
|
|
threadPacket[threadCount & 255] = current.dwPacketNumber;
|
|
#if 0
|
|
if( xis.dwPacketNumber == oldXis[ inputDeviceNum ].dwPacketNumber )
|
|
{
|
|
return numEvents;
|
|
}
|
|
#endif
|
|
cs->buttonBits |= current.Gamepad.wButtons;
|
|
}
|
|
}
|
|
|
|
// we want this to be processed at least 250 times a second
|
|
WaitForSingleObject( win32.g_Joystick.timer, INFINITE );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::idJoystickWin32
|
|
========================
|
|
*/
|
|
idJoystickWin32::idJoystickWin32()
|
|
{
|
|
numEvents = 0;
|
|
memset( &events, 0, sizeof( events ) );
|
|
memset( &controllers, 0, sizeof( controllers ) );
|
|
memset( buttonStates, 0, sizeof( buttonStates ) );
|
|
memset( joyAxis, 0, sizeof( joyAxis ) );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::Init
|
|
========================
|
|
*/
|
|
bool idJoystickWin32::Init()
|
|
{
|
|
idJoystick::Init();
|
|
|
|
// setup the timer that the high frequency thread will wait on
|
|
// to fire every 4 msec
|
|
timer = CreateWaitableTimer( NULL, FALSE, "JoypadTimer" );
|
|
LARGE_INTEGER dueTime;
|
|
dueTime.QuadPart = -1;
|
|
if( !SetWaitableTimer( timer, &dueTime, 4, NULL, NULL, FALSE ) )
|
|
{
|
|
idLib::FatalError( "SetWaitableTimer for joystick failed" );
|
|
}
|
|
|
|
// spawn the high frequency joystick reading thread
|
|
Sys_CreateThread( ( xthread_t )JoystickSamplingThread, NULL, THREAD_HIGHEST, "Joystick", CORE_1A );
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::SetRumble
|
|
========================
|
|
*/
|
|
void idJoystickWin32::SetRumble( int inputDeviceNum, int rumbleLow, int rumbleHigh )
|
|
{
|
|
if( inputDeviceNum < 0 || inputDeviceNum >= MAX_JOYSTICKS )
|
|
{
|
|
return;
|
|
}
|
|
if( !controllers[inputDeviceNum].valid )
|
|
{
|
|
return;
|
|
}
|
|
XINPUT_VIBRATION vibration;
|
|
vibration.wLeftMotorSpeed = idMath::ClampInt( 0, 65535, rumbleLow );
|
|
vibration.wRightMotorSpeed = idMath::ClampInt( 0, 65535, rumbleHigh );
|
|
DWORD err = XInputSetState( inputDeviceNum, &vibration );
|
|
if( err != ERROR_SUCCESS )
|
|
{
|
|
idLib::Warning( "XInputSetState error: 0x%x", err );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::PostInputEvent
|
|
========================
|
|
*/
|
|
void idJoystickWin32::PostInputEvent( int inputDeviceNum, int event, int value, int range )
|
|
{
|
|
// These events are used for GUI button presses
|
|
if( ( event >= J_ACTION1 ) && ( event <= J_ACTION_MAX ) )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY1 + ( event - J_ACTION1 ), value != 0 );
|
|
}
|
|
else if( event == J_AXIS_LEFT_X )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_STICK1_LEFT, ( value < -range ) );
|
|
PushButton( inputDeviceNum, K_JOY_STICK1_RIGHT, ( value > range ) );
|
|
}
|
|
else if( event == J_AXIS_LEFT_Y )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_STICK1_UP, ( value < -range ) );
|
|
PushButton( inputDeviceNum, K_JOY_STICK1_DOWN, ( value > range ) );
|
|
}
|
|
else if( event == J_AXIS_RIGHT_X )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_STICK2_LEFT, ( value < -range ) );
|
|
PushButton( inputDeviceNum, K_JOY_STICK2_RIGHT, ( value > range ) );
|
|
}
|
|
else if( event == J_AXIS_RIGHT_Y )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_STICK2_UP, ( value < -range ) );
|
|
PushButton( inputDeviceNum, K_JOY_STICK2_DOWN, ( value > range ) );
|
|
}
|
|
else if( ( event >= J_DPAD_UP ) && ( event <= J_DPAD_RIGHT ) )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_DPAD_UP + ( event - J_DPAD_UP ), value != 0 );
|
|
}
|
|
else if( event == J_AXIS_LEFT_TRIG )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_TRIGGER1, ( value > range ) );
|
|
}
|
|
else if( event == J_AXIS_RIGHT_TRIG )
|
|
{
|
|
PushButton( inputDeviceNum, K_JOY_TRIGGER2, ( value > range ) );
|
|
}
|
|
if( event >= J_AXIS_MIN && event <= J_AXIS_MAX )
|
|
{
|
|
int axis = event - J_AXIS_MIN;
|
|
int percent = ( value * 16 ) / range;
|
|
if( joyAxis[inputDeviceNum][axis] != percent )
|
|
{
|
|
joyAxis[inputDeviceNum][axis] = percent;
|
|
Sys_QueEvent( SE_JOYSTICK, axis, percent, 0, NULL, inputDeviceNum );
|
|
}
|
|
}
|
|
|
|
// These events are used for actual game input
|
|
events[numEvents].event = event;
|
|
events[numEvents].value = value;
|
|
numEvents++;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::PollInputEvents
|
|
========================
|
|
*/
|
|
int idJoystickWin32::PollInputEvents( int inputDeviceNum )
|
|
{
|
|
numEvents = 0;
|
|
|
|
if( !win32.activeApp )
|
|
{
|
|
return numEvents;
|
|
}
|
|
|
|
assert( inputDeviceNum < 4 );
|
|
|
|
// if ( inputDeviceNum > in_joystick.GetInteger() ) {
|
|
// return numEvents;
|
|
// }
|
|
|
|
controllerState_t* cs = &controllers[ inputDeviceNum ];
|
|
|
|
// grab the current packet under a critical section
|
|
XINPUT_STATE xis;
|
|
XINPUT_STATE old;
|
|
int orBits;
|
|
{
|
|
idScopedCriticalSection crit( mutexXis );
|
|
xis = cs->current;
|
|
old = cs->previous;
|
|
cs->previous = xis;
|
|
// fetch or'd button bits
|
|
orBits = cs->buttonBits;
|
|
cs->buttonBits = 0;
|
|
}
|
|
#if 0
|
|
if( XInputGetState( inputDeviceNum, &xis ) != ERROR_SUCCESS )
|
|
{
|
|
return numEvents;
|
|
}
|
|
#endif
|
|
for( int i = 0 ; i < 32 ; i++ )
|
|
{
|
|
int bit = 1 << i;
|
|
|
|
if( ( ( xis.Gamepad.wButtons | old.Gamepad.wButtons ) & bit ) == 0
|
|
&& ( orBits & bit ) )
|
|
{
|
|
idLib::Printf( "Dropped button press on bit %i\n", i );
|
|
}
|
|
}
|
|
|
|
if( session->IsSystemUIShowing() )
|
|
{
|
|
// memset xis so the current input does not get latched if the UI is showing
|
|
memset( &xis, 0, sizeof( XINPUT_STATE ) );
|
|
}
|
|
|
|
int joyRemap[16] =
|
|
{
|
|
J_DPAD_UP, J_DPAD_DOWN, // Up, Down
|
|
J_DPAD_LEFT, J_DPAD_RIGHT, // Left, Right
|
|
J_ACTION9, J_ACTION10, // Start, Back
|
|
J_ACTION7, J_ACTION8, // Left Stick Down, Right Stick Down
|
|
J_ACTION5, J_ACTION6, // Black, White (Left Shoulder, Right Shoulder)
|
|
0, 0, // Unused
|
|
J_ACTION1, J_ACTION2, // A, B
|
|
J_ACTION3, J_ACTION4, // X, Y
|
|
};
|
|
|
|
// Check the digital buttons
|
|
for( int i = 0; i < 16; i++ )
|
|
{
|
|
int mask = ( 1 << i );
|
|
if( ( xis.Gamepad.wButtons & mask ) != ( old.Gamepad.wButtons & mask ) )
|
|
{
|
|
PostInputEvent( inputDeviceNum, joyRemap[i], ( xis.Gamepad.wButtons & mask ) > 0 );
|
|
}
|
|
}
|
|
|
|
// Check the triggers
|
|
if( xis.Gamepad.bLeftTrigger != old.Gamepad.bLeftTrigger )
|
|
{
|
|
PostInputEvent( inputDeviceNum, J_AXIS_LEFT_TRIG, xis.Gamepad.bLeftTrigger * 128 );
|
|
}
|
|
if( xis.Gamepad.bRightTrigger != old.Gamepad.bRightTrigger )
|
|
{
|
|
PostInputEvent( inputDeviceNum, J_AXIS_RIGHT_TRIG, xis.Gamepad.bRightTrigger * 128 );
|
|
}
|
|
|
|
if( xis.Gamepad.sThumbLX != old.Gamepad.sThumbLX )
|
|
{
|
|
PostInputEvent( inputDeviceNum, J_AXIS_LEFT_X, xis.Gamepad.sThumbLX );
|
|
}
|
|
if( xis.Gamepad.sThumbLY != old.Gamepad.sThumbLY )
|
|
{
|
|
PostInputEvent( inputDeviceNum, J_AXIS_LEFT_Y, -xis.Gamepad.sThumbLY );
|
|
}
|
|
if( xis.Gamepad.sThumbRX != old.Gamepad.sThumbRX )
|
|
{
|
|
PostInputEvent( inputDeviceNum, J_AXIS_RIGHT_X, xis.Gamepad.sThumbRX );
|
|
}
|
|
if( xis.Gamepad.sThumbRY != old.Gamepad.sThumbRY )
|
|
{
|
|
PostInputEvent( inputDeviceNum, J_AXIS_RIGHT_Y, -xis.Gamepad.sThumbRY );
|
|
}
|
|
|
|
return numEvents;
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::ReturnInputEvent
|
|
========================
|
|
*/
|
|
int idJoystickWin32::ReturnInputEvent( const int n, int& action, int& value )
|
|
{
|
|
if( ( n < 0 ) || ( n >= MAX_JOY_EVENT ) )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
action = events[ n ].event;
|
|
value = events[ n ].value;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idJoystickWin32::PushButton
|
|
========================
|
|
*/
|
|
void idJoystickWin32::PushButton( int inputDeviceNum, int key, bool value )
|
|
{
|
|
// So we don't keep sending the same SE_KEY message over and over again
|
|
if( buttonStates[inputDeviceNum][key] != value )
|
|
{
|
|
buttonStates[inputDeviceNum][key] = value;
|
|
Sys_QueEvent( SE_KEY, key, value, 0, NULL, inputDeviceNum );
|
|
}
|
|
}
|