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https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
Make input events use earliest possible time
SDL doesn't provide exact the exact time that input events happen so use the earliest possible time that an event could happen. This make sub-frame input actions such as walking take affect immediately instead of in the next frame. Based on patch by Alexander "wareya" Nadeau.
This commit is contained in:
parent
5993c63c4e
commit
63e07afae9
1 changed files with 53 additions and 48 deletions
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@ -51,6 +51,8 @@ static cvar_t *in_joystickUseAnalog = NULL;
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static int vidRestartTime = 0;
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static int in_eventTime = 0;
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static SDL_Window *SDL_window = NULL;
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#define CTRL(a) ((a)-'a'+1)
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@ -649,7 +651,7 @@ static void IN_GamepadMove( void )
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qboolean pressed = SDL_GameControllerGetButton(gamepad, SDL_CONTROLLER_BUTTON_A + i);
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if (pressed != stick_state.buttons[i])
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{
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Com_QueueEvent(0, SE_KEY, K_PAD0_A + i, pressed, 0, NULL);
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Com_QueueEvent(in_eventTime, SE_KEY, K_PAD0_A + i, pressed, 0, NULL);
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stick_state.buttons[i] = pressed;
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}
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}
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@ -729,19 +731,19 @@ static void IN_GamepadMove( void )
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// positive to negative/neutral -> keyup
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if (!posAnalog && posKey && oldAxis > 0 && axis <= 0)
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Com_QueueEvent(0, SE_KEY, posKey, qfalse, 0, NULL);
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Com_QueueEvent(in_eventTime, SE_KEY, posKey, qfalse, 0, NULL);
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// negative to positive/neutral -> keyup
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if (!negAnalog && negKey && oldAxis < 0 && axis >= 0)
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Com_QueueEvent(0, SE_KEY, negKey, qfalse, 0, NULL);
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Com_QueueEvent(in_eventTime, SE_KEY, negKey, qfalse, 0, NULL);
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// negative/neutral to positive -> keydown
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if (!posAnalog && posKey && oldAxis <= 0 && axis > 0)
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Com_QueueEvent(0, SE_KEY, posKey, qtrue, 0, NULL);
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Com_QueueEvent(in_eventTime, SE_KEY, posKey, qtrue, 0, NULL);
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// positive/neutral to negative -> keydown
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if (!negAnalog && negKey && oldAxis >= 0 && axis < 0)
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Com_QueueEvent(0, SE_KEY, negKey, qtrue, 0, NULL);
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Com_QueueEvent(in_eventTime, SE_KEY, negKey, qtrue, 0, NULL);
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stick_state.oldaaxes[i] = axis;
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}
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@ -753,7 +755,7 @@ static void IN_GamepadMove( void )
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for (i = 0; i < MAX_JOYSTICK_AXIS; i++)
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{
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if (translatedAxesSet[i])
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Com_QueueEvent(0, SE_JOYSTICK_AXIS, i, translatedAxes[i], 0, NULL);
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Com_QueueEvent(in_eventTime, SE_JOYSTICK_AXIS, i, translatedAxes[i], 0, NULL);
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}
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}
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}
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@ -804,7 +806,7 @@ static void IN_JoyMove( void )
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balldx *= 2;
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if (abs(balldy) > 1)
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balldy *= 2;
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Com_QueueEvent( 0, SE_MOUSE, balldx, balldy, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_MOUSE, balldx, balldy, 0, NULL );
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}
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}
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@ -819,7 +821,7 @@ static void IN_JoyMove( void )
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qboolean pressed = (SDL_JoystickGetButton(stick, i) != 0);
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if (pressed != stick_state.buttons[i])
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{
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Com_QueueEvent( 0, SE_KEY, K_JOY1 + i, pressed, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_JOY1 + i, pressed, 0, NULL );
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stick_state.buttons[i] = pressed;
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}
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}
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@ -844,32 +846,32 @@ static void IN_JoyMove( void )
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// release event
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switch( ((Uint8 *)&stick_state.oldhats)[i] ) {
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case SDL_HAT_UP:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
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break;
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case SDL_HAT_RIGHT:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
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break;
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case SDL_HAT_DOWN:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
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break;
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case SDL_HAT_LEFT:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
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break;
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case SDL_HAT_RIGHTUP:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
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break;
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case SDL_HAT_RIGHTDOWN:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
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break;
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case SDL_HAT_LEFTUP:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
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break;
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case SDL_HAT_LEFTDOWN:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
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break;
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default:
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break;
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@ -877,32 +879,32 @@ static void IN_JoyMove( void )
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// press event
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switch( ((Uint8 *)&hats)[i] ) {
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case SDL_HAT_UP:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
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break;
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case SDL_HAT_RIGHT:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
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break;
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case SDL_HAT_DOWN:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
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break;
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case SDL_HAT_LEFT:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
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break;
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case SDL_HAT_RIGHTUP:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
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break;
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case SDL_HAT_RIGHTDOWN:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
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break;
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case SDL_HAT_LEFTUP:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
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break;
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case SDL_HAT_LEFTDOWN:
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
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break;
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default:
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break;
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@ -930,7 +932,7 @@ static void IN_JoyMove( void )
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if ( axis != stick_state.oldaaxes[i] )
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{
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Com_QueueEvent( 0, SE_JOYSTICK_AXIS, i, axis, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_JOYSTICK_AXIS, i, axis, 0, NULL );
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stick_state.oldaaxes[i] = axis;
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}
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}
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@ -956,11 +958,11 @@ static void IN_JoyMove( void )
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{
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for( i = 0; i < 16; i++ ) {
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if( ( axes & ( 1 << i ) ) && !( stick_state.oldaxes & ( 1 << i ) ) ) {
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Com_QueueEvent( 0, SE_KEY, joy_keys[i], qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, joy_keys[i], qtrue, 0, NULL );
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}
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if( !( axes & ( 1 << i ) ) && ( stick_state.oldaxes & ( 1 << i ) ) ) {
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Com_QueueEvent( 0, SE_KEY, joy_keys[i], qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, joy_keys[i], qfalse, 0, NULL );
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}
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}
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}
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@ -992,19 +994,19 @@ static void IN_ProcessEvents( void )
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break;
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if( ( key = IN_TranslateSDLToQ3Key( &e.key.keysym, qtrue ) ) )
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Com_QueueEvent( 0, SE_KEY, key, qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, key, qtrue, 0, NULL );
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if( key == K_BACKSPACE )
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Com_QueueEvent( 0, SE_CHAR, CTRL('h'), 0, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_CHAR, CTRL('h'), 0, 0, NULL );
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else if( keys[K_CTRL].down && key >= 'a' && key <= 'z' )
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Com_QueueEvent( 0, SE_CHAR, CTRL(key), 0, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_CHAR, CTRL(key), 0, 0, NULL );
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lastKeyDown = key;
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break;
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case SDL_KEYUP:
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if( ( key = IN_TranslateSDLToQ3Key( &e.key.keysym, qfalse ) ) )
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Com_QueueEvent( 0, SE_KEY, key, qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, key, qfalse, 0, NULL );
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lastKeyDown = 0;
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break;
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@ -1049,11 +1051,11 @@ static void IN_ProcessEvents( void )
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{
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if( IN_IsConsoleKey( 0, utf32 ) )
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{
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Com_QueueEvent( 0, SE_KEY, K_CONSOLE, qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, K_CONSOLE, qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_CONSOLE, qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_CONSOLE, qfalse, 0, NULL );
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}
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else
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Com_QueueEvent( 0, SE_CHAR, utf32, 0, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_CHAR, utf32, 0, 0, NULL );
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}
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}
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}
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@ -1064,7 +1066,7 @@ static void IN_ProcessEvents( void )
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{
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if( !e.motion.xrel && !e.motion.yrel )
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break;
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Com_QueueEvent( 0, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
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}
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break;
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@ -1081,7 +1083,7 @@ static void IN_ProcessEvents( void )
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case SDL_BUTTON_X2: b = K_MOUSE5; break;
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default: b = K_AUX1 + ( e.button.button - SDL_BUTTON_X2 + 1 ) % 16; break;
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}
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Com_QueueEvent( 0, SE_KEY, b,
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Com_QueueEvent( in_eventTime, SE_KEY, b,
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( e.type == SDL_MOUSEBUTTONDOWN ? qtrue : qfalse ), 0, NULL );
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}
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break;
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@ -1089,13 +1091,13 @@ static void IN_ProcessEvents( void )
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case SDL_MOUSEWHEEL:
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if( e.wheel.y > 0 )
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{
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Com_QueueEvent( 0, SE_KEY, K_MWHEELUP, qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, K_MWHEELUP, qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELUP, qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELUP, qfalse, 0, NULL );
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}
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else if( e.wheel.y < 0 )
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{
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Com_QueueEvent( 0, SE_KEY, K_MWHEELDOWN, qtrue, 0, NULL );
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Com_QueueEvent( 0, SE_KEY, K_MWHEELDOWN, qfalse, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELDOWN, qtrue, 0, NULL );
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Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELDOWN, qfalse, 0, NULL );
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}
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break;
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@ -1184,6 +1186,9 @@ void IN_Frame( void )
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IN_ProcessEvents( );
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// Set event time for next frame to earliest possible time an event could happen
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in_eventTime = Sys_Milliseconds( );
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// In case we had to delay actual restart of video system
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if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
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{
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