mirror of
https://github.com/nzp-team/fteqw.git
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8d5b217266
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
489 lines
13 KiB
C
489 lines
13 KiB
C
//Generic input code.
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//mostly mouse support, but can also handle a few keyboard events.
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#include "quakedef.h"
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extern qboolean mouse_active;
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static cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
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static cvar_t m_accel = CVARF("m_accel", "0", CVAR_ARCHIVE);
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static cvar_t m_forcewheel = CVARD("m_forcewheel", "1", "0: ignore mousewheels in apis where it is abiguous.\n1: Use mousewheel when it is treated as a third axis. Motion above a threshold is ignored, to avoid issues with an unknown threshold.\n2: Like 1, but excess motion is retained. The threshold specifies exact z-axis distance per notice.");
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static cvar_t m_forcewheel_threshold = CVARD("m_forcewheel_threshold", "32", "Mousewheel graduations smaller than this will not trigger mousewheel deltas.");
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static cvar_t m_strafeonright = CVARFD("m_strafeonright", "1", CVAR_ARCHIVE, "If 1, touching the right half of the touchscreen will strafe/move, while the left side will turn.");
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static cvar_t m_fatpressthreshold = CVARFD("m_fatpressthreshold", "0.5", CVAR_ARCHIVE, "How fat your thumb has to be to register a fat press (touchscreens).");
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static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "5", CVAR_ARCHIVE, "How far your finger needs to move to be considered a slide event (touchscreens).");
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extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
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extern cvar_t _windowed_mouse;
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#define EVENTQUEUELENGTH 128
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struct eventlist_s
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{
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enum
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{
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IEV_KEYDOWN,
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IEV_KEYRELEASE,
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IEV_MOUSEABS,
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IEV_MOUSEDELTA
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} type;
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int devid;
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union
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{
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struct
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{
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float x, y, z;
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float tsize; //the size of the touch
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} mouse;
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struct
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{
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int scancode, unicode;
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} keyboard;
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};
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} eventlist[EVENTQUEUELENGTH];
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volatile int events_avail; /*volatile to make sure the cc doesn't try leaving these cached in a register*/
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volatile int events_used;
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static struct eventlist_s *in_newevent(void)
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{
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if (events_avail >= events_used + EVENTQUEUELENGTH)
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return NULL;
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return &eventlist[events_avail & (EVENTQUEUELENGTH-1)];
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}
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static void in_finishevent(void)
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{
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events_avail++;
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}
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#define MAXPOINTERS 8
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struct mouse_s
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{
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enum
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{
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M_INVALID,
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M_MOUSE, //using deltas
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M_TOUCH //using absolutes
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} type;
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int qdeviceid;
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vec2_t oldpos;
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vec2_t downpos;
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float moveddist; //how far it has moved while held. this provides us with our emulated mouse1 when they release the press
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vec2_t delta; //how far its moved recently
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vec2_t old_delta; //how far its moved previously, for mouse smoothing
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float wheeldelta;
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int down;
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} ptr[MAXPOINTERS];
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void IN_Shutdown(void)
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{
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INS_Shutdown();
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}
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void IN_ReInit(void)
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{
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int i;
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events_avail = 0;
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events_used = 0;
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for (i = 0; i < MAXPOINTERS; i++)
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{
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ptr[i].type = M_INVALID;
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ptr[i].qdeviceid = i;
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}
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INS_ReInit();
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}
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void IN_Init(void)
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{
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Cvar_Register (&m_filter, "input controls");
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Cvar_Register (&m_accel, "input controls");
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Cvar_Register (&m_forcewheel, "Input Controls");
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Cvar_Register (&m_forcewheel_threshold, "Input Controls");
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Cvar_Register (&m_strafeonright, "input controls");
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Cvar_Register (&m_fatpressthreshold, "input controls");
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Cvar_Register (&m_slidethreshold, "input controls");
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INS_Init();
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}
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/*a 'pointer' is either a multitouch pointer, or a separate device
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note that mice use the keyboard button api, but separate devices*/
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void IN_Commands(void)
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{
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struct eventlist_s *ev;
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INS_Commands();
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while (events_used != events_avail)
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{
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ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
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switch(ev->type)
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{
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case IEV_KEYDOWN:
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case IEV_KEYRELEASE:
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//on touchscreens, mouse1 is used as up/down state. we have to emulate actual mouse clicks based upon distance moved, so we can get movement events.
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if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && (ptr[ev->devid].type == M_TOUCH))
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{
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if (Key_MouseShouldBeFree())
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ptr[ev->devid].down = 0;
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else
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{
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if (ev->type == IEV_KEYDOWN)
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{
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ptr[ev->devid].down = 1;
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ptr[ev->devid].moveddist = 0;
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ptr[ev->devid].downpos[0] = ptr[ev->devid].oldpos[0];
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ptr[ev->devid].downpos[1] = ptr[ev->devid].oldpos[1];
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ptr[ev->devid].delta[0] = 0;
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ptr[ev->devid].delta[1] = 0;
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if (ev->mouse.tsize > m_fatpressthreshold.value)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, true);
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ptr[ev->devid].down = 2;
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}
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}
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else
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{
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if (ptr[ev->devid].down > 1)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, false);
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ptr[ev->devid].down = 1;
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}
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if (ptr[ev->devid].down)
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{
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if (ptr[ev->devid].moveddist < m_slidethreshold.value)
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{
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/*if its on the right, make it a mouse2*/
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, true);
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Key_Event(ev->devid, key, 0, false);
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}
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}
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ptr[ev->devid].down = 0;
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}
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break;
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}
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}
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Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
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break;
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case IEV_MOUSEDELTA:
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if (ev->devid < MAXPOINTERS)
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{
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if (ptr[ev->devid].type != M_MOUSE)
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{
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ptr[ev->devid].type = M_MOUSE;
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}
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ptr[ev->devid].delta[0] += ev->mouse.x;
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ptr[ev->devid].delta[1] += ev->mouse.y;
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if (m_forcewheel.value >= 2)
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ptr[ev->devid].wheeldelta -= ev->mouse.z;
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else if (m_forcewheel.value)
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{
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int mfwt = (int)m_forcewheel_threshold.value;
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if (ev->mouse.z > mfwt)
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ptr[ev->devid].wheeldelta -= mfwt;
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else if (ev->mouse.z < -mfwt)
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ptr[ev->devid].wheeldelta += mfwt;
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}
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}
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break;
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case IEV_MOUSEABS:
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/*mouse cursors only really work with one pointer*/
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if (ev->devid == 0)
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{
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float fl;
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fl = ev->mouse.x * vid.width / vid.pixelwidth;
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mousecursor_x = bound(0, fl, vid.width-1);
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fl = ev->mouse.y * vid.height / vid.pixelheight;
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mousecursor_y = bound(0, fl, vid.height-1);
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}
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if (ev->devid < MAXPOINTERS)
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{
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if (ptr[ev->devid].type != M_TOUCH)
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{
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//if its now become an absolute device, clear stuff so we don't get confused.
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ptr[ev->devid].type = M_TOUCH;
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ptr[ev->devid].down = 0;
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ptr[ev->devid].moveddist = 0;
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ptr[ev->devid].oldpos[0] = ev->mouse.x;
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ptr[ev->devid].oldpos[1] = ev->mouse.y;
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}
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if (ptr[ev->devid].down)
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{
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ptr[ev->devid].delta[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
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ptr[ev->devid].delta[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
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ptr[ev->devid].moveddist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
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}
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ptr[ev->devid].oldpos[0] = ev->mouse.x;
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ptr[ev->devid].oldpos[1] = ev->mouse.y;
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if (ptr[ev->devid].down > 1 && ev->mouse.tsize < m_fatpressthreshold.value)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, false);
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ptr[ev->devid].down = 1;
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}
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if (ptr[ev->devid].down == 1 && ev->mouse.tsize > m_fatpressthreshold.value)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, true);
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ptr[ev->devid].down = 2;
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}
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}
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break;
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}
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events_used++;
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}
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}
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void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
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{
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int mx, my;
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double mouse_x, mouse_y, mouse_deltadist;
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int mfwt;
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qboolean strafe_x, strafe_y;
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int wpnum;
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//small performance boost
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if (mouse->type == M_INVALID)
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return;
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/*each device will be processed when its player comes to be processed*/
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wpnum = cl.splitclients;
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if (wpnum < 1)
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wpnum = 1;
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if (cl_forcesplitclient.ival)
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wpnum = (cl_forcesplitclient.ival-1) % wpnum;
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else
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wpnum = mouse->qdeviceid % wpnum;
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if (wpnum != pnum)
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return;
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if (m_forcewheel.value)
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{
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mfwt = m_forcewheel_threshold.ival;
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if (mfwt)
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{
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while(mouse->wheeldelta <= -mfwt)
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{
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Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, true);
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Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, false);
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mouse->wheeldelta += mfwt;
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}
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while(mouse->wheeldelta >= mfwt)
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{
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Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, true);
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Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, false);
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mouse->wheeldelta -= mfwt;
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}
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}
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if (m_forcewheel.value < 2)
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mouse->wheeldelta = 0;
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}
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mx = mouse->delta[0];
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mouse->delta[0]=0;
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my = mouse->delta[1];
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mouse->delta[1]=0;
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if(in_xflip.value) mx *= -1;
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mousemove_x += mx;
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mousemove_y += my;
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if (Key_MouseShouldBeFree())
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{
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if (mx || my)
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{
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mousecursor_x += mx;
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mousecursor_y += my;
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if (mousecursor_y<0)
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mousecursor_y=0;
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if (mousecursor_x<0)
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mousecursor_x=0;
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if (mousecursor_x >= vid.width)
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mousecursor_x = vid.width - 1;
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if (mousecursor_y >= vid.height)
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mousecursor_y = vid.height - 1;
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mx=my=0;
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}
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#ifdef PEXT_CSQC
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CSQC_MousePosition(mousecursor_x, mousecursor_y, mouse->qdeviceid);
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#endif
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}
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else
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{
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#ifdef VM_UI
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if (UI_MousePosition(mx, my))
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{
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mx = 0;
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my = 0;
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}
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#endif
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}
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if (mouse->type == M_TOUCH)
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{
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if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && (key_dest == key_game))
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{
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//if they're strafing, calculate the speed to move at based upon their displacement
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if (mouse->down)
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{
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mx = (mouse->oldpos[0] - mouse->downpos[0])*0.1;
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my = (mouse->oldpos[1] - mouse->downpos[1])*0.1;
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}
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else
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{
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mx = 0;
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my = 0;
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}
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strafe_x = true;
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strafe_y = true;
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}
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else
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{
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strafe_x = false;
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strafe_y = false;
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}
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}
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else
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{
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strafe_x = (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) );
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strafe_y = !((in_mlook.state[pnum] & 1) && !(in_strafe.state[pnum] & 1));
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}
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#ifdef PEXT_CSQC
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if (mx || my)
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if (CSQC_MouseMove(mx, my, mouse->qdeviceid))
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{
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mx = 0;
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my = 0;
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}
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#endif
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if (m_filter.value)
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{
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double fraction = bound(0, m_filter.value, 2) * 0.5;
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mouse_x = (mx*(1-fraction) + mouse->old_delta[0]*fraction);
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mouse_y = (my*(1-fraction) + mouse->old_delta[1]*fraction);
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}
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else
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{
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mouse_x = mx;
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mouse_y = my;
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}
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mouse->old_delta[0] = mx;
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mouse->old_delta[1] = my;
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if (m_accel.value)
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{
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mouse_deltadist = sqrt(mx*mx + my*my);
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mouse_x *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
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mouse_y *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
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}
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else
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{
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mouse_x *= sensitivity.value*in_sensitivityscale;
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mouse_y *= sensitivity.value*in_sensitivityscale;
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}
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if (cl.playerview[pnum].stats[STAT_VIEWZOOM])
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{
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mouse_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
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mouse_y *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
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}
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if (!movements)
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{
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return;
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}
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// add mouse X/Y movement to cmd
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if (strafe_x)
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movements[1] += m_side.value * mouse_x;
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else
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{
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// if ((int)((cl.viewangles[pnum][PITCH]+89.99)/180) & 1)
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// mouse_x *= -1;
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cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
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}
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if (in_mlook.state[pnum] & 1)
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V_StopPitchDrift (pnum);
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if (!strafe_y)
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{
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cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
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}
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else
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{
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if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
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movements[2] -= m_forward.value * mouse_y;
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else
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movements[0] -= m_forward.value * mouse_y;
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}
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}
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void IN_Move (float *movements, int pnum)
|
|
{
|
|
int i;
|
|
INS_Move(movements, pnum);
|
|
for (i = 0; i < MAXPOINTERS; i++)
|
|
IN_MoveMouse(&ptr[i], movements, pnum);
|
|
}
|
|
|
|
void IN_KeyEvent(int devid, int down, int keycode, int unicode)
|
|
{
|
|
struct eventlist_s *ev = in_newevent();
|
|
if (!ev)
|
|
return;
|
|
ev->type = down?IEV_KEYDOWN:IEV_KEYRELEASE;
|
|
ev->devid = devid;
|
|
ev->keyboard.scancode = keycode;
|
|
ev->keyboard.unicode = unicode;
|
|
in_finishevent();
|
|
}
|
|
|
|
/*
|
|
devid is the mouse device id. generally idependant from keyboards.
|
|
for multitouch, devid might be the touch identifier, which will persist until released.
|
|
x is horizontal, y is vertical.
|
|
z is height... generally its used as a mousewheel instead, but there are some '3d' mice out there, so its provided in this api.
|
|
*/
|
|
void IN_MouseMove(int devid, int abs, float x, float y, float z, float size)
|
|
{
|
|
struct eventlist_s *ev = in_newevent();
|
|
if (!ev)
|
|
return;
|
|
ev->devid = devid;
|
|
ev->type = abs?IEV_MOUSEABS:IEV_MOUSEDELTA;
|
|
ev->mouse.x = x;
|
|
ev->mouse.y = y;
|
|
ev->mouse.z = z;
|
|
ev->mouse.tsize = size;
|
|
in_finishevent();
|
|
}
|