mirror of
https://github.com/nzp-team/fteqw.git
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a842a623e4
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4701 fc73d0e0-1445-4013-8a0c-d673dee63da5
658 lines
17 KiB
C
658 lines
17 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", "0.2", CVAR_ARCHIVE, "How fat your thumb has to be to register a fat press (touchscreens).");
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static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing.");
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static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "10", 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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IEV_JOYAXIS
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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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struct
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{
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int axis;
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float value;
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} joy;
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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; //so we can just use pointers.
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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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#define MAXJOYAXIS 6
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#define MAXJOYSTICKS 4
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struct joy_s
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{
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int qdeviceid;
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int axis[MAXJOYAXIS];
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} joy[MAXJOYSTICKS];
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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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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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for (i = 0; i < MAXJOYSTICKS; i++)
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{
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joy[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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events_avail = 0;
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events_used = 0;
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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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Cvar_Register (&m_touchmajoraxis, "input controls");
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INS_Init();
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}
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//tells the keys.c code whether the cursor is currently active, causing mouse clicks instead of binds.
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qboolean IN_MouseDevIsTouch(int devid)
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{
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if (devid < MAXPOINTERS)
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return ptr[devid].type == M_TOUCH;
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return false;
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}
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//there was no ui to click on at least...
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//translates MOUSE1 press events into begin-look-or-strafe events.
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//translates to MOUSE2 accordingly
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//returns 0 if it ate it completely.
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int IN_TranslateMButtonPress(int devid)
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{
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int ret;
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if (!ptr[devid].down)
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{
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//set the cursor-pressed state, so we begin to look/strafe around
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ptr[devid].down = 1;
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ptr[devid].moveddist = 0;
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ptr[devid].downpos[0] = ptr[devid].oldpos[0];
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ptr[devid].downpos[1] = ptr[devid].oldpos[1];
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ptr[devid].delta[0] = 0;
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ptr[devid].delta[1] = 0;
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ret = 0; //eat it
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}
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else
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{
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//this is the key binding that the press should use
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ret = (m_strafeonright.ival && ptr[devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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}
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return ret;
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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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Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
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else
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{
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if (ptr[ev->devid].down == 1 || ptr[ev->devid].moveddist < m_slidethreshold.value)
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{
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ptr[ev->devid].down = 2;
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Key_Event(ev->devid, K_MOUSE1, 0, true);
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}
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Key_Event(ev->devid, K_MOUSE1, 0, false);
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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_JOYAXIS:
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#ifdef CSQC_DAT
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if (CSQC_JoystickAxis(ev->joy.axis, ev->joy.value, ev->devid))
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joy[ev->devid].axis[ev->joy.axis] = 0;
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else
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#endif
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joy[ev->devid].axis[ev->joy.axis] = ev->joy.value;
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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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ptr[ev->devid].down = 1;
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Key_Event(ev->devid, K_MOUSE1, 0, false);
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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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ptr[ev->devid].down = 2;
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Key_Event(ev->devid, K_MOUSE1, 0, true);
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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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mousecursor_x += mx;
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mousecursor_y += my;
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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_Has(~kdm_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] - (vid.pixelwidth*3)/4;
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my = mouse->oldpos[1] - (vid.pixelheight*3)/4;
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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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if (m_touchmajoraxis.ival)
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{
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//major axis only
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if (fabs(mx) > fabs(my))
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my = 0;
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else
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mx = 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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//boost sensitivity so that the default works okay.
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mx *= 1.75;
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my *= 1.75;
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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 (mouse->type == M_TOUCH)
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{
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if (CSQC_MousePosition(mouse->oldpos[0], mouse->oldpos[1], 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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}
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else
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{
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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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//if game is not focused, kill any mouse look
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if (Key_Dest_Has(~kdm_game))
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{
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mx = 0;
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my = 0;
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}
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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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|
}
|
|
|
|
if (in_mlook.state[pnum] & 1)
|
|
V_StopPitchDrift (&cl.playerview[pnum]);
|
|
|
|
if (!strafe_y)
|
|
{
|
|
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
|
|
}
|
|
else
|
|
{
|
|
if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
|
|
movements[2] -= m_forward.value * mouse_y;
|
|
else
|
|
movements[0] -= m_forward.value * mouse_y;
|
|
}
|
|
}
|
|
|
|
static float joydeadzone(float mag, float deadzone)
|
|
{
|
|
if (mag > 1) //erg?
|
|
mag = 1;
|
|
if (mag > deadzone)
|
|
{
|
|
mag -= deadzone;
|
|
mag = mag / (1.f-deadzone);
|
|
}
|
|
else
|
|
mag = 0;
|
|
return mag;
|
|
}
|
|
|
|
void IN_MoveJoystick(struct joy_s *joy, float *movements, int pnum, float frametime)
|
|
{
|
|
float mag;
|
|
vec3_t jlook, jstrafe;
|
|
|
|
int wpnum;
|
|
|
|
/*each device will be processed when its player comes to be processed*/
|
|
wpnum = cl.splitclients;
|
|
if (wpnum < 1)
|
|
wpnum = 1;
|
|
if (cl_forcesplitclient.ival)
|
|
wpnum = (cl_forcesplitclient.ival-1) % wpnum;
|
|
else
|
|
wpnum = joy->qdeviceid % wpnum;
|
|
if (wpnum != pnum)
|
|
return;
|
|
|
|
jlook[0] = joy->axis[0];
|
|
jlook[1] = joy->axis[1];
|
|
jlook[2] = joy->axis[2];
|
|
|
|
jstrafe[0] = joy->axis[3];
|
|
jstrafe[1] = joy->axis[4];
|
|
jstrafe[2] = joy->axis[5];
|
|
|
|
//uses a radial deadzone for x+y axis, and separate out the z axis, just because most controllers are 2d affairs with any 3rd axis being a separate knob.
|
|
//deadzone values are stolen from microsoft's xinput documentation. they seem quite large to me - I guess that means that xbox controllers are just dodgy imprecise crap with excessive amounts of friction and finger grease.
|
|
mag = joydeadzone(sqrt(jlook[0]*jlook[0] + jlook[1]*jlook[1]), 0.239);
|
|
mag = pow(mag, 2);
|
|
jlook[0] *= mag;
|
|
jlook[1] *= mag;
|
|
mag = joydeadzone(fabs(jlook[2]), 0.00092);
|
|
jlook[2] *= mag;
|
|
|
|
mag = joydeadzone(sqrt(jstrafe[0]*jstrafe[0] + jstrafe[1]*jstrafe[1]), 0.265);
|
|
mag = pow(mag, 2);
|
|
jstrafe[0] *= mag;
|
|
jstrafe[1] *= mag;
|
|
mag = joydeadzone(fabs(jstrafe[2]), 0.00092);
|
|
jstrafe[2] *= mag;
|
|
|
|
if (Key_Dest_Has(~kdm_game))
|
|
{
|
|
VectorClear(jlook);
|
|
VectorClear(jstrafe);
|
|
}
|
|
|
|
VectorScale(jlook, frametime, jlook);
|
|
VectorScale(jstrafe, frametime, jstrafe);
|
|
|
|
if (!movements) //if this is null, gamecode should still get inputs, just no camera looking or anything.
|
|
return;
|
|
|
|
//angle changes
|
|
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * jlook[0];
|
|
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * jlook[1];
|
|
// cl.playerview[pnum].viewanglechange[ROLL] += m_roll.value * jlook[2]; //this would be too weird.
|
|
|
|
if (in_mlook.state[pnum] & 1)
|
|
V_StopPitchDrift (&cl.playerview[pnum]);
|
|
|
|
//movement
|
|
movements[1] += m_side.value * jstrafe[0]; //x=right=1
|
|
movements[0] -= m_forward.value * jstrafe[1]; //y=forward=0
|
|
movements[2] += m_side.value * jstrafe[2]; //z=up=2
|
|
}
|
|
|
|
void IN_Move (float *movements, int pnum, float frametime)
|
|
{
|
|
int i;
|
|
INS_Move(movements, pnum);
|
|
for (i = 0; i < MAXPOINTERS; i++)
|
|
IN_MoveMouse(&ptr[i], movements, pnum);
|
|
|
|
for (i = 0; i < MAXJOYSTICKS; i++)
|
|
IN_MoveJoystick(&joy[i], movements, pnum, frametime);
|
|
}
|
|
|
|
void IN_JoystickAxisEvent(int devid, int axis, float value)
|
|
{
|
|
struct eventlist_s *ev = in_newevent();
|
|
if (!ev)
|
|
return;
|
|
ev->type = IEV_JOYAXIS;
|
|
ev->devid = devid;
|
|
ev->joy.axis = axis;
|
|
ev->joy.value = value;
|
|
in_finishevent();
|
|
}
|
|
|
|
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();
|
|
}
|