mirror of
https://github.com/nzp-team/fteqw.git
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25ef3f02db
Throttle getstatus requests (so we don't end up being used for udp escilation (d)dos attacks so usefully/expensively). Added cl_predict_players_frac. vanilla QW effectively had a hardcoded value of 0.5. Added simple fps preset menu, which keeps on appearing until they actually pick one. mwahaha. Quit menu offers to save settings if some CVAR_ARCHIVE cvar was changed. alias models do vertex blending on the gpu. GL renderer now uses vao when available. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4031 fc73d0e0-1445-4013-8a0c-d673dee63da5
366 lines
8.8 KiB
C
366 lines
8.8 KiB
C
#include "quakedef.h"
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extern qboolean mouse_active;
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cvar_t m_simtouch = CVARF("m_simtouch", "0", CVAR_ARCHIVE);
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cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
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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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extern cvar_t _windowed_mouse;
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int mousecursor_x, mousecursor_y; /*absolute position*/
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extern int mousemove_x, mousemove_y;
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static float mouse_x, mouse_y;
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static float mousestrafe_x, mousestrafe_y;
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static float old_mouse_x, old_mouse_y; /*for smoothing*/
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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;
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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 struct eventlist_s *in_lastevent(void)
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{
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if (events_avail == events_used)
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return NULL;
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return &eventlist[(events_avail-1) & (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
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{
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vec2_t oldpos;
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vec2_t downpos;
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float movedist;
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vec2_t move;
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enum
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{
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MT_UNPRESSED,
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MT_PRESSED,
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MT_DELTA
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} mtype;
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} ptr[MAXPOINTERS];
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void IN_Shutdown(void)
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{
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}
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void IN_ReInit()
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{
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}
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void IN_Init(void)
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{
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Cvar_Register (&m_simtouch, "input controls");
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Cvar_Register (&m_filter, "input controls");
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Cvar_Register (&m_strafeonright, "input controls");
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IN_ReInit();
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}
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/*on android, each 'pointer' is a separate touch location*/
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void IN_Commands(void)
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{
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struct eventlist_s *ev;
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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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if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && ptr[ev->devid].mtype != MT_DELTA)
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{
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if (Key_MouseShouldBeFree())
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ptr[ev->devid].mtype = MT_UNPRESSED;
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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].mtype = MT_PRESSED;
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ptr[ev->devid].movedist = 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].move[0] = 0;
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ptr[ev->devid].move[1] = 0;
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}
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else
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{
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if (ptr[ev->devid].mtype == MT_PRESSED)
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{
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if (ptr[ev->devid].movedist < 5)
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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_MOUSE3: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].mtype = MT_UNPRESSED;
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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_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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mousecursor_x = bound(0, ev->mouse.x, vid.width - 1);
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mousecursor_y = bound(0, ev->mouse.y, 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%MAXPOINTERS].mtype == MT_DELTA)
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ptr[ev->devid%MAXPOINTERS].mtype = MT_UNPRESSED;
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ptr[ev->devid].move[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
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ptr[ev->devid].move[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
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ptr[ev->devid].movedist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
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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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break;
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case IEV_MOUSEDELTA:
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/*unlike abs, we can combine the mice properly*/
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mousecursor_x += ev->mouse.x;
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mousecursor_y += ev->mouse.y;
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mousecursor_x = bound(0, mousecursor_x, vid.width - 1);
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mousecursor_y = bound(0, mousecursor_y, vid.height - 1);
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ptr[ev->devid%MAXPOINTERS].move[0] += ev->mouse.x;
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ptr[ev->devid%MAXPOINTERS].move[1] += ev->mouse.y;
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ptr[ev->devid%MAXPOINTERS].movedist += fabs(ev->mouse.x) + fabs(ev->mouse.y);
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if (m_simtouch.ival)
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{
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if (ptr[ev->devid%MAXPOINTERS].mtype == MT_DELTA)
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ptr[ev->devid%MAXPOINTERS].mtype = MT_UNPRESSED;
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ptr[ev->devid].oldpos[0] = mousecursor_x;
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ptr[ev->devid].oldpos[1] = mousecursor_y;
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}
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else
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ptr[ev->devid%MAXPOINTERS].mtype = MT_DELTA;
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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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static void IN_Update(qboolean ingame)
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{
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int i;
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//strafing speed is absolute
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mousestrafe_x = 0;
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mousestrafe_y = 0;
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for (i = 0; i < MAXPOINTERS; i++)
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{
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/*ignore if no action, to avoid phantom csqc input events*/
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if (ptr[i].mtype == MT_UNPRESSED && !ptr[i].move[0] && !ptr[i].move[1])
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continue;
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if (ptr[i].mtype == MT_DELTA || !CSQC_MousePosition(ptr[i].oldpos[0], ptr[i].oldpos[1], i))
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{
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if (!CSQC_MouseMove(ptr[i].move[0], ptr[i].move[1], i))
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{
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switch(ptr[i].mtype)
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{
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case MT_UNPRESSED:
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break;
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case MT_PRESSED:
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if (m_strafeonright.ival && ptr[i].downpos[0] > vid.pixelwidth/2 && ingame)
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{
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mousestrafe_x += ptr[i].oldpos[0] - ptr[i].downpos[0];
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mousestrafe_y += ptr[i].oldpos[1] - ptr[i].downpos[1];
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}
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else
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{
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mouse_x += ptr[i].move[0];
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mouse_y += ptr[i].move[1];
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}
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break;
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case MT_DELTA:
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mouse_x += ptr[i].move[0];
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mouse_y += ptr[i].move[1];
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break;
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}
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}
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}
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ptr[i].move[0] = 0;
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ptr[i].move[1] = 0;
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}
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}
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void IN_Move (float *movements, int pnum)
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{
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qboolean ingame;
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extern int mousecursor_x, mousecursor_y;
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if (pnum != 0)
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return; //we're lazy today.
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ingame = movements != NULL && (key_dest == key_game);
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IN_Update(ingame);
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if (m_filter.value)
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{
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mouse_x = (mouse_x + old_mouse_x) * 0.5;
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mouse_y = (mouse_y + old_mouse_y) * 0.5;
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}
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old_mouse_x = mouse_x;
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old_mouse_y = mouse_y;
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if(in_xflip.value) mouse_x *= -1;
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mousemove_x += mouse_x;
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mousemove_y += mouse_y;
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if (!ingame)
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{
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mouse_x = mouse_y = 0;
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#ifdef VM_UI
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UI_MousePosition(mousecursor_x, mousecursor_y);
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#endif
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}
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/*if the look-mouse is set to always strafe instead...*/
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if ( (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) ))
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{
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mousestrafe_x += mouse_x;
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mouse_x = 0;
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}
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if ( (in_strafe.state[pnum] & 1) || !(in_mlook.state[pnum] & 1))
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{
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mousestrafe_y += mouse_y;
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mouse_y = 0;
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}
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/*handle strafes*/
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if (movements)
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{
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float scale;
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scale = m_side.value * sensitivity.value;
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movements[1] += mousestrafe_x * scale;
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scale = m_forward.value * sensitivity.value;
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if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
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movements[2] -= mousestrafe_y * scale;
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else
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movements[0] -= mousestrafe_y * scale;
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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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/*handle looks*/
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cl.viewanglechange[pnum][YAW] -= m_yaw.value * mouse_x * sensitivity.value;
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cl.viewanglechange[pnum][PITCH] += m_pitch.value * mouse_y * sensitivity.value;
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mouse_x = mouse_y = 0.0;
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}
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/*regular key event*/
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void IN_QueueKey(int down, int keycode, int unicode)
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{
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struct eventlist_s *ev = in_newevent();
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if (!ev)
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return;
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ev->type = down?IEV_KEYDOWN:IEV_KEYRELEASE;
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ev->devid = 0;
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ev->keyboard.scancode = keycode;
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ev->keyboard.unicode = unicode;
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in_finishevent();
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}
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/*
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in ppapi, we have 'keycode' and 'char' events completely separately
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this doesn't match the rest of the system very well
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so we update the previous key event instead, where possible (IME can still trigger multiple chars at a time)
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this is risky and may drop the key in rare situations
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*/
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void IN_AmmendUnicode(int unicode)
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{
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struct eventlist_s *ev = in_lastevent();
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if (ev && ev->type == IEV_KEYDOWN)
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{
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if (!ev->keyboard.unicode)
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{
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ev->keyboard.unicode = unicode;
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return;
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}
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}
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/*last command was already used? that makes things painful. maybe noone will notice*/
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IN_QueueKey(true, 0, unicode);
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IN_QueueKey(false, 0, unicode);
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}
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void IN_QueueMouse(int act, int ptrid, float x, float y, int button)
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{
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struct eventlist_s *ev = in_newevent();
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if (!ev)
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return;
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ev->devid = ptrid;
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switch(act)
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{
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case 0:
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case 3:
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ev->type = (act==0)?IEV_MOUSEABS:IEV_MOUSEDELTA;
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ev->mouse.x = x;
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ev->mouse.y = y;
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break;
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case 1:
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case 2:
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ev->type = (act==1)?IEV_KEYDOWN:IEV_KEYRELEASE;
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ev->keyboard.scancode = K_MOUSE1+button;
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ev->keyboard.unicode = 0;
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break;
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}
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in_finishevent();
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}
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