mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
7e80062ab9
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4622 fc73d0e0-1445-4013-8a0c-d673dee63da5
207 lines
5.7 KiB
C
207 lines
5.7 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include "web/ftejslib.h"
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extern cvar_t vid_hardwaregamma;
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extern cvar_t gl_lateswap;
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extern int gammaworks;
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extern qboolean vid_isfullscreen;
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qboolean ActiveApp;
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qboolean mouseactive;
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extern qboolean mouseusedforgui;
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static void *GLVID_getsdlglfunction(char *functionname)
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{
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return NULL;
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}
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static void VID_Resized(int width, int height)
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{
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extern cvar_t vid_conautoscale, vid_conwidth;
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vid.pixelwidth = width;
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vid.pixelheight = height;
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//Con_Printf("Resized: %i %i\n", vid.pixelwidth, vid.pixelheight);
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Cvar_ForceCallback(&vid_conautoscale);
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Cvar_ForceCallback(&vid_conwidth);
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}
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static unsigned int domkeytoquake(unsigned int code)
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{
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unsigned int tab[256] =
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{
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/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
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/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
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/* 32*/ ' ',K_PGUP,K_PGDN,K_END,K_HOME,K_LEFTARROW,K_UPARROW,K_RIGHTARROW, K_DOWNARROW,0,0,0,K_PRINTSCREEN,K_INS,K_DEL,0,
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/* 48*/ '0','1','2','3','4','5','6','7', '8','9',0,0,0,0,0,0,
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/* 64*/ 0,'a','b','c','d','e','f','g', 'h','i','j','k','l','m','n','o',
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/* 80*/ 'p','q','r','s','t','u','v','w', 'x','y','z',K_LWIN,K_RWIN,K_APP,0,0,
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/* 96*/ K_KP_INS,K_KP_END,K_KP_DOWNARROW,K_KP_PGDN,K_KP_LEFTARROW,K_KP_5,K_KP_RIGHTARROW,K_KP_HOME, K_KP_UPARROW,K_KP_PGDN,K_KP_STAR,K_KP_PLUS,0,K_KP_MINUS,K_KP_DEL,K_KP_SLASH,
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/*112*/ K_F1,K_F2,K_F3,K_F4,K_F5,K_F6,K_F7,K_F8,K_F9,K_F10,K_F11,K_F12,0,0,0,0,
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/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*160*/ 0,0,0,'#',0,0,0,0, 0,0,0,0,0,0,0,0,
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/*176*/ 0,0,0,0,0,0,0,0, 0,0,';','=',',','-','.','/',
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/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'[','\\',']','\'','`',
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/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
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};
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if (!code)
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return 0;
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if (code >= sizeof(tab)/sizeof(tab[0]))
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{
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Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
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return 0;
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}
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if (!tab[code])
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Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
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Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
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return tab[code];
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}
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static int DOM_KeyEvent(int devid, int down, int scan, int uni)
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{
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IN_KeyEvent(0, down, domkeytoquake(scan), uni);
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//Chars which don't map to some printable ascii value get preventDefaulted.
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//This is to stop fucking annoying fucking things like backspace randomly destroying the page and thus game.
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//And it has to be conditional, or we don't get any unicode chars at all.
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//The behaviour browsers seem to give is retardedly unhelpful, and just results in hacks to detect keys that appear to map to ascii...
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//Preventing the browser from leaving the page etc should NOT mean I can no longer get ascii/unicode values, only that the browser stops trying to do something random due to the event.
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//If you are the person that decreed that this is the holy way, then please castrate yourself now.
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if (scan < ' ' || scan >= 127)
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return true;
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return false;
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}
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static void DOM_ButtonEvent(int devid, int down, int button)
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{
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if (down == 2)
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{
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//fixme: the event is a float. we ignore that.
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while(button < 0)
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{
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IN_KeyEvent(0, true, K_MWHEELUP, 0);
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button += 1;
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}
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while(button > 0)
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{
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IN_KeyEvent(0, true, K_MWHEELDOWN, 0);
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button -= 1;
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}
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}
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else
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{
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//swap buttons 2 and 3, so rmb is still +forward by default and not +mlook.
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if (button == 2)
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button = 1;
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else if (button == 1)
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button = 2;
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IN_KeyEvent(0, down, K_MOUSE1+button, 0);
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}
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}
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qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
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{
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int flags;
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vid_isfullscreen = true;
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if (!emscriptenfte_setupcanvas(
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info->width,
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info->height,
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VID_Resized,
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IN_MouseMove,
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DOM_ButtonEvent,
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DOM_KeyEvent
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))
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{
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Con_Printf("Couldn't set up canvas\n");
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return false;
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}
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ActiveApp = true;
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GL_Init(GLVID_getsdlglfunction);
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qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
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mouseactive = false;
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return true;
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}
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void GLVID_DeInit (void)
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{
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ActiveApp = false;
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emscriptenfte_setupcanvas(-1, -1, NULL, NULL, NULL, NULL);
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}
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void VIDGL_SwapBuffers (void)
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{
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//webgl doesn't support swapbuffers.
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//you can't use it for loading screens.
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//such things must result in waiting until the following frame.
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//although there IS a swapped-buffers event, which we should probably use in preference to requestanimationframe or whatever the call is.
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/*
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if (!vid_isfullscreen)
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{
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if (!_windowed_mouse.value)
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{
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if (mouseactive)
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{
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IN_DeactivateMouse ();
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}
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}
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else
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{
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if ((key_dest == key_game||mouseusedforgui) && ActiveApp)
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IN_ActivateMouse ();
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else if (!(key_dest == key_game || mouseusedforgui) || !ActiveApp)
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IN_DeactivateMouse ();
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}
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}
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*/
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}
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qboolean GLVID_ApplyGammaRamps (unsigned short *ramps)
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{
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gammaworks = false;
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return gammaworks;
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}
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void GLVID_SetCaption(char *text)
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{
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// SDL_WM_SetCaption( text, NULL );
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}
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void Sys_SendKeyEvents(void)
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{
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/*callbacks happen outside our code, we don't need to poll for events*/
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}
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/*various stuff for joysticks, which we don't support in this port*/
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void INS_Shutdown (void)
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{
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}
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void INS_ReInit (void)
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{
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}
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void INS_Move(float *movements, int pnum)
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{
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}
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void INS_Init (void)
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{
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}
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void INS_Accumulate(void)
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{
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}
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void INS_Commands (void)
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{
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}
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