mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
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.
|
|
//mostly mouse support, but can also handle a few keyboard events.
|
|
|
|
#include "quakedef.h"
|
|
|
|
extern qboolean mouse_active;
|
|
|
|
static cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
|
|
static cvar_t m_accel = CVARF("m_accel", "0", CVAR_ARCHIVE);
|
|
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.");
|
|
static cvar_t m_forcewheel_threshold = CVARD("m_forcewheel_threshold", "32", "Mousewheel graduations smaller than this will not trigger mousewheel deltas.");
|
|
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.");
|
|
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).");
|
|
static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing.");
|
|
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).");
|
|
|
|
extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
|
|
extern cvar_t _windowed_mouse;
|
|
|
|
|
|
#define EVENTQUEUELENGTH 128
|
|
struct eventlist_s
|
|
{
|
|
enum
|
|
{
|
|
IEV_KEYDOWN,
|
|
IEV_KEYRELEASE,
|
|
IEV_MOUSEABS,
|
|
IEV_MOUSEDELTA,
|
|
IEV_JOYAXIS
|
|
} type;
|
|
int devid;
|
|
|
|
union
|
|
{
|
|
struct
|
|
{
|
|
float x, y, z;
|
|
float tsize; //the size of the touch
|
|
} mouse;
|
|
struct
|
|
{
|
|
int scancode, unicode;
|
|
} keyboard;
|
|
struct
|
|
{
|
|
int axis;
|
|
float value;
|
|
} joy;
|
|
};
|
|
} eventlist[EVENTQUEUELENGTH];
|
|
volatile int events_avail; /*volatile to make sure the cc doesn't try leaving these cached in a register*/
|
|
volatile int events_used;
|
|
|
|
static struct eventlist_s *in_newevent(void)
|
|
{
|
|
if (events_avail >= events_used + EVENTQUEUELENGTH)
|
|
return NULL;
|
|
return &eventlist[events_avail & (EVENTQUEUELENGTH-1)];
|
|
}
|
|
|
|
static void in_finishevent(void)
|
|
{
|
|
events_avail++;
|
|
}
|
|
|
|
#define MAXPOINTERS 8
|
|
struct mouse_s
|
|
{
|
|
enum
|
|
{
|
|
M_INVALID,
|
|
M_MOUSE, //using deltas
|
|
M_TOUCH //using absolutes
|
|
} type;
|
|
int qdeviceid; //so we can just use pointers.
|
|
vec2_t oldpos;
|
|
vec2_t downpos;
|
|
float moveddist; //how far it has moved while held. this provides us with our emulated mouse1 when they release the press
|
|
vec2_t delta; //how far its moved recently
|
|
vec2_t old_delta; //how far its moved previously, for mouse smoothing
|
|
float wheeldelta;
|
|
int down;
|
|
} ptr[MAXPOINTERS];
|
|
|
|
#define MAXJOYAXIS 6
|
|
#define MAXJOYSTICKS 4
|
|
struct joy_s
|
|
{
|
|
int qdeviceid;
|
|
int axis[MAXJOYAXIS];
|
|
} joy[MAXJOYSTICKS];
|
|
|
|
void IN_Shutdown(void)
|
|
{
|
|
INS_Shutdown();
|
|
}
|
|
|
|
void IN_ReInit(void)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPOINTERS; i++)
|
|
{
|
|
ptr[i].type = M_INVALID;
|
|
ptr[i].qdeviceid = i;
|
|
}
|
|
|
|
for (i = 0; i < MAXJOYSTICKS; i++)
|
|
{
|
|
joy[i].qdeviceid = i;
|
|
}
|
|
|
|
INS_ReInit();
|
|
}
|
|
|
|
void IN_Init(void)
|
|
{
|
|
events_avail = 0;
|
|
events_used = 0;
|
|
|
|
Cvar_Register (&m_filter, "input controls");
|
|
Cvar_Register (&m_accel, "input controls");
|
|
Cvar_Register (&m_forcewheel, "Input Controls");
|
|
Cvar_Register (&m_forcewheel_threshold, "Input Controls");
|
|
Cvar_Register (&m_strafeonright, "input controls");
|
|
Cvar_Register (&m_fatpressthreshold, "input controls");
|
|
Cvar_Register (&m_slidethreshold, "input controls");
|
|
Cvar_Register (&m_touchmajoraxis, "input controls");
|
|
|
|
INS_Init();
|
|
}
|
|
|
|
//tells the keys.c code whether the cursor is currently active, causing mouse clicks instead of binds.
|
|
qboolean IN_MouseDevIsTouch(int devid)
|
|
{
|
|
if (devid < MAXPOINTERS)
|
|
return ptr[devid].type == M_TOUCH;
|
|
return false;
|
|
}
|
|
//there was no ui to click on at least...
|
|
//translates MOUSE1 press events into begin-look-or-strafe events.
|
|
//translates to MOUSE2 accordingly
|
|
//returns 0 if it ate it completely.
|
|
int IN_TranslateMButtonPress(int devid)
|
|
{
|
|
int ret;
|
|
if (!ptr[devid].down)
|
|
{
|
|
//set the cursor-pressed state, so we begin to look/strafe around
|
|
ptr[devid].down = 1;
|
|
ptr[devid].moveddist = 0;
|
|
ptr[devid].downpos[0] = ptr[devid].oldpos[0];
|
|
ptr[devid].downpos[1] = ptr[devid].oldpos[1];
|
|
ptr[devid].delta[0] = 0;
|
|
ptr[devid].delta[1] = 0;
|
|
ret = 0; //eat it
|
|
}
|
|
else
|
|
{
|
|
//this is the key binding that the press should use
|
|
ret = (m_strafeonright.ival && ptr[devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*a 'pointer' is either a multitouch pointer, or a separate device
|
|
note that mice use the keyboard button api, but separate devices*/
|
|
void IN_Commands(void)
|
|
{
|
|
struct eventlist_s *ev;
|
|
|
|
INS_Commands();
|
|
|
|
while (events_used != events_avail)
|
|
{
|
|
ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
|
|
switch(ev->type)
|
|
{
|
|
case IEV_KEYDOWN:
|
|
case IEV_KEYRELEASE:
|
|
//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.
|
|
if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && (ptr[ev->devid].type == M_TOUCH))
|
|
{
|
|
if (Key_MouseShouldBeFree())
|
|
ptr[ev->devid].down = 0;
|
|
else
|
|
{
|
|
if (ev->type == IEV_KEYDOWN)
|
|
Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
|
|
else
|
|
{
|
|
if (ptr[ev->devid].down == 1 || ptr[ev->devid].moveddist < m_slidethreshold.value)
|
|
{
|
|
ptr[ev->devid].down = 2;
|
|
Key_Event(ev->devid, K_MOUSE1, 0, true);
|
|
}
|
|
Key_Event(ev->devid, K_MOUSE1, 0, false);
|
|
ptr[ev->devid].down = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
|
|
break;
|
|
case IEV_JOYAXIS:
|
|
#ifdef CSQC_DAT
|
|
if (CSQC_JoystickAxis(ev->joy.axis, ev->joy.value, ev->devid))
|
|
joy[ev->devid].axis[ev->joy.axis] = 0;
|
|
else
|
|
#endif
|
|
joy[ev->devid].axis[ev->joy.axis] = ev->joy.value;
|
|
break;
|
|
case IEV_MOUSEDELTA:
|
|
if (ev->devid < MAXPOINTERS)
|
|
{
|
|
if (ptr[ev->devid].type != M_MOUSE)
|
|
{
|
|
ptr[ev->devid].type = M_MOUSE;
|
|
}
|
|
ptr[ev->devid].delta[0] += ev->mouse.x;
|
|
ptr[ev->devid].delta[1] += ev->mouse.y;
|
|
|
|
if (m_forcewheel.value >= 2)
|
|
ptr[ev->devid].wheeldelta -= ev->mouse.z;
|
|
else if (m_forcewheel.value)
|
|
{
|
|
int mfwt = (int)m_forcewheel_threshold.value;
|
|
|
|
if (ev->mouse.z > mfwt)
|
|
ptr[ev->devid].wheeldelta -= mfwt;
|
|
else if (ev->mouse.z < -mfwt)
|
|
ptr[ev->devid].wheeldelta += mfwt;
|
|
}
|
|
}
|
|
break;
|
|
case IEV_MOUSEABS:
|
|
/*mouse cursors only really work with one pointer*/
|
|
if (ev->devid == 0)
|
|
{
|
|
float fl;
|
|
fl = ev->mouse.x * vid.width / vid.pixelwidth;
|
|
mousecursor_x = bound(0, fl, vid.width-1);
|
|
fl = ev->mouse.y * vid.height / vid.pixelheight;
|
|
mousecursor_y = bound(0, fl, vid.height-1);
|
|
}
|
|
|
|
if (ev->devid < MAXPOINTERS)
|
|
{
|
|
if (ptr[ev->devid].type != M_TOUCH)
|
|
{
|
|
//if its now become an absolute device, clear stuff so we don't get confused.
|
|
ptr[ev->devid].type = M_TOUCH;
|
|
ptr[ev->devid].down = 0;
|
|
ptr[ev->devid].moveddist = 0;
|
|
ptr[ev->devid].oldpos[0] = ev->mouse.x;
|
|
ptr[ev->devid].oldpos[1] = ev->mouse.y;
|
|
}
|
|
|
|
if (ptr[ev->devid].down)
|
|
{
|
|
ptr[ev->devid].delta[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
|
|
ptr[ev->devid].delta[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
|
|
|
|
ptr[ev->devid].moveddist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
|
|
}
|
|
|
|
ptr[ev->devid].oldpos[0] = ev->mouse.x;
|
|
ptr[ev->devid].oldpos[1] = ev->mouse.y;
|
|
|
|
|
|
if (ptr[ev->devid].down > 1 && ev->mouse.tsize < m_fatpressthreshold.value)
|
|
{
|
|
ptr[ev->devid].down = 1;
|
|
Key_Event(ev->devid, K_MOUSE1, 0, false);
|
|
}
|
|
if (ptr[ev->devid].down == 1 && ev->mouse.tsize > m_fatpressthreshold.value)
|
|
{
|
|
ptr[ev->devid].down = 2;
|
|
Key_Event(ev->devid, K_MOUSE1, 0, true);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
events_used++;
|
|
}
|
|
}
|
|
|
|
void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
|
|
{
|
|
int mx, my;
|
|
double mouse_x, mouse_y, mouse_deltadist;
|
|
int mfwt;
|
|
qboolean strafe_x, strafe_y;
|
|
int wpnum;
|
|
|
|
//small performance boost
|
|
if (mouse->type == M_INVALID)
|
|
return;
|
|
|
|
/*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 = mouse->qdeviceid % wpnum;
|
|
if (wpnum != pnum)
|
|
return;
|
|
|
|
if (m_forcewheel.value)
|
|
{
|
|
mfwt = m_forcewheel_threshold.ival;
|
|
if (mfwt)
|
|
{
|
|
while(mouse->wheeldelta <= -mfwt)
|
|
{
|
|
Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, true);
|
|
Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, false);
|
|
mouse->wheeldelta += mfwt;
|
|
}
|
|
|
|
while(mouse->wheeldelta >= mfwt)
|
|
{
|
|
Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, true);
|
|
Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, false);
|
|
mouse->wheeldelta -= mfwt;
|
|
}
|
|
}
|
|
|
|
if (m_forcewheel.value < 2)
|
|
mouse->wheeldelta = 0;
|
|
}
|
|
|
|
mx = mouse->delta[0];
|
|
mouse->delta[0]=0;
|
|
my = mouse->delta[1];
|
|
mouse->delta[1]=0;
|
|
|
|
|
|
if(in_xflip.value) mx *= -1;
|
|
|
|
mousemove_x += mx;
|
|
mousemove_y += my;
|
|
|
|
if (Key_MouseShouldBeFree())
|
|
{
|
|
if (mx || my)
|
|
{
|
|
mousecursor_x += mx;
|
|
mousecursor_y += my;
|
|
|
|
if (mousecursor_y<0)
|
|
mousecursor_y=0;
|
|
if (mousecursor_x<0)
|
|
mousecursor_x=0;
|
|
|
|
if (mousecursor_x >= vid.width)
|
|
mousecursor_x = vid.width - 1;
|
|
|
|
if (mousecursor_y >= vid.height)
|
|
mousecursor_y = vid.height - 1;
|
|
mx=my=0;
|
|
}
|
|
|
|
#ifdef PEXT_CSQC
|
|
CSQC_MousePosition(mousecursor_x, mousecursor_y, mouse->qdeviceid);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
mousecursor_x += mx;
|
|
mousecursor_y += my;
|
|
#ifdef VM_UI
|
|
if (UI_MousePosition(mx, my))
|
|
{
|
|
mx = 0;
|
|
my = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (mouse->type == M_TOUCH)
|
|
{
|
|
if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && !Key_Dest_Has(~kdm_game))
|
|
{
|
|
//if they're strafing, calculate the speed to move at based upon their displacement
|
|
if (mouse->down)
|
|
{
|
|
mx = mouse->oldpos[0] - (vid.pixelwidth*3)/4;
|
|
my = mouse->oldpos[1] - (vid.pixelheight*3)/4;
|
|
|
|
//mx = (mouse->oldpos[0] - mouse->downpos[0])*0.1;
|
|
//my = (mouse->oldpos[1] - mouse->downpos[1])*0.1;
|
|
}
|
|
else
|
|
{
|
|
mx = 0;
|
|
my = 0;
|
|
}
|
|
|
|
if (m_touchmajoraxis.ival)
|
|
{
|
|
//major axis only
|
|
if (fabs(mx) > fabs(my))
|
|
my = 0;
|
|
else
|
|
mx = 0;
|
|
}
|
|
|
|
strafe_x = true;
|
|
strafe_y = true;
|
|
}
|
|
else
|
|
{
|
|
strafe_x = false;
|
|
strafe_y = false;
|
|
|
|
//boost sensitivity so that the default works okay.
|
|
mx *= 1.75;
|
|
my *= 1.75;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
strafe_x = (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) );
|
|
strafe_y = !((in_mlook.state[pnum] & 1) && !(in_strafe.state[pnum] & 1));
|
|
}
|
|
|
|
#ifdef PEXT_CSQC
|
|
if (mouse->type == M_TOUCH)
|
|
{
|
|
if (CSQC_MousePosition(mouse->oldpos[0], mouse->oldpos[1], mouse->qdeviceid))
|
|
{
|
|
mx = 0;
|
|
my = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mx || my)
|
|
if (CSQC_MouseMove(mx, my, mouse->qdeviceid))
|
|
{
|
|
mx = 0;
|
|
my = 0;
|
|
}
|
|
|
|
//if game is not focused, kill any mouse look
|
|
if (Key_Dest_Has(~kdm_game))
|
|
{
|
|
mx = 0;
|
|
my = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (m_filter.value)
|
|
{
|
|
double fraction = bound(0, m_filter.value, 2) * 0.5;
|
|
mouse_x = (mx*(1-fraction) + mouse->old_delta[0]*fraction);
|
|
mouse_y = (my*(1-fraction) + mouse->old_delta[1]*fraction);
|
|
}
|
|
else
|
|
{
|
|
mouse_x = mx;
|
|
mouse_y = my;
|
|
}
|
|
|
|
mouse->old_delta[0] = mx;
|
|
mouse->old_delta[1] = my;
|
|
|
|
if (m_accel.value)
|
|
{
|
|
mouse_deltadist = sqrt(mx*mx + my*my);
|
|
mouse_x *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
|
|
mouse_y *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
|
|
}
|
|
else
|
|
{
|
|
mouse_x *= sensitivity.value*in_sensitivityscale;
|
|
mouse_y *= sensitivity.value*in_sensitivityscale;
|
|
}
|
|
|
|
if (cl.playerview[pnum].stats[STAT_VIEWZOOM])
|
|
{
|
|
mouse_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
|
|
mouse_y *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
|
|
}
|
|
|
|
if (!movements)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// add mouse X/Y movement to cmd
|
|
if (strafe_x)
|
|
movements[1] += m_side.value * mouse_x;
|
|
else
|
|
{
|
|
// if ((int)((cl.viewangles[pnum][PITCH]+89.99)/180) & 1)
|
|
// mouse_x *= -1;
|
|
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
|
|
}
|
|
|
|
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();
|
|
}
|