mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
0b7f9c3a5e
the cursor now works with both mouse+touch as appropriate. add touchscreen events to the webgl port. built in menu now responds to up events instead of down events for mouse1. this makes it slightly easier to navigate the menu on touchscreens devices. don't fail to compile when GL_LINE_SMOOTH isn't defined. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4742 fc73d0e0-1445-4013-8a0c-d673dee63da5
674 lines
17 KiB
C
674 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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int touchcursor; //the cursor follows whichever finger was most recently pressed in preference to any mouse also on the same system
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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 (ev->type == IEV_KEYDOWN)
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{
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float fl;
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touchcursor = ev->devid;
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fl = ptr[ev->devid].oldpos[0] * vid.width / vid.pixelwidth;
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mousecursor_x = bound(0, fl, vid.width-1);
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fl = ptr[ev->devid].oldpos[1] * vid.height / vid.pixelheight;
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mousecursor_y = bound(0, fl, vid.height-1);
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}
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else if (touchcursor == ev->devid)
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touchcursor = 0; //revert it to the mouse, or whatever device was 0.
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if (Key_MouseShouldBeFree())
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ptr[ev->devid].down = 0;
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else if (ptr[ev->devid].down)
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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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if (ev->devid < MAXJOYSTICKS && ev->joy.axis < MAXJOYAXIS)
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{
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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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}
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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 == touchcursor)
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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) && mouse->type != M_TOUCH)
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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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}
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else
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{
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if (mouse->type != M_TOUCH)
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{
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mousecursor_x += mx;
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mousecursor_y += my;
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}
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#ifdef VM_UI
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if (UI_MousePosition(mx, my))
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{
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mx = 0;
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my = 0;
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}
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#endif
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}
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if (mouse->type == M_TOUCH)
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{
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if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && !Key_Dest_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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|
{
|
|
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();
|
|
}
|