mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
d396450a0a
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however. changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it. fixed a few issues with nexuiz compat. there are *still* other issues. greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
509 lines
13 KiB
C
509 lines
13 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", "0.5", CVAR_ARCHIVE, "How fat your thumb has to be to register a fat press (touchscreens).");
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static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "5", 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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} 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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};
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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;
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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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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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events_avail = 0;
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events_used = 0;
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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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INS_ReInit();
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}
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void IN_Init(void)
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{
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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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INS_Init();
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}
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/*a 'pointer' is either a multitouch pointer, or a separate device
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note that mice use the keyboard button api, but separate devices*/
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void IN_Commands(void)
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{
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struct eventlist_s *ev;
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INS_Commands();
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while (events_used != events_avail)
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{
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ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
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switch(ev->type)
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{
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case IEV_KEYDOWN:
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case IEV_KEYRELEASE:
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//on touchscreens, mouse1 is used as up/down state. we have to emulate actual mouse clicks based upon distance moved, so we can get movement events.
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if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && (ptr[ev->devid].type == M_TOUCH))
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{
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if (Key_MouseShouldBeFree())
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ptr[ev->devid].down = 0;
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else
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{
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if (ev->type == IEV_KEYDOWN)
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{
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ptr[ev->devid].down = 1;
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ptr[ev->devid].moveddist = 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].delta[0] = 0;
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ptr[ev->devid].delta[1] = 0;
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if (ev->mouse.tsize > m_fatpressthreshold.value)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, true);
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ptr[ev->devid].down = 2;
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}
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}
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else
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{
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if (ptr[ev->devid].down > 1)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, false);
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ptr[ev->devid].down = 1;
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}
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if (ptr[ev->devid].down)
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{
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if (ptr[ev->devid].moveddist < m_slidethreshold.value)
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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_MOUSE2: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].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_MOUSEDELTA:
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if (ev->devid < MAXPOINTERS)
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{
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if (ptr[ev->devid].type != M_MOUSE)
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{
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ptr[ev->devid].type = M_MOUSE;
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}
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ptr[ev->devid].delta[0] += ev->mouse.x;
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ptr[ev->devid].delta[1] += ev->mouse.y;
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if (m_forcewheel.value >= 2)
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ptr[ev->devid].wheeldelta -= ev->mouse.z;
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else if (m_forcewheel.value)
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{
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int mfwt = (int)m_forcewheel_threshold.value;
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if (ev->mouse.z > mfwt)
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ptr[ev->devid].wheeldelta -= mfwt;
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else if (ev->mouse.z < -mfwt)
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ptr[ev->devid].wheeldelta += mfwt;
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}
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}
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break;
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case IEV_MOUSEABS:
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/*mouse cursors only really work with one pointer*/
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if (ev->devid == 0)
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{
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float fl;
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fl = ev->mouse.x * vid.width / vid.pixelwidth;
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mousecursor_x = bound(0, fl, vid.width-1);
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fl = ev->mouse.y * vid.height / vid.pixelheight;
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mousecursor_y = bound(0, fl, vid.height-1);
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}
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if (ev->devid < MAXPOINTERS)
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{
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if (ptr[ev->devid].type != M_TOUCH)
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{
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//if its now become an absolute device, clear stuff so we don't get confused.
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ptr[ev->devid].type = M_TOUCH;
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ptr[ev->devid].down = 0;
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ptr[ev->devid].moveddist = 0;
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ptr[ev->devid].oldpos[0] = ev->mouse.x;
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ptr[ev->devid].oldpos[1] = ev->mouse.y;
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}
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if (ptr[ev->devid].down)
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{
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ptr[ev->devid].delta[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
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ptr[ev->devid].delta[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
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ptr[ev->devid].moveddist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
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}
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ptr[ev->devid].oldpos[0] = ev->mouse.x;
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ptr[ev->devid].oldpos[1] = ev->mouse.y;
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if (ptr[ev->devid].down > 1 && ev->mouse.tsize < m_fatpressthreshold.value)
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{
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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, false);
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ptr[ev->devid].down = 1;
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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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int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
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Key_Event(ev->devid, key, 0, true);
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ptr[ev->devid].down = 2;
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}
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}
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break;
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}
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events_used++;
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}
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}
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void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
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{
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int mx, my;
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double mouse_x, mouse_y, mouse_deltadist;
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int mfwt;
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qboolean strafe_x, strafe_y;
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int wpnum;
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//small performance boost
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if (mouse->type == M_INVALID)
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return;
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/*each device will be processed when its player comes to be processed*/
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wpnum = cl.splitclients;
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if (wpnum < 1)
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wpnum = 1;
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if (cl_forcesplitclient.ival)
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wpnum = (cl_forcesplitclient.ival-1) % wpnum;
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else
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wpnum = mouse->qdeviceid % wpnum;
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if (wpnum != pnum)
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return;
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if (m_forcewheel.value)
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{
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mfwt = m_forcewheel_threshold.ival;
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if (mfwt)
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{
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while(mouse->wheeldelta <= -mfwt)
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{
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Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, true);
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Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, false);
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mouse->wheeldelta += mfwt;
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}
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while(mouse->wheeldelta >= mfwt)
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{
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Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, true);
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Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, false);
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mouse->wheeldelta -= mfwt;
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}
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}
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if (m_forcewheel.value < 2)
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mouse->wheeldelta = 0;
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}
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mx = mouse->delta[0];
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mouse->delta[0]=0;
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my = mouse->delta[1];
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mouse->delta[1]=0;
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if(in_xflip.value) mx *= -1;
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mousemove_x += mx;
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mousemove_y += my;
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if (Key_MouseShouldBeFree())
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{
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if (mx || my)
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{
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mousecursor_x += mx;
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mousecursor_y += my;
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if (mousecursor_y<0)
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mousecursor_y=0;
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if (mousecursor_x<0)
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mousecursor_x=0;
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if (mousecursor_x >= vid.width)
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mousecursor_x = vid.width - 1;
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if (mousecursor_y >= vid.height)
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mousecursor_y = vid.height - 1;
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mx=my=0;
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}
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#ifdef PEXT_CSQC
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CSQC_MousePosition(mousecursor_x, mousecursor_y, mouse->qdeviceid);
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#endif
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}
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else
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{
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mousecursor_x += mx;
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mousecursor_y += my;
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#ifdef VM_UI
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if (UI_MousePosition(mx, my))
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{
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mx = 0;
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my = 0;
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}
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#endif
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}
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if (mouse->type == M_TOUCH)
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{
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if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && !Key_Dest_Has(kdm_game))
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{
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//if they're strafing, calculate the speed to move at based upon their displacement
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if (mouse->down)
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{
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mx = (mouse->oldpos[0] - 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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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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}
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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 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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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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}
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#endif
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if (m_filter.value)
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{
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double fraction = bound(0, m_filter.value, 2) * 0.5;
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mouse_x = (mx*(1-fraction) + mouse->old_delta[0]*fraction);
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mouse_y = (my*(1-fraction) + mouse->old_delta[1]*fraction);
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}
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else
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{
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mouse_x = mx;
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mouse_y = my;
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}
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mouse->old_delta[0] = mx;
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mouse->old_delta[1] = my;
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if (m_accel.value)
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{
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mouse_deltadist = sqrt(mx*mx + my*my);
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mouse_x *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
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mouse_y *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
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}
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else
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{
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mouse_x *= sensitivity.value*in_sensitivityscale;
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mouse_y *= sensitivity.value*in_sensitivityscale;
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}
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if (cl.playerview[pnum].stats[STAT_VIEWZOOM])
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{
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mouse_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
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mouse_y *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
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}
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if (!movements)
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{
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return;
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}
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// add mouse X/Y movement to cmd
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if (strafe_x)
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movements[1] += m_side.value * mouse_x;
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else
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{
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// if ((int)((cl.viewangles[pnum][PITCH]+89.99)/180) & 1)
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// mouse_x *= -1;
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cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
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}
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if (in_mlook.state[pnum] & 1)
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V_StopPitchDrift (&cl.playerview[pnum]);
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if (!strafe_y)
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{
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cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
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}
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else
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{
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if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
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movements[2] -= m_forward.value * mouse_y;
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else
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movements[0] -= m_forward.value * mouse_y;
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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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int i;
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INS_Move(movements, pnum);
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for (i = 0; i < MAXPOINTERS; i++)
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IN_MoveMouse(&ptr[i], movements, pnum);
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}
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void IN_KeyEvent(int devid, 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 = devid;
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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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devid is the mouse device id. generally idependant from keyboards.
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for multitouch, devid might be the touch identifier, which will persist until released.
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x is horizontal, y is vertical.
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z is height... generally its used as a mousewheel instead, but there are some '3d' mice out there, so its provided in this api.
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*/
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void IN_MouseMove(int devid, int abs, float x, float y, float z, float size)
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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 = devid;
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ev->type = abs?IEV_MOUSEABS:IEV_MOUSEDELTA;
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ev->mouse.x = x;
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ev->mouse.y = y;
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ev->mouse.z = z;
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ev->mouse.tsize = size;
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in_finishevent();
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}
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