quakeforge/libs/video/targets/in_common.c

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/*
in_common.c
general input driver
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Marcus Sundberg [mackan@stacken.kth.se]
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#define _BSD
#include <ctype.h>
#include <errno.h>
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#include <stdio.h>
#include <stdlib.h>
#include "QF/cbuf.h"
#include "QF/cvar.h"
#include "QF/in_event.h"
#include "QF/input.h"
#include "QF/joystick.h"
#include "QF/keys.h"
#include "QF/mathlib.h"
#include "QF/sys.h"
#include "QF/vid.h"
VISIBLE viewdelta_t viewdelta;
cvar_t *in_grab;
VISIBLE cvar_t *in_amp;
VISIBLE cvar_t *in_pre_amp;
cvar_t *in_freelook;
cvar_t *in_mouse_filter;
cvar_t *in_mouse_amp;
cvar_t *in_mouse_pre_amp;
cvar_t *lookstrafe;
kbutton_t in_mlook, in_klook;
kbutton_t in_strafe;
kbutton_t in_speed;
qboolean in_mouse_avail;
float in_mouse_x, in_mouse_y;
static float in_old_mouse_x, in_old_mouse_y;
void
IN_UpdateGrab (cvar_t *var) // called from context_*.c
{
if (var) {
IN_LL_Grab_Input (var->int_val);
}
}
void
IN_ProcessEvents (void)
{
/* Get events from environment. */
JOY_Command ();
IN_LL_ProcessEvents ();
}
void
IN_Move (void)
{
JOY_Move ();
if (!in_mouse_avail)
return;
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in_mouse_x *= in_mouse_pre_amp->value * in_pre_amp->value;
in_mouse_y *= in_mouse_pre_amp->value * in_pre_amp->value;
if (in_mouse_filter->int_val) {
in_mouse_x = (in_mouse_x + in_old_mouse_x) * 0.5;
in_mouse_y = (in_mouse_y + in_old_mouse_y) * 0.5;
in_old_mouse_x = in_mouse_x;
in_old_mouse_y = in_mouse_y;
}
in_mouse_x *= in_mouse_amp->value * in_amp->value;
in_mouse_y *= in_mouse_amp->value * in_amp->value;
if ((in_strafe.state & 1) || (lookstrafe->int_val && freelook))
viewdelta.position[0] += in_mouse_x;
else
viewdelta.angles[YAW] -= in_mouse_x;
if (freelook && !(in_strafe.state & 1)) {
viewdelta.angles[PITCH] += in_mouse_y;
} else {
viewdelta.position[2] -= in_mouse_y;
}
in_mouse_x = in_mouse_y = 0.0;
}
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/* Called at shutdown */
static void
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IN_shutdown (void *data)
{
JOY_Shutdown ();
Sys_MaskPrintf (SYS_vid, "IN_Shutdown\n");
IN_LL_Shutdown ();
IE_Shutdown ();
}
void
IN_Init (cbuf_t *cbuf)
{
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Sys_RegisterShutdown (IN_shutdown, 0);
IE_Init ();
IN_LL_Init ();
Key_Init (cbuf);
JOY_Init ();
in_mouse_x = in_mouse_y = 0.0;
}
void
IN_Init_Cvars (void)
{
IE_Init_Cvars ();
Key_Init_Cvars ();
JOY_Init_Cvars ();
in_grab = Cvar_Get ("in_grab", "0", CVAR_ARCHIVE, IN_UpdateGrab,
"With this set to 1, quake will grab the mouse, "
"preventing loss of input focus.");
in_amp = Cvar_Get ("in_amp", "1", CVAR_ARCHIVE, NULL,
"global in_amp multiplier");
in_pre_amp = Cvar_Get ("in_pre_amp", "1", CVAR_ARCHIVE, NULL,
"global in_pre_amp multiplier");
in_freelook = Cvar_Get ("freelook", "0", CVAR_ARCHIVE, NULL,
"force +mlook");
in_mouse_filter = Cvar_Get ("in_mouse_filter", "0", CVAR_ARCHIVE, NULL,
"Toggle mouse input filtering.");
in_mouse_amp = Cvar_Get ("in_mouse_amp", "15", CVAR_ARCHIVE, NULL,
"mouse in_mouse_amp multiplier");
in_mouse_pre_amp = Cvar_Get ("in_mouse_pre_amp", "1", CVAR_ARCHIVE, NULL,
"mouse in_mouse_pre_amp multiplier");
lookstrafe = Cvar_Get ("lookstrafe", "0", CVAR_ARCHIVE, NULL,
"when mlook/klook on player will strafe");
IN_LL_Init_Cvars ();
}
void
IN_ClearStates (void)
{
IN_LL_ClearStates ();
Key_ClearStates ();
}