[input] Rework logical buttons

kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.

Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
This commit is contained in:
Bill Currie 2021-10-01 09:16:31 +09:00
parent c6a073c1f3
commit fed8f66824
12 changed files with 527 additions and 516 deletions

View file

@ -32,16 +32,15 @@
#define __QF_in_event_h
#include "QF/qtypes.h"
#include "QF/joystick.h" // needed for JOY_MAX_AXES
typedef struct {
int x, y;
unsigned int buttons;
int x, y;
unsigned buttons;
} IE_mouse_event_t;
typedef struct {
int key_code;
qboolean pressed;
int key_code;
qboolean pressed;
} IE_key_event_t;
typedef struct {

View file

@ -80,6 +80,120 @@ typedef struct in_device_s {
const char *id;
} in_device_t;
/*** Current state of the button.
Captures the current state and any transitions during the last frame.
Not all combinations are valid (inb_edge_up|inb_down and inb_edge_down
(no inb_down) are not valid states), but inb_edge_up|inb_edge_down )with
or without inb_down) is valid as it represents a double transition during
the frame.
*/
typedef enum {
inb_down = 1<<0, ///< button is held
inb_edge_down = 1<<1, ///< button pressed this frame
inb_edge_up = 1<<2, ///< button released this frame
} in_button_state;
typedef struct in_button_s {
int down[2]; ///< button ids holding this button down
int state; ///< in_button_state
} in_button_t;
/*** Represent the button's activity in the last frame as a float.
The detected activity is:
steady off (up)
steady on (down)
off to on (up to down) transition
on to off )down to up) transition
pulse on (off-on-off or up-down-up)
pulse off (on-off-on or down-up-down)
Any additional transitions are treated as a pulse appropriate for the
final state of the button.
\param button Pointer to the button being tested.
\return Float value between 0 (off/up) and 1 (on/down)
\note The edge transitions are cleared, so for each frame, this
is a one-shot function (ie, it is NOT idempotent).
*/
GNU89INLINE inline float IN_ButtonState (in_button_t *button);
/*** Test whether a button has been pressed in the last frame.
Both steady-state on, and brief clicks are detected.
\return True if the button is currently held or was pulsed on
in the last frame.
\note The edge transitions are cleared, so for each frame, this
is a one-shot function (ie, it is NOT idempotent).
*/
GNU89INLINE inline int IN_ButtonPressed (in_button_t *button);
/*** Test whether a button was released in the last frame.
Valid only if the button is still released. A pulsed off does not
count as being released as the button is still held.
\return True if the button is currently released and the release
was in the last frame.
\note The edge transitions are cleared, so for each frame, this
is a one-shot function (ie, it is NOT idempotent).
*/
GNU89INLINE inline int IN_ButtonReleased (in_button_t *button);
#ifndef IMPLEMENT_INPUT_Funcs
GNU89INLINE inline
#else
VISIBLE
#endif
float
IN_ButtonState (in_button_t *button)
{
static const float state_values[8] = {
// held down for the entire frame
[inb_down] = 1,
// released this frame
[inb_edge_up] = 0, // instant falloff
// pressed this frame
[inb_edge_down|inb_down] = 0.5,
// pressed and released this frame
[inb_edge_down|inb_edge_up] = 0.25,
// released and pressed this frame
[inb_edge_down|inb_edge_up|inb_down] = 0.75,
};
int state = button->state;
button->state &= inb_down; // clear edges, preserve pressed
return state_values[state & (inb_down|inb_edge_down|inb_edge_up)];
}
#ifndef IMPLEMENT_INPUT_Funcs
GNU89INLINE inline
#else
VISIBLE
#endif
int
IN_ButtonPressed (in_button_t *button)
{
int state = button->state;
button->state &= inb_down; // clear edges, preserve pressed
// catch even press and release that occurs between frames
return (state & (inb_down | inb_edge_down)) != 0;
}
#ifndef IMPLEMENT_INPUT_Funcs
GNU89INLINE inline
#else
VISIBLE
#endif
int
IN_ButtonReleased (in_button_t *button)
{
int state = button->state;
button->state &= inb_down; // clear edges, preserve pressed
// catch only full release (a pulsed on does count as a release)
return (state & (inb_down | inb_edge_up)) == inb_edge_up;
}
extern viewdelta_t viewdelta;
#define freelook (in_mlook.state & 1 || in_freelook->int_val)
@ -106,6 +220,9 @@ void IN_UpdateGrab (struct cvar_s *);
void IN_ClearStates (void);
int IN_RegisterButton (in_button_t *button, const char *name,
const char *description);
void IN_Move (void); // FIXME: was cmduser_t?
// add additional movement on top of the keyboard move cmd
@ -121,7 +238,7 @@ extern qboolean in_mouse_avail;
extern float in_mouse_x, in_mouse_y;
extern kbutton_t in_strafe, in_klook, in_speed, in_mlook;
extern in_button_t in_strafe, in_klook, in_speed, in_mlook;
#endif
#endif//__QF_input_h

View file

@ -532,11 +532,6 @@ typedef enum {
} keydest_t;
#ifndef __QFCC__
typedef struct {
int down[2]; // key nums holding it down
int state; // low bit is down state
} kbutton_t;
extern knum_t key_toggleconsole;
typedef struct keybind_s {

View file

@ -20,6 +20,7 @@ libs_input_libQFinput_la_DEPENDENCIES= $(input_deps)
libs_input_libQFinput_la_SOURCES= \
libs/input/keys.c \
libs/input/old_keys.c \
libs/input/in_button.c \
libs/input/in_common.c \
libs/input/in_event.c

185
libs/input/in_button.c Normal file
View file

@ -0,0 +1,185 @@
/*
in_button.c
Logical button support
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/09/29
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
#include "QF/cmd.h"
#include "QF/hash.h"
#include "QF/input.h"
#include "QF/sys.h"
typedef struct regbutton_s {
const char *name;
const char *description;
in_button_t *button;
char *press_cmd;
char *release_cmd;
} regbutton_t;
static hashtab_t *button_tab;
static const char *
button_get_key (const void *b, void *data)
{
__auto_type regbutton = (const regbutton_t *) b;
return regbutton->name;
}
static void
button_free (void *b, void *data)
{
free (b);
}
static void
button_press (in_button_t *button, int id)
{
if (id == button->down[0] || id == button->down[1]) {
// repeating key
return;
}
if (!button->down[0]) {
button->down[0] = id;
} else if (!button->down[1]) {
button->down[1] = id;
} else {
Sys_Printf ("Three keys down for a button!\n");
return;
}
if (button->state & inb_down) {
// still down
return;
}
button->state |= inb_down | inb_edge_down;
}
static void
button_release (in_button_t *button, int id)
{
if (id == -1) {
// typed manually at the console, assume for unsticking, so clear all
button->down[0] = button->down[1] = 0;
button->state = inb_edge_up;
return;
}
if (button->down[0] == id) {
button->down[0] = 0;
} else if (button->down[1] == id) {
button->down[1] = 0;
} else {
// key up without coresponding down (menu pass through)
return;
}
if (button->down[0] || button->down[1]) {
// some other key is still holding it down
return;
}
if (!(button->state & inb_down)) {
// still up (this should not happen)
return;
}
button->state &= ~inb_down; // now up
button->state |= inb_edge_up;
}
static void
button_press_cmd (void *_b)
{
in_button_t *button = _b;
const char *idstr = Cmd_Argv (1);
// assume typed manually at the console for continuous down
int id = -1;
if (idstr[0]) {
id = atoi (idstr);
}
button_press (button, id);
}
static void
button_release_cmd (void *_b)
{
in_button_t *button = _b;
const char *idstr = Cmd_Argv (1);
// assume typed manually at the console, probably for unsticking
int id = -1;
if (idstr[0]) {
id = atoi (idstr);
}
button_release (button, id);
}
VISIBLE int
IN_RegisterButton (in_button_t *button, const char *name,
const char *description)
{
if (Hash_Find (button_tab, name)) {
return 0;
}
size_t size = strlen (name) + 2;
regbutton_t *regbutton = malloc (sizeof (regbutton_t) + 2 * size);
regbutton->name = name;
regbutton->description = description;
regbutton->button = button;
regbutton->press_cmd = (char *) (regbutton + 1);
regbutton->release_cmd = regbutton->press_cmd + size;
*regbutton->press_cmd = '+';
*regbutton->release_cmd = '-';
strcpy (regbutton->press_cmd + 1, name);
strcpy (regbutton->release_cmd + 1, name);
Cmd_AddDataCommand (regbutton->press_cmd, button_press_cmd, button,
"Set the button's state to on/pressed.");
Cmd_AddDataCommand (regbutton->release_cmd, button_release_cmd, button,
"Set the button's state to on/pressed.");
return 1;
}
static void __attribute__((constructor))
in_evdev_register_driver (void)
{
button_tab = Hash_NewTable (127, button_get_key, button_free, 0, 0);
}

View file

@ -51,6 +51,7 @@
#include "QF/cvar.h"
#include "QF/darray.h"
#include "QF/in_event.h"
#define IMPLEMENT_INPUT_Funcs
#include "QF/input.h"
#include "QF/joystick.h"
#include "QF/keys.h"
@ -80,9 +81,6 @@ cvar_t *in_mouse_pre_amp;
cvar_t *lookstrafe;
int64_t in_timeout = 10000;//10ms default timeout
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;
@ -315,7 +313,7 @@ IN_Move (void)
in_mouse_x *= in_mouse_amp->value * in_amp->value;
in_mouse_y *= in_mouse_amp->value * in_amp->value;
#if 0
if ((in_strafe.state & 1) || (lookstrafe->int_val && freelook))
viewdelta.position[0] += in_mouse_x;
else
@ -326,6 +324,7 @@ IN_Move (void)
} else {
viewdelta.position[2] -= in_mouse_y;
}
#endif
in_mouse_x = in_mouse_y = 0.0;
}

View file

@ -307,8 +307,6 @@ int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);
float CL_KeyState (kbutton_t *key);
// cl_demo.c
void CL_StopPlayback (void);
void CL_StopRecording (void);
@ -341,10 +339,10 @@ void CL_SignonReply (void);
void CL_RelinkEntities (void);
void CL_ClearEnts (void);
extern kbutton_t in_left, in_right, in_forward, in_back;
extern kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
extern kbutton_t in_use, in_jump, in_attack;
extern kbutton_t in_up, in_down;
extern in_button_t in_left, in_right, in_forward, in_back;
extern in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
extern in_button_t in_use, in_jump, in_attack;
extern in_button_t in_up, in_down;
extern double realtime;

View file

@ -192,16 +192,16 @@ Chase_Update (void)
// VectorCopy (cl.viewstate.angles, cmd.angles);
if (in_strafe.state & 1) {
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
cmd.sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
cmd.sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
cmd.sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
cmd.sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
if (!(in_klook.state & 1)) {
cmd.forwardmove += cl_forwardspeed->value
* CL_KeyState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
* IN_ButtonState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
}
if (in_speed.state & 1) {
cmd.forwardmove *= cl_movespeedkey->value;

View file

@ -67,144 +67,83 @@
state bit 2 is edge triggered on the down to up transition
*/
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
in_button_t in_left, in_right, in_forward, in_back;
in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
in_button_t in_use, in_jump, in_attack;
in_button_t in_up, in_down;
in_button_t in_strafe, in_klook, in_speed, in_mlook;
static struct {
const char *name;
in_button_t *button;
const char *description;
} cl_in_buttons[] = {
{ "left", &in_left,
"When active the player is turning left"
},
{ "right", &in_right,
"When active the player is turning right"
},
{ "forward", &in_forward,
"When active the player is moving forward"
},
{ "back", &in_back,
"When active the player is moving backwards"
},
{ "lookup", &in_lookup,
"When active the player's view is looking up"
},
{ "lookdown", &in_lookdown,
"When active the player's view is looking down"
},
{ "moveleft", &in_moveleft,
"When active the player is strafing left"
},
{ "moveright", &in_moveright,
"When active the player is strafing right"
},
{ "use", &in_use,
"Left over command for opening doors and triggering switches"
},
{ "jump", &in_jump,
"When active the player is jumping"
},
{ "attack", &in_attack,
"When active player is firing/using current weapon"
},
{ "moveup", &in_up,
"When active the player is swimming up in a liquid"
},
{ "movedown", &in_down,
"When active the player is swimming down in a liquid"
},
{ "strafe", &in_strafe,
"When active, +left and +right function like +moveleft and +moveright"
},
{ "speed", &in_speed,
"When active the player is running"
},
{ "klook", &in_klook,
"When active, +forward and +back perform +lookup and +lookdown"
},
{ "mlook", &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown"
},
{ }
};
int in_impulse;
void (*write_angles) (sizebuf_t *sb, const vec3_t angles);
static void
KeyPress (void *_b)
{
kbutton_t *b = _b;
const char *c;
int k;
c = Cmd_Argv (1);
if (c[0])
k = atoi (c);
else
k = -1; // typed manually at the console for
// continuous down
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else {
Sys_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
static void
KeyRelease (void *_b)
{
kbutton_t *b = _b;
const char *c;
int k;
c = Cmd_Argv (1);
if (c[0])
k = atoi (c);
else { // typed manually at the console,
// assume for unsticking, so clear
// all
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down
// (menu pass through)
if (b->down[0] || b->down[1])
return; // some other key is still holding it
// down
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
static void
IN_MLookRelease (void *data)
{
KeyRelease (&in_mlook);
if (!freelook && lookspring->int_val)
V_StartPitchDrift ();
}
static void
IN_Impulse (void *data)
{
in_impulse = atoi (Cmd_Argv (1));
}
/*
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
*/
float
CL_KeyState (kbutton_t *key)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup) {
if (down)
val = 0.5; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown) {
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
}
if (!impulsedown && !impulseup) {
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
}
if (impulsedown && impulseup) {
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state &= 1; // clear impulses
return val;
}
cvar_t *cl_anglespeedkey;
cvar_t *cl_backspeed;
cvar_t *cl_forwardspeed;
@ -228,7 +167,7 @@ CL_AdjustAngles (void)
pitchspeed = cl_pitchspeed->value;
yawspeed = cl_yawspeed->value;
if (in_speed.state & 1) {
if (in_speed.state & inb_down) {
pitchspeed *= cl_anglespeedkey->value;
yawspeed *= cl_anglespeedkey->value;
}
@ -241,19 +180,19 @@ CL_AdjustAngles (void)
pitchspeed *= host_frametime;
yawspeed *= host_frametime;
if (!(in_strafe.state & 1)) {
cl.viewstate.angles[YAW] -= yawspeed * CL_KeyState (&in_right);
cl.viewstate.angles[YAW] += yawspeed * CL_KeyState (&in_left);
if (!(in_strafe.state & inb_down)) {
cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&in_left);
cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]);
}
if (in_klook.state & 1) {
if (in_klook.state & inb_down) {
V_StopPitchDrift ();
cl.viewstate.angles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
cl.viewstate.angles[PITCH] += pitchspeed * CL_KeyState (&in_back);
cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
cl.viewstate.angles[PITCH] += pitchspeed * IN_ButtonState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState (&in_lookdown);
up = IN_ButtonState (&in_lookup);
down = IN_ButtonState (&in_lookdown);
cl.viewstate.angles[PITCH] -= pitchspeed * up;
cl.viewstate.angles[PITCH] += pitchspeed * down;
@ -281,6 +220,10 @@ CL_AdjustAngles (void)
void
CL_BaseMove (usercmd_t *cmd)
{
if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
V_StartPitchDrift ();
}
if (cls.state != ca_active) {
return;
}
@ -289,24 +232,24 @@ CL_BaseMove (usercmd_t *cmd)
memset (cmd, 0, sizeof (*cmd));
if (in_strafe.state & 1) {
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
if (in_strafe.state & inb_down) {
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
if (!(in_klook.state & 1)) {
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
if (!(in_klook.state & inb_down)) {
cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
}
// adjust for speed key
if (in_speed.state & 1) {
if (in_speed.state & inb_down) {
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
@ -347,7 +290,7 @@ CL_BaseMove (usercmd_t *cmd)
cl.viewstate.angles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
cl.viewstate.angles[ROLL] += viewdelta.angles[ROLL];
if (freelook && !(in_strafe.state & 1)) {
if (freelook && !(in_strafe.state & inb_down)) {
cl.viewstate.angles[PITCH]
= bound (-70, cl.viewstate.angles[PITCH], 80);
}
@ -381,13 +324,9 @@ CL_SendMove (usercmd_t *cmd)
// send button bits
bits = 0;
if (in_attack.state & 3)
bits |= 1;
in_attack.state &= ~2;
if (in_jump.state & 3)
bits |= 2;
in_jump.state &= ~2;
bits |= IN_ButtonPressed (&in_attack) << 0;
bits |= IN_ButtonPressed (&in_jump) << 1;
bits |= IN_ButtonPressed (&in_use) << 2;
MSG_WriteByte (&buf, bits);
@ -412,86 +351,10 @@ CL_SendMove (usercmd_t *cmd)
void
CL_Input_Init (void)
{
Cmd_AddDataCommand ("+moveup", KeyPress, &in_up,
"When active the player is swimming up in a liquid");
Cmd_AddDataCommand ("-moveup", KeyRelease, &in_up,
"When active the player is not swimming up in a "
"liquid");
Cmd_AddDataCommand ("+movedown", KeyPress, &in_down,
"When active the player is swimming down in a liquid");
Cmd_AddDataCommand ("-movedown", KeyRelease, &in_down,
"When active the player is not swimming down in a "
"liquid");
Cmd_AddDataCommand ("+left", KeyPress, &in_left,
"When active the player is turning left");
Cmd_AddDataCommand ("-left", KeyRelease, &in_left,
"When active the player is not turning left");
Cmd_AddDataCommand ("+right", KeyPress, &in_right,
"When active the player is turning right");
Cmd_AddDataCommand ("-right", KeyRelease, &in_right,
"When active the player is not turning right");
Cmd_AddDataCommand ("+forward", KeyPress, &in_forward,
"When active the player is moving forward");
Cmd_AddDataCommand ("-forward", KeyRelease, &in_forward,
"When active the player is not moving forward");
Cmd_AddDataCommand ("+back", KeyPress, &in_back,
"When active the player is moving backwards");
Cmd_AddDataCommand ("-back", KeyRelease, &in_back,
"When active the player is not moving backwards");
Cmd_AddDataCommand ("+lookup", KeyPress, &in_lookup,
"When active the player's view is looking up");
Cmd_AddDataCommand ("-lookup", KeyRelease, &in_lookup,
"When active the player's view is not looking up");
Cmd_AddDataCommand ("+lookdown", KeyPress, &in_lookdown,
"When active the player's view is looking down");
Cmd_AddDataCommand ("-lookdown", KeyRelease, &in_lookdown,
"When active the player's view is not looking up");
Cmd_AddDataCommand ("+strafe", KeyPress, &in_strafe,
"When active, +left and +right function like "
"+moveleft and +moveright");
Cmd_AddDataCommand ("-strafe", KeyRelease, &in_strafe,
"When active, +left and +right stop functioning like "
"+moveleft and +moveright");
Cmd_AddDataCommand ("+moveleft", KeyPress, &in_moveleft,
"When active the player is strafing left");
Cmd_AddDataCommand ("-moveleft", KeyRelease, &in_moveleft,
"When active the player is not strafing left");
Cmd_AddDataCommand ("+moveright", KeyPress, &in_moveright,
"When active the player is strafing right");
Cmd_AddDataCommand ("-moveright", KeyRelease, &in_moveright,
"When active the player is not strafing right");
Cmd_AddDataCommand ("+speed", KeyPress, &in_speed,
"When active the player is running");
Cmd_AddDataCommand ("-speed", KeyRelease, &in_speed,
"When active the player is not running");
Cmd_AddDataCommand ("+attack", KeyPress, &in_attack,
"When active player is firing/using current weapon");
Cmd_AddDataCommand ("-attack", KeyRelease, &in_attack,
"When active player is not firing/using current "
"weapon");
Cmd_AddDataCommand ("+use", KeyPress, &in_use,
"Non-functional. Left over command for opening doors "
"and triggering switches");
Cmd_AddDataCommand ("-use", KeyRelease, &in_use,
"Non-functional. Left over command for opening doors "
"and triggering switches");
Cmd_AddDataCommand ("+jump", KeyPress, &in_jump,
"When active the player is jumping");
Cmd_AddDataCommand ("-jump", KeyRelease, &in_jump,
"When active the player is not jumping");
for (int i = 0; cl_in_buttons[i].name; i++) {
IN_RegisterButton (cl_in_buttons[i].button, cl_in_buttons[i].name,
cl_in_buttons[i].description);
}
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
Cmd_AddDataCommand ("+klook", KeyPress, &in_klook,
"When active, +forward and +back perform +lookup and "
"+lookdown");
Cmd_AddDataCommand ("-klook", KeyRelease, &in_klook,
"When active, +forward and +back don't perform "
"+lookup and +lookdown");
Cmd_AddDataCommand ("+mlook", KeyPress, &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown");
Cmd_AddDataCommand ("-mlook", IN_MLookRelease, &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards doesn't perform +lookup and +lookdown");
}

View file

@ -46,12 +46,10 @@ int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);
float CL_KeyState (kbutton_t *key);
extern kbutton_t in_left, in_right, in_forward, in_back;
extern kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
extern kbutton_t in_use, in_jump, in_attack;
extern kbutton_t in_up, in_down;
extern in_button_t in_left, in_right, in_forward, in_back;
extern in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
extern in_button_t in_use, in_jump, in_attack;
extern in_button_t in_up, in_down;
extern int in_impulse;
#endif

View file

@ -192,16 +192,16 @@ Chase_Update (void)
// VectorCopy (cl.viewstate.angles, cmd.angles);
if (in_strafe.state & 1) {
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
cmd.sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
cmd.sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
cmd.sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
cmd.sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
if (!(in_klook.state & 1)) {
cmd.forwardmove += cl_forwardspeed->value
* CL_KeyState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
* IN_ButtonState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
}
if (in_speed.state & 1) {
cmd.forwardmove *= cl_movespeedkey->value;

View file

@ -80,88 +80,75 @@ cvar_t *cl_spamimpulse;
state bit 2 is edge triggered on the down to up transition
*/
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
in_button_t in_left, in_right, in_forward, in_back;
in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
in_button_t in_use, in_jump, in_attack;
in_button_t in_up, in_down;
in_button_t in_strafe, in_klook, in_speed, in_mlook;
static struct {
const char *name;
in_button_t *button;
const char *description;
} cl_in_buttons[] = {
{ "left", &in_left,
"When active the player is turning left"
},
{ "right", &in_right,
"When active the player is turning right"
},
{ "forward", &in_forward,
"When active the player is moving forward"
},
{ "back", &in_back,
"When active the player is moving backwards"
},
{ "lookup", &in_lookup,
"When active the player's view is looking up"
},
{ "lookdown", &in_lookdown,
"When active the player's view is looking down"
},
{ "moveleft", &in_moveleft,
"When active the player is strafing left"
},
{ "moveright", &in_moveright,
"When active the player is strafing right"
},
{ "use", &in_use,
"Left over command for opening doors and triggering switches"
},
{ "jump", &in_jump,
"When active the player is jumping"
},
{ "attack", &in_attack,
"When active player is firing/using current weapon"
},
{ "moveup", &in_up,
"When active the player is swimming up in a liquid"
},
{ "movedown", &in_down,
"When active the player is swimming down in a liquid"
},
{ "strafe", &in_strafe,
"When active, +left and +right function like +moveleft and +moveright"
},
{ "speed", &in_speed,
"When active the player is running"
},
{ "klook", &in_klook,
"When active, +forward and +back perform +lookup and +lookdown"
},
{ "mlook", &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown"
},
{ }
};
int in_impulse;
static void
KeyPress (void *_b)
{
kbutton_t *b = _b;
const char *c;
int k;
c = Cmd_Argv (1);
if (c[0])
k = atoi (c);
else
k = -1; // typed manually at the console for
// continuous down
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else {
Sys_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
static void
KeyRelease (void *_b)
{
kbutton_t *b = _b;
const char *c;
int k;
c = Cmd_Argv (1);
if (c[0])
k = atoi (c);
else { // typed manually at the console,
// assume for unsticking, so clear
// all
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down
// (menu pass through)
if (b->down[0] || b->down[1])
return; // some other key is still holding it
// down
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
static void
IN_MLookRelease (void *data)
{
KeyRelease (&in_mlook);
if (!freelook && lookspring->int_val)
V_StartPitchDrift ();
}
static void
IN_Impulse (void *data)
{
@ -172,55 +159,6 @@ IN_Impulse (void *data)
Team_BestWeaponImpulse (); // HACK HACK HACK
}
/*
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
*/
float
CL_KeyState (kbutton_t *key)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup) {
if (down)
val = 0.5; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown) {
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
}
if (!impulsedown && !impulseup) {
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
}
if (impulsedown && impulseup) {
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state &= 1; // clear impulses
return val;
}
cvar_t *cl_anglespeedkey;
cvar_t *cl_backspeed;
cvar_t *cl_forwardspeed;
@ -244,7 +182,7 @@ CL_AdjustAngles (void)
pitchspeed = cl_pitchspeed->value;
yawspeed = cl_yawspeed->value;
if (in_speed.state & 1) {
if (in_speed.state & inb_down) {
pitchspeed *= cl_anglespeedkey->value;
yawspeed *= cl_anglespeedkey->value;
}
@ -257,19 +195,19 @@ CL_AdjustAngles (void)
pitchspeed *= host_frametime;
yawspeed *= host_frametime;
if (!(in_strafe.state & 1)) {
cl.viewstate.angles[YAW] -= yawspeed * CL_KeyState (&in_right);
cl.viewstate.angles[YAW] += yawspeed * CL_KeyState (&in_left);
if (!(in_strafe.state & inb_down)) {
cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&in_left);
cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]);
}
if (in_klook.state & 1) {
if (in_klook.state & inb_down) {
V_StopPitchDrift ();
cl.viewstate.angles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
cl.viewstate.angles[PITCH] += pitchspeed * CL_KeyState (&in_back);
cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
cl.viewstate.angles[PITCH] += pitchspeed * IN_ButtonState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState (&in_lookdown);
up = IN_ButtonState (&in_lookup);
down = IN_ButtonState (&in_lookdown);
cl.viewstate.angles[PITCH] -= pitchspeed * up;
cl.viewstate.angles[PITCH] += pitchspeed * down;
@ -297,6 +235,10 @@ CL_AdjustAngles (void)
void
CL_BaseMove (usercmd_t *cmd)
{
if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
V_StartPitchDrift ();
}
if (cls.state != ca_active) {
return;
}
@ -306,24 +248,24 @@ CL_BaseMove (usercmd_t *cmd)
memset (cmd, 0, sizeof (*cmd));
VectorCopy (cl.viewstate.angles, cmd->angles);
if (in_strafe.state & 1) {
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
if (in_strafe.state & inb_down) {
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
if (!(in_klook.state & 1)) {
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
if (!(in_klook.state & inb_down)) {
cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
}
// adjust for speed key
if (in_speed.state & 1) {
if (in_speed.state & inb_down) {
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
@ -364,7 +306,7 @@ CL_BaseMove (usercmd_t *cmd)
cl.viewstate.angles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
cl.viewstate.angles[ROLL] += viewdelta.angles[ROLL];
if (freelook && !(in_strafe.state & 1)) {
if (freelook && !(in_strafe.state & inb_down)) {
cl.viewstate.angles[PITCH]
= bound (-70, cl.viewstate.angles[PITCH], 80);
}
@ -393,19 +335,9 @@ CL_FinishMove (usercmd_t *cmd)
return;
// figure button bits
if (in_attack.state & 3)
cmd->buttons |= 1;
in_attack.state &= ~2;
if (in_jump.state & 3)
cmd->buttons |= 2;
in_jump.state &= ~2;
// 1999-10-29 +USE fix by Maddes start
if (in_use.state & 3)
cmd->buttons |= 4;
in_use.state &= ~2;
// 1999-10-29 +USE fix by Maddes end
cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
// send milliseconds of time to apply the move
accum += (host_frametime * 1000.0);
@ -576,88 +508,12 @@ CL_SendCmd (void)
void
CL_Input_Init (void)
{
Cmd_AddDataCommand ("+moveup", KeyPress, &in_up,
"When active the player is swimming up in a liquid");
Cmd_AddDataCommand ("-moveup", KeyRelease, &in_up,
"When active the player is not swimming up in a "
"liquid");
Cmd_AddDataCommand ("+movedown", KeyPress, &in_down,
"When active the player is swimming down in a liquid");
Cmd_AddDataCommand ("-movedown", KeyRelease, &in_down,
"When active the player is not swimming down in a "
"liquid");
Cmd_AddDataCommand ("+left", KeyPress, &in_left,
"When active the player is turning left");
Cmd_AddDataCommand ("-left", KeyRelease, &in_left,
"When active the player is not turning left");
Cmd_AddDataCommand ("+right", KeyPress, &in_right,
"When active the player is turning right");
Cmd_AddDataCommand ("-right", KeyRelease, &in_right,
"When active the player is not turning right");
Cmd_AddDataCommand ("+forward", KeyPress, &in_forward,
"When active the player is moving forward");
Cmd_AddDataCommand ("-forward", KeyRelease, &in_forward,
"When active the player is not moving forward");
Cmd_AddDataCommand ("+back", KeyPress, &in_back,
"When active the player is moving backwards");
Cmd_AddDataCommand ("-back", KeyRelease, &in_back,
"When active the player is not moving backwards");
Cmd_AddDataCommand ("+lookup", KeyPress, &in_lookup,
"When active the player's view is looking up");
Cmd_AddDataCommand ("-lookup", KeyRelease, &in_lookup,
"When active the player's view is not looking up");
Cmd_AddDataCommand ("+lookdown", KeyPress, &in_lookdown,
"When active the player's view is looking down");
Cmd_AddDataCommand ("-lookdown", KeyRelease, &in_lookdown,
"When active the player's view is not looking up");
Cmd_AddDataCommand ("+strafe", KeyPress, &in_strafe,
"When active, +left and +right function like "
"+moveleft and +moveright");
Cmd_AddDataCommand ("-strafe", KeyRelease, &in_strafe,
"When active, +left and +right stop functioning like "
"+moveleft and +moveright");
Cmd_AddDataCommand ("+moveleft", KeyPress, &in_moveleft,
"When active the player is strafing left");
Cmd_AddDataCommand ("-moveleft", KeyRelease, &in_moveleft,
"When active the player is not strafing left");
Cmd_AddDataCommand ("+moveright", KeyPress, &in_moveright,
"When active the player is strafing right");
Cmd_AddDataCommand ("-moveright", KeyRelease, &in_moveright,
"When active the player is not strafing right");
Cmd_AddDataCommand ("+speed", KeyPress, &in_speed,
"When active the player is running");
Cmd_AddDataCommand ("-speed", KeyRelease, &in_speed,
"When active the player is not running");
Cmd_AddDataCommand ("+attack", KeyPress, &in_attack,
"When active player is firing/using current weapon");
Cmd_AddDataCommand ("-attack", KeyRelease, &in_attack,
"When active player is not firing/using current "
"weapon");
Cmd_AddDataCommand ("+use", KeyPress, &in_use,
"Non-functional. Left over command for opening doors "
"and triggering switches");
Cmd_AddDataCommand ("-use", KeyRelease, &in_use,
"Non-functional. Left over command for opening doors "
"and triggering switches");
Cmd_AddDataCommand ("+jump", KeyPress, &in_jump,
"When active the player is jumping");
Cmd_AddDataCommand ("-jump", KeyRelease, &in_jump,
"When active the player is not jumping");
for (int i = 0; cl_in_buttons[i].name; i++) {
IN_RegisterButton (cl_in_buttons[i].button, cl_in_buttons[i].name,
cl_in_buttons[i].description);
}
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
Cmd_AddDataCommand ("+klook", KeyPress, &in_klook,
"When active, +forward and +back perform +lookup and "
"+lookdown");
Cmd_AddDataCommand ("-klook", KeyRelease, &in_klook,
"When active, +forward and +back don't perform "
"+lookup and +lookdown");
Cmd_AddDataCommand ("+mlook", KeyPress, &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown");
Cmd_AddDataCommand ("-mlook", IN_MLookRelease, &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards doesn't perform +lookup and +lookdown");
}
void