/* 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 */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #ifdef HAVE_UNISTD_H # include #endif #define _BSD #include #include #include #include #include "QF/console.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" cvar_t *in_grab; cvar_t *in_amp; 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; static int input_grabbed; extern cvar_t *vid_fullscreen; void // called from context_x11.c IN_UpdateGrab (cvar_t *var) { if (var->int_val || (vid_fullscreen && vid_fullscreen->int_val)) { if (!input_grabbed) { IN_LL_Grab_Input (); input_grabbed = 1; } } else { if (input_grabbed) { IN_LL_Ungrab_Input (); input_grabbed = 0; } } } void IN_Commands (void) { JOY_Command (); } void IN_SendKeyEvents (void) { /* Get events from X server. */ IN_LL_SendKeyEvents (); } void IN_Move (void) { JOY_Move (); if (!in_mouse_avail) return; 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; } /* Called at shutdown */ void IN_Shutdown (void) { JOY_Shutdown (); Con_Printf ("IN_Shutdown\n"); IN_LL_Shutdown (); IE_Shutdown (); } void IN_Init (void) { IE_Init (); IN_LL_Init (); JOY_Init (); in_mouse_x = in_mouse_y = 0.0; } void IN_Init_Cvars (void) { IE_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 from X"); 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_HandlePause (qboolean paused) { } void IN_ClearStates (void) { IN_LL_ClearStates (); Key_ClearStates (); }