quakeforge/libs/video/targets/in_common.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00

186 lines
4.3 KiB
C

/*
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>
#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;
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 */
static void
IN_shutdown (void *data)
{
JOY_Shutdown ();
Sys_MaskPrintf (SYS_vid, "IN_Shutdown\n");
IN_LL_Shutdown ();
IE_Shutdown ();
}
void
IN_Init (cbuf_t *cbuf)
{
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 ();
}