quakeforge/libs/client/cl_input.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

608 lines
14 KiB
C

/*
cl_input.c
Client input commands
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/11/24
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/console.h"
#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/input.h"
#include "QF/plist.h"
#include "QF/sys.h"
#include "QF/input/event.h"
#include "old_keys.h"
#include "client/chase.h"
#include "client/input.h"
#include "client/view.h"
int cl_game_context;
int cl_demo_context;
static int cl_event_id;
static struct LISTENER_SET_TYPE(int) cl_on_focus_change
= LISTENER_SET_STATIC_INIT(4);
in_axis_t in_move_forward = {
.mode = ina_set,
.name = "move.forward",
.description = "Move forward (negative) or backward (positive)",
};
in_axis_t in_move_side = {
.mode = ina_set,
.name = "move.side",
.description = "Move right (positive) or left (negative)",
};
in_axis_t in_move_up = {
.mode = ina_set,
.name = "move.up",
.description = "Move up (positive) or down (negative)",
};
in_axis_t in_cam_forward = {
.mode = ina_set,
.name = "cam.forward",
.description = "Move camera forward (negative) or backward (positive)",
};
in_axis_t in_cam_side = {
.mode = ina_set,
.name = "cam.side",
.description = "Move camera right (positive) or left (negative)",
};
in_axis_t in_cam_up = {
.mode = ina_set,
.name = "cam.up",
.description = "Move camera up (positive) or down (negative)",
};
in_axis_t in_move_pitch = {
.mode = ina_set,
.name = "move.pitch",
.description = "Pitch axis",
};
in_axis_t in_move_yaw = {
.mode = ina_set,
.name = "move.yaw",
.description = "Yaw axis",
};
in_axis_t in_move_roll = {
.mode = ina_set,
.name = "move.roll",
.description = "Roll axis",
};
in_button_t in_left = {
.name = "left",
.description = "When active the player is turning left"
};
in_button_t in_right = {
.name = "right",
.description = "When active the player is turning right"
};
in_button_t in_forward = {
.name = "forward",
.description = "When active the player is moving forward"
};
in_button_t in_back = {
.name = "back",
.description = "When active the player is moving backwards"
};
in_button_t in_lookup = {
.name = "lookup",
.description = "When active the player's view is looking up"
};
in_button_t in_lookdown = {
.name = "lookdown",
.description = "When active the player's view is looking down"
};
in_button_t in_moveleft = {
.name = "moveleft",
.description = "When active the player is strafing left"
};
in_button_t in_moveright = {
.name = "moveright",
.description = "When active the player is strafing right"
};
in_button_t in_use = {
.name = "use",
.description = "Left over command for opening doors and triggering"
" switches"
};
in_button_t in_jump = {
.name = "jump",
.description = "When active the player is jumping"
};
in_button_t in_attack = {
.name = "attack",
.description = "When active player is firing/using current weapon"
};
in_button_t in_up = {
.name = "moveup",
.description = "When active the player is swimming up in a liquid"
};
in_button_t in_down = {
.name = "movedown",
.description = "When active the player is swimming down in a liquid"
};
in_button_t in_strafe = {
.name = "strafe",
.description = "When active, +left and +right function like +moveleft and"
" +moveright"
};
in_button_t in_klook = {
.name = "klook",
.description = "When active, +forward and +back perform +lookup and"
" +lookdown"
};
in_button_t in_speed = {
.name = "speed",
.description = "When active the player is running"
};
in_button_t in_mlook = {
.name = "mlook",
.description = "When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown"
};
static in_axis_t *cl_in_axes[] = {
&in_move_forward,
&in_move_side,
&in_move_up,
&in_move_pitch,
&in_move_yaw,
&in_move_roll,
0,
};
static in_button_t *cl_in_buttons[] = {
&in_left,
&in_right,
&in_forward,
&in_back,
&in_lookup,
&in_lookdown,
&in_moveleft,
&in_moveright,
&in_use,
&in_jump,
&in_attack,
&in_up,
&in_down,
&in_strafe,
&in_klook,
&in_speed,
&in_mlook,
0
};
float cl_anglespeedkey;
static cvar_t cl_anglespeedkey_cvar = {
.name = "cl_anglespeedkey",
.description =
"turn `run' speed multiplier",
.default_value = "1.5",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_anglespeedkey },
};
float cl_backspeed;
static cvar_t cl_backspeed_cvar = {
.name = "cl_backspeed",
.description =
"backward speed",
.default_value = "200",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &cl_backspeed },
};
float cl_forwardspeed;
static cvar_t cl_forwardspeed_cvar = {
.name = "cl_forwardspeed",
.description =
"forward speed",
.default_value = "200",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &cl_forwardspeed },
};
float cl_movespeedkey;
static cvar_t cl_movespeedkey_cvar = {
.name = "cl_movespeedkey",
.description =
"move `run' speed multiplier",
.default_value = "2.0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_movespeedkey },
};
float cl_pitchspeed;
static cvar_t cl_pitchspeed_cvar = {
.name = "cl_pitchspeed",
.description =
"look up/down speed",
.default_value = "150",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_pitchspeed },
};
float cl_sidespeed;
static cvar_t cl_sidespeed_cvar = {
.name = "cl_sidespeed",
.description =
"strafe speed",
.default_value = "350",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_sidespeed },
};
float cl_upspeed;
static cvar_t cl_upspeed_cvar = {
.name = "cl_upspeed",
.description =
"swim/fly up/down speed",
.default_value = "200",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_upspeed },
};
float cl_yawspeed;
static cvar_t cl_yawspeed_cvar = {
.name = "cl_yawspeed",
.description =
"turning speed",
.default_value = "140",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_yawspeed },
};
int lookspring;
static cvar_t lookspring_cvar = {
.name = "lookspring",
.description =
"Snap view to center when moving and no mlook/klook",
.default_value = "0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_int, .value = &lookspring },
};
float m_pitch;
static cvar_t m_pitch_cvar = {
.name = "m_pitch",
.description =
"mouse pitch (up/down) multipier",
.default_value = "0.022",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &m_pitch },
};
float m_yaw;
static cvar_t m_yaw_cvar = {
.name = "m_yaw",
.description =
"mouse yaw (left/right) multipiler",
.default_value = "0.022",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &m_yaw },
};
float m_forward;
static cvar_t m_forward_cvar = {
.name = "m_forward",
.description =
"mouse forward/back speed",
.default_value = "1",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &m_forward },
};
float m_side;
static cvar_t m_side_cvar = {
.name = "m_side",
.description =
"mouse strafe speed",
.default_value = "0.8",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &m_side },
};
static void
CL_AdjustAngles (float frametime, movestate_t *ms, viewstate_t *vs)
{
float down, up;
float pitchspeed, yawspeed;
vec4f_t delta = {};
pitchspeed = cl_pitchspeed;
yawspeed = cl_yawspeed;
if (in_speed.state & inb_down) {
pitchspeed *= cl_anglespeedkey;
yawspeed *= cl_anglespeedkey;
}
pitchspeed *= frametime;
yawspeed *= frametime;
if (!(in_strafe.state & inb_down)) {
delta[YAW] -= yawspeed * IN_ButtonState (&in_right);
delta[YAW] += yawspeed * IN_ButtonState (&in_left);
}
if (in_klook.state & inb_down) {
V_StopPitchDrift (vs);
delta[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
delta[PITCH] += pitchspeed * IN_ButtonState (&in_back);
}
up = IN_ButtonState (&in_lookup);
down = IN_ButtonState (&in_lookdown);
delta[PITCH] -= pitchspeed * up;
delta[PITCH] += pitchspeed * down;
delta[PITCH] -= IN_UpdateAxis (&in_move_pitch) * m_pitch;
delta[YAW] -= IN_UpdateAxis (&in_move_yaw) * m_yaw;
delta[ROLL] -= IN_UpdateAxis (&in_move_roll) * m_pitch;
ms->angles += delta;
if (delta[PITCH]) {
V_StopPitchDrift (vs);
ms->angles[PITCH] = bound (-70, ms->angles[PITCH], 80);
}
if (delta[ROLL]) {
ms->angles[ROLL] = bound (-50, ms->angles[ROLL], 50);
}
if (delta[YAW]) {
ms->angles[YAW] = anglemod (ms->angles[YAW]);
}
}
static const char default_input_config[] = {
#include "libs/client/default_input.plc"
};
static void
cl_bind_f (void)
{
int c, i;
const char *key;
static dstring_t *cmd_buf;
if (!cmd_buf) {
cmd_buf = dstring_newstr ();
}
c = Cmd_Argc ();
if (c < 2) {
Sys_Printf ("bind <key> [command] : attach a command to a key\n");
return;
}
if (strcasecmp (Cmd_Argv (1), "ESCAPE") == 0) {
return;
}
if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
return;
}
dsprintf (cmd_buf, "in_bind imt_mod %s", key);
if (c >= 3) {
for (i = 2; i < c; i++) {
dasprintf (cmd_buf, " \"%s\"", Cmd_Argv (i));
}
}
Cmd_ExecuteString (cmd_buf->str, src_command);
}
static void
cl_unbind_f (void)
{
int c;
const char *key;
static dstring_t *cmd_buf;
if (!cmd_buf) {
cmd_buf = dstring_newstr ();
}
c = Cmd_Argc ();
if (c < 2) {
Sys_Printf ("bind <key> [command] : attach a command to a key\n");
return;
}
if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
return;
}
dsprintf (cmd_buf, "in_unbind imt_mod %s", key);
Cmd_ExecuteString (cmd_buf->str, src_command);
}
static void
CL_Legacy_Init (void)
{
OK_Init ();
Cmd_AddCommand ("bind", cl_bind_f, "compatibility wrapper for in_bind");
Cmd_AddCommand ("unbind", cl_unbind_f, "compatibility wrapper for in_bind");
// FIXME hashlinks
IN_LoadConfig (PL_GetPropertyList (default_input_config, 0));
}
void
CL_Input_BuildMove (float frametime, movestate_t *state, viewstate_t *vs)
{
if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring) {
V_StartPitchDrift (vs);
}
CL_AdjustAngles (frametime, state, vs);
vec4f_t move = {};
if (in_strafe.state & inb_down) {
move[SIDE] += cl_sidespeed * IN_ButtonState (&in_right);
move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_left);
}
move[SIDE] += cl_sidespeed * IN_ButtonState (&in_moveright);
move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_moveleft);
move[UP] += cl_upspeed * IN_ButtonState (&in_up);
move[UP] -= cl_upspeed * IN_ButtonState (&in_down);
if (!(in_klook.state & inb_down)) {
move[FORWARD] += cl_forwardspeed * IN_ButtonState (&in_forward);
move[FORWARD] -= cl_backspeed * IN_ButtonState (&in_back);
}
// adjust for speed key
if (in_speed.state & inb_down) {
move *= cl_movespeedkey;
}
move[FORWARD] -= IN_UpdateAxis (&in_move_forward) * m_forward;
move[SIDE] += IN_UpdateAxis (&in_move_side) * m_side;
move[UP] -= IN_UpdateAxis (&in_move_up);
if (freelook)
V_StopPitchDrift (vs);
if (vs->chase
&& (chase_active == 2 || chase_active == 3)) {
/* adjust for chase camera angles
* makes the player move relative to the chase camera frame rather
* than the player's frame
*/
chasestate_t *cs = vs->chasestate;
vec3_t forward, right, up, f, r;
vec3_t dir = {0, 0, 0};
dir[1] = cs->camera_angles[1] - vs->player_angles[1];
AngleVectors (dir, forward, right, up);
VectorScale (forward, move[FORWARD], f);
VectorScale (right, move[SIDE], r);
move[FORWARD] = f[0] + r[0];
move[SIDE] = -f[1] - r[1];
}
state->move = move;
}
static void
cl_on_focus_change_redirect (void *_func, const int *game)
{
void (*func) (int game) = _func;
func (*game);
}
void
CL_OnFocusChange (void (*func) (int game))
{
LISTENER_ADD (&cl_on_focus_change, cl_on_focus_change_redirect, func);
}
static int
cl_focus_event (const IE_event_t *ie_event)
{
int game = ie_event->type == ie_gain_focus;
LISTENER_INVOKE (&cl_on_focus_change, &game);
return 1;
}
static int
cl_key_event (const IE_event_t *ie_event)
{
if (ie_event->key.code == QFK_ESCAPE) {
Con_SetState (con_menu);
return 1;
}
return 0;
}
static int
cl_event_handler (const IE_event_t *ie_event, void *unused)
{
static int (*handlers[ie_event_count]) (const IE_event_t *ie_event) = {
[ie_key] = cl_key_event,
[ie_gain_focus] = cl_focus_event,
[ie_lose_focus] = cl_focus_event,
};
if ((unsigned) ie_event->type >= ie_event_count
|| !handlers[ie_event->type]) {
return IN_Binding_HandleEvent (ie_event);
}
return handlers[ie_event->type] (ie_event);
}
void
CL_Input_Init (cbuf_t *cbuf)
{
cl_event_id = IE_Add_Handler (cl_event_handler, 0);
for (int i = 0; cl_in_axes[i]; i++) {
IN_RegisterAxis (cl_in_axes[i]);
}
for (int i = 0; cl_in_buttons[i]; i++) {
IN_RegisterButton (cl_in_buttons[i]);
}
cl_game_context = IMT_CreateContext ("key_game");
IMT_SetContextCbuf (cl_game_context, cbuf);
cl_demo_context = IMT_CreateContext ("key_demo");
IMT_SetContextCbuf (cl_demo_context, cbuf);
CL_Legacy_Init ();
}
void
CL_Input_Init_Cvars (void)
{
Cvar_Register (&lookspring_cvar, 0, 0);
Cvar_Register (&m_pitch_cvar, 0, 0);
Cvar_Register (&m_yaw_cvar, 0, 0);
Cvar_Register (&m_forward_cvar, 0, 0);
Cvar_Register (&m_side_cvar, 0, 0);
Cvar_Register (&cl_anglespeedkey_cvar, 0, 0);
Cvar_Register (&cl_backspeed_cvar, 0, 0);
Cvar_Register (&cl_forwardspeed_cvar, 0, 0);
Cvar_Register (&cl_movespeedkey_cvar, 0, 0);
Cvar_Register (&cl_pitchspeed_cvar, 0, 0);
Cvar_Register (&cl_sidespeed_cvar, 0, 0);
Cvar_Register (&cl_upspeed_cvar, 0, 0);
Cvar_Register (&cl_yawspeed_cvar, 0, 0);
}
void
CL_Input_Activate (int in_game)
{
IMT_SetContext (!in_game ? cl_demo_context : cl_game_context);
IE_Set_Focus (cl_event_id);
}