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