ioq3quest/code/sdl/sdl_input.c
Zack Middleton 098d97bdb0 Fix in_nograb not releasing the mouse cursor
Disable SDL relative mouse mode when in_nograb is enabled. Relative
mouse mode hides the cursor and it cannot exit the window regardless
of the window's grab state.

This wasn't always the case. SDL before 2.0.4 on GNU/Linux released
the mouse cursor in relative mode. However, SDL 2.0.3/4 on Windows
does not. (I did not test other Windows versions.) So I think SDL
2.0.4 made GNU/Linux X11 behavior consistent with other platforms.

This fixes mouse input being unusable when debuging client crashes
in gdb.
2017-09-10 19:11:36 -05:00

1276 lines
33 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifdef USE_LOCAL_HEADERS
# include "SDL.h"
#else
# include <SDL.h>
#endif
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "../client/client.h"
#include "../sys/sys_local.h"
static cvar_t *in_keyboardDebug = NULL;
static SDL_GameController *gamepad = NULL;
static SDL_Joystick *stick = NULL;
static qboolean mouseAvailable = qfalse;
static qboolean mouseActive = qfalse;
static cvar_t *in_mouse = NULL;
static cvar_t *in_nograb;
static cvar_t *in_joystick = NULL;
static cvar_t *in_joystickThreshold = NULL;
static cvar_t *in_joystickNo = NULL;
static cvar_t *in_joystickUseAnalog = NULL;
static int vidRestartTime = 0;
static int in_eventTime = 0;
static SDL_Window *SDL_window = NULL;
#define CTRL(a) ((a)-'a'+1)
/*
===============
IN_PrintKey
===============
*/
static void IN_PrintKey( const SDL_Keysym *keysym, keyNum_t key, qboolean down )
{
if( down )
Com_Printf( "+ " );
else
Com_Printf( " " );
Com_Printf( "Scancode: 0x%02x(%s) Sym: 0x%02x(%s)",
keysym->scancode, SDL_GetScancodeName( keysym->scancode ),
keysym->sym, SDL_GetKeyName( keysym->sym ) );
if( keysym->mod & KMOD_LSHIFT ) Com_Printf( " KMOD_LSHIFT" );
if( keysym->mod & KMOD_RSHIFT ) Com_Printf( " KMOD_RSHIFT" );
if( keysym->mod & KMOD_LCTRL ) Com_Printf( " KMOD_LCTRL" );
if( keysym->mod & KMOD_RCTRL ) Com_Printf( " KMOD_RCTRL" );
if( keysym->mod & KMOD_LALT ) Com_Printf( " KMOD_LALT" );
if( keysym->mod & KMOD_RALT ) Com_Printf( " KMOD_RALT" );
if( keysym->mod & KMOD_LGUI ) Com_Printf( " KMOD_LGUI" );
if( keysym->mod & KMOD_RGUI ) Com_Printf( " KMOD_RGUI" );
if( keysym->mod & KMOD_NUM ) Com_Printf( " KMOD_NUM" );
if( keysym->mod & KMOD_CAPS ) Com_Printf( " KMOD_CAPS" );
if( keysym->mod & KMOD_MODE ) Com_Printf( " KMOD_MODE" );
if( keysym->mod & KMOD_RESERVED ) Com_Printf( " KMOD_RESERVED" );
Com_Printf( " Q:0x%02x(%s)\n", key, Key_KeynumToString( key ) );
}
#define MAX_CONSOLE_KEYS 16
/*
===============
IN_IsConsoleKey
TODO: If the SDL_Scancode situation improves, use it instead of
both of these methods
===============
*/
static qboolean IN_IsConsoleKey( keyNum_t key, int character )
{
typedef struct consoleKey_s
{
enum
{
QUAKE_KEY,
CHARACTER
} type;
union
{
keyNum_t key;
int character;
} u;
} consoleKey_t;
static consoleKey_t consoleKeys[ MAX_CONSOLE_KEYS ];
static int numConsoleKeys = 0;
int i;
// Only parse the variable when it changes
if( cl_consoleKeys->modified )
{
char *text_p, *token;
cl_consoleKeys->modified = qfalse;
text_p = cl_consoleKeys->string;
numConsoleKeys = 0;
while( numConsoleKeys < MAX_CONSOLE_KEYS )
{
consoleKey_t *c = &consoleKeys[ numConsoleKeys ];
int charCode = 0;
token = COM_Parse( &text_p );
if( !token[ 0 ] )
break;
if( strlen( token ) == 4 )
charCode = Com_HexStrToInt( token );
if( charCode > 0 )
{
c->type = CHARACTER;
c->u.character = charCode;
}
else
{
c->type = QUAKE_KEY;
c->u.key = Key_StringToKeynum( token );
// 0 isn't a key
if( c->u.key <= 0 )
continue;
}
numConsoleKeys++;
}
}
// If the character is the same as the key, prefer the character
if( key == character )
key = 0;
for( i = 0; i < numConsoleKeys; i++ )
{
consoleKey_t *c = &consoleKeys[ i ];
switch( c->type )
{
case QUAKE_KEY:
if( key && c->u.key == key )
return qtrue;
break;
case CHARACTER:
if( c->u.character == character )
return qtrue;
break;
}
}
return qfalse;
}
/*
===============
IN_TranslateSDLToQ3Key
===============
*/
static keyNum_t IN_TranslateSDLToQ3Key( SDL_Keysym *keysym, qboolean down )
{
keyNum_t key = 0;
if( keysym->scancode >= SDL_SCANCODE_1 && keysym->scancode <= SDL_SCANCODE_0 )
{
// Always map the number keys as such even if they actually map
// to other characters (eg, "1" is "&" on an AZERTY keyboard).
// This is required for SDL before 2.0.6, except on Windows
// which already had this behavior.
if( keysym->scancode == SDL_SCANCODE_0 )
key = '0';
else
key = '1' + keysym->scancode - SDL_SCANCODE_1;
}
else if( keysym->sym >= SDLK_SPACE && keysym->sym < SDLK_DELETE )
{
// These happen to match the ASCII chars
key = (int)keysym->sym;
}
else
{
switch( keysym->sym )
{
case SDLK_PAGEUP: key = K_PGUP; break;
case SDLK_KP_9: key = K_KP_PGUP; break;
case SDLK_PAGEDOWN: key = K_PGDN; break;
case SDLK_KP_3: key = K_KP_PGDN; break;
case SDLK_KP_7: key = K_KP_HOME; break;
case SDLK_HOME: key = K_HOME; break;
case SDLK_KP_1: key = K_KP_END; break;
case SDLK_END: key = K_END; break;
case SDLK_KP_4: key = K_KP_LEFTARROW; break;
case SDLK_LEFT: key = K_LEFTARROW; break;
case SDLK_KP_6: key = K_KP_RIGHTARROW; break;
case SDLK_RIGHT: key = K_RIGHTARROW; break;
case SDLK_KP_2: key = K_KP_DOWNARROW; break;
case SDLK_DOWN: key = K_DOWNARROW; break;
case SDLK_KP_8: key = K_KP_UPARROW; break;
case SDLK_UP: key = K_UPARROW; break;
case SDLK_ESCAPE: key = K_ESCAPE; break;
case SDLK_KP_ENTER: key = K_KP_ENTER; break;
case SDLK_RETURN: key = K_ENTER; break;
case SDLK_TAB: key = K_TAB; break;
case SDLK_F1: key = K_F1; break;
case SDLK_F2: key = K_F2; break;
case SDLK_F3: key = K_F3; break;
case SDLK_F4: key = K_F4; break;
case SDLK_F5: key = K_F5; break;
case SDLK_F6: key = K_F6; break;
case SDLK_F7: key = K_F7; break;
case SDLK_F8: key = K_F8; break;
case SDLK_F9: key = K_F9; break;
case SDLK_F10: key = K_F10; break;
case SDLK_F11: key = K_F11; break;
case SDLK_F12: key = K_F12; break;
case SDLK_F13: key = K_F13; break;
case SDLK_F14: key = K_F14; break;
case SDLK_F15: key = K_F15; break;
case SDLK_BACKSPACE: key = K_BACKSPACE; break;
case SDLK_KP_PERIOD: key = K_KP_DEL; break;
case SDLK_DELETE: key = K_DEL; break;
case SDLK_PAUSE: key = K_PAUSE; break;
case SDLK_LSHIFT:
case SDLK_RSHIFT: key = K_SHIFT; break;
case SDLK_LCTRL:
case SDLK_RCTRL: key = K_CTRL; break;
#ifdef __APPLE__
case SDLK_RGUI:
case SDLK_LGUI: key = K_COMMAND; break;
#else
case SDLK_RGUI:
case SDLK_LGUI: key = K_SUPER; break;
#endif
case SDLK_RALT:
case SDLK_LALT: key = K_ALT; break;
case SDLK_KP_5: key = K_KP_5; break;
case SDLK_INSERT: key = K_INS; break;
case SDLK_KP_0: key = K_KP_INS; break;
case SDLK_KP_MULTIPLY: key = K_KP_STAR; break;
case SDLK_KP_PLUS: key = K_KP_PLUS; break;
case SDLK_KP_MINUS: key = K_KP_MINUS; break;
case SDLK_KP_DIVIDE: key = K_KP_SLASH; break;
case SDLK_MODE: key = K_MODE; break;
case SDLK_HELP: key = K_HELP; break;
case SDLK_PRINTSCREEN: key = K_PRINT; break;
case SDLK_SYSREQ: key = K_SYSREQ; break;
case SDLK_MENU: key = K_MENU; break;
case SDLK_APPLICATION: key = K_MENU; break;
case SDLK_POWER: key = K_POWER; break;
case SDLK_UNDO: key = K_UNDO; break;
case SDLK_SCROLLLOCK: key = K_SCROLLOCK; break;
case SDLK_NUMLOCKCLEAR: key = K_KP_NUMLOCK; break;
case SDLK_CAPSLOCK: key = K_CAPSLOCK; break;
default:
if( !( keysym->sym & SDLK_SCANCODE_MASK ) && keysym->scancode <= 95 )
{
// Map Unicode characters to 95 world keys using the key's scan code.
// FIXME: There aren't enough world keys to cover all the scancodes.
// Maybe create a map of scancode to quake key at start up and on
// key map change; allocate world key numbers as needed similar
// to SDL 1.2.
key = K_WORLD_0 + (int)keysym->scancode;
}
break;
}
}
if( in_keyboardDebug->integer )
IN_PrintKey( keysym, key, down );
if( IN_IsConsoleKey( key, 0 ) )
{
// Console keys can't be bound or generate characters
key = K_CONSOLE;
}
return key;
}
/*
===============
IN_GobbleMotionEvents
===============
*/
static void IN_GobbleMotionEvents( void )
{
SDL_Event dummy[ 1 ];
int val = 0;
// Gobble any mouse motion events
SDL_PumpEvents( );
while( ( val = SDL_PeepEvents( dummy, 1, SDL_GETEVENT,
SDL_MOUSEMOTION, SDL_MOUSEMOTION ) ) > 0 ) { }
if ( val < 0 )
Com_Printf( "IN_GobbleMotionEvents failed: %s\n", SDL_GetError( ) );
}
/*
===============
IN_ActivateMouse
===============
*/
static void IN_ActivateMouse( void )
{
if (!mouseAvailable || !SDL_WasInit( SDL_INIT_VIDEO ) )
return;
if( !mouseActive )
{
SDL_SetRelativeMouseMode( SDL_TRUE );
SDL_SetWindowGrab( SDL_window, SDL_TRUE );
IN_GobbleMotionEvents( );
}
// in_nograb makes no sense in fullscreen mode
if( !Cvar_VariableIntegerValue("r_fullscreen") )
{
if( in_nograb->modified || !mouseActive )
{
if( in_nograb->integer ) {
SDL_SetRelativeMouseMode( SDL_FALSE );
SDL_SetWindowGrab( SDL_window, SDL_FALSE );
} else {
SDL_SetRelativeMouseMode( SDL_TRUE );
SDL_SetWindowGrab( SDL_window, SDL_TRUE );
}
in_nograb->modified = qfalse;
}
}
mouseActive = qtrue;
}
/*
===============
IN_DeactivateMouse
===============
*/
static void IN_DeactivateMouse( void )
{
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
return;
// Always show the cursor when the mouse is disabled,
// but not when fullscreen
if( !Cvar_VariableIntegerValue("r_fullscreen") )
SDL_ShowCursor( 1 );
if( !mouseAvailable )
return;
if( mouseActive )
{
IN_GobbleMotionEvents( );
SDL_SetWindowGrab( SDL_window, SDL_FALSE );
SDL_SetRelativeMouseMode( SDL_FALSE );
// Don't warp the mouse unless the cursor is within the window
if( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_MOUSE_FOCUS )
SDL_WarpMouseInWindow( SDL_window, cls.glconfig.vidWidth / 2, cls.glconfig.vidHeight / 2 );
mouseActive = qfalse;
}
}
// We translate axes movement into keypresses
static int joy_keys[16] = {
K_LEFTARROW, K_RIGHTARROW,
K_UPARROW, K_DOWNARROW,
K_JOY17, K_JOY18,
K_JOY19, K_JOY20,
K_JOY21, K_JOY22,
K_JOY23, K_JOY24,
K_JOY25, K_JOY26,
K_JOY27, K_JOY28
};
// translate hat events into keypresses
// the 4 highest buttons are used for the first hat ...
static int hat_keys[16] = {
K_JOY29, K_JOY30,
K_JOY31, K_JOY32,
K_JOY25, K_JOY26,
K_JOY27, K_JOY28,
K_JOY21, K_JOY22,
K_JOY23, K_JOY24,
K_JOY17, K_JOY18,
K_JOY19, K_JOY20
};
struct
{
qboolean buttons[SDL_CONTROLLER_BUTTON_MAX + 1]; // +1 because old max was 16, current SDL_CONTROLLER_BUTTON_MAX is 15
unsigned int oldaxes;
int oldaaxes[MAX_JOYSTICK_AXIS];
unsigned int oldhats;
} stick_state;
/*
===============
IN_InitJoystick
===============
*/
static void IN_InitJoystick( void )
{
int i = 0;
int total = 0;
char buf[16384] = "";
if (gamepad)
SDL_GameControllerClose(gamepad);
if (stick != NULL)
SDL_JoystickClose(stick);
stick = NULL;
gamepad = NULL;
memset(&stick_state, '\0', sizeof (stick_state));
// SDL 2.0.4 requires SDL_INIT_JOYSTICK to be initialized separately from
// SDL_INIT_GAMECONTROLLER for SDL_JoystickOpen() to work correctly,
// despite https://wiki.libsdl.org/SDL_Init (retrieved 2016-08-16)
// indicating SDL_INIT_JOYSTICK should be initialized automatically.
if (!SDL_WasInit(SDL_INIT_JOYSTICK))
{
Com_DPrintf("Calling SDL_Init(SDL_INIT_JOYSTICK)...\n");
if (SDL_Init(SDL_INIT_JOYSTICK) != 0)
{
Com_DPrintf("SDL_Init(SDL_INIT_JOYSTICK) failed: %s\n", SDL_GetError());
return;
}
Com_DPrintf("SDL_Init(SDL_INIT_JOYSTICK) passed.\n");
}
if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER))
{
Com_DPrintf("Calling SDL_Init(SDL_INIT_GAMECONTROLLER)...\n");
if (SDL_Init(SDL_INIT_GAMECONTROLLER) != 0)
{
Com_DPrintf("SDL_Init(SDL_INIT_GAMECONTROLLER) failed: %s\n", SDL_GetError());
return;
}
Com_DPrintf("SDL_Init(SDL_INIT_GAMECONTROLLER) passed.\n");
}
total = SDL_NumJoysticks();
Com_DPrintf("%d possible joysticks\n", total);
// Print list and build cvar to allow ui to select joystick.
for (i = 0; i < total; i++)
{
Q_strcat(buf, sizeof(buf), SDL_JoystickNameForIndex(i));
Q_strcat(buf, sizeof(buf), "\n");
}
Cvar_Get( "in_availableJoysticks", buf, CVAR_ROM );
if( !in_joystick->integer ) {
Com_DPrintf( "Joystick is not active.\n" );
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
return;
}
in_joystickNo = Cvar_Get( "in_joystickNo", "0", CVAR_ARCHIVE );
if( in_joystickNo->integer < 0 || in_joystickNo->integer >= total )
Cvar_Set( "in_joystickNo", "0" );
in_joystickUseAnalog = Cvar_Get( "in_joystickUseAnalog", "0", CVAR_ARCHIVE );
stick = SDL_JoystickOpen( in_joystickNo->integer );
if (stick == NULL) {
Com_DPrintf( "No joystick opened: %s\n", SDL_GetError() );
return;
}
if (SDL_IsGameController(in_joystickNo->integer))
gamepad = SDL_GameControllerOpen(in_joystickNo->integer);
Com_DPrintf( "Joystick %d opened\n", in_joystickNo->integer );
Com_DPrintf( "Name: %s\n", SDL_JoystickNameForIndex(in_joystickNo->integer) );
Com_DPrintf( "Axes: %d\n", SDL_JoystickNumAxes(stick) );
Com_DPrintf( "Hats: %d\n", SDL_JoystickNumHats(stick) );
Com_DPrintf( "Buttons: %d\n", SDL_JoystickNumButtons(stick) );
Com_DPrintf( "Balls: %d\n", SDL_JoystickNumBalls(stick) );
Com_DPrintf( "Use Analog: %s\n", in_joystickUseAnalog->integer ? "Yes" : "No" );
Com_DPrintf( "Is gamepad: %s\n", gamepad ? "Yes" : "No" );
SDL_JoystickEventState(SDL_QUERY);
SDL_GameControllerEventState(SDL_QUERY);
}
/*
===============
IN_ShutdownJoystick
===============
*/
static void IN_ShutdownJoystick( void )
{
if ( !SDL_WasInit( SDL_INIT_GAMECONTROLLER ) )
return;
if ( !SDL_WasInit( SDL_INIT_JOYSTICK ) )
return;
if (gamepad)
{
SDL_GameControllerClose(gamepad);
gamepad = NULL;
}
if (stick)
{
SDL_JoystickClose(stick);
stick = NULL;
}
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
static qboolean KeyToAxisAndSign(int keynum, int *outAxis, int *outSign)
{
char *bind;
if (!keynum)
return qfalse;
bind = Key_GetBinding(keynum);
if (!bind || *bind != '+')
return qfalse;
*outSign = 0;
if (Q_stricmp(bind, "+forward") == 0)
{
*outAxis = j_forward_axis->integer;
*outSign = j_forward->value > 0.0f ? 1 : -1;
}
else if (Q_stricmp(bind, "+back") == 0)
{
*outAxis = j_forward_axis->integer;
*outSign = j_forward->value > 0.0f ? -1 : 1;
}
else if (Q_stricmp(bind, "+moveleft") == 0)
{
*outAxis = j_side_axis->integer;
*outSign = j_side->value > 0.0f ? -1 : 1;
}
else if (Q_stricmp(bind, "+moveright") == 0)
{
*outAxis = j_side_axis->integer;
*outSign = j_side->value > 0.0f ? 1 : -1;
}
else if (Q_stricmp(bind, "+lookup") == 0)
{
*outAxis = j_pitch_axis->integer;
*outSign = j_pitch->value > 0.0f ? -1 : 1;
}
else if (Q_stricmp(bind, "+lookdown") == 0)
{
*outAxis = j_pitch_axis->integer;
*outSign = j_pitch->value > 0.0f ? 1 : -1;
}
else if (Q_stricmp(bind, "+left") == 0)
{
*outAxis = j_yaw_axis->integer;
*outSign = j_yaw->value > 0.0f ? 1 : -1;
}
else if (Q_stricmp(bind, "+right") == 0)
{
*outAxis = j_yaw_axis->integer;
*outSign = j_yaw->value > 0.0f ? -1 : 1;
}
else if (Q_stricmp(bind, "+moveup") == 0)
{
*outAxis = j_up_axis->integer;
*outSign = j_up->value > 0.0f ? 1 : -1;
}
else if (Q_stricmp(bind, "+movedown") == 0)
{
*outAxis = j_up_axis->integer;
*outSign = j_up->value > 0.0f ? -1 : 1;
}
return *outSign != 0;
}
/*
===============
IN_GamepadMove
===============
*/
static void IN_GamepadMove( void )
{
int i;
int translatedAxes[MAX_JOYSTICK_AXIS];
qboolean translatedAxesSet[MAX_JOYSTICK_AXIS];
SDL_GameControllerUpdate();
// check buttons
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++)
{
qboolean pressed = SDL_GameControllerGetButton(gamepad, SDL_CONTROLLER_BUTTON_A + i);
if (pressed != stick_state.buttons[i])
{
Com_QueueEvent(in_eventTime, SE_KEY, K_PAD0_A + i, pressed, 0, NULL);
stick_state.buttons[i] = pressed;
}
}
// must defer translated axes until all real axes are processed
// must be done this way to prevent a later mapped axis from zeroing out a previous one
if (in_joystickUseAnalog->integer)
{
for (i = 0; i < MAX_JOYSTICK_AXIS; i++)
{
translatedAxes[i] = 0;
translatedAxesSet[i] = qfalse;
}
}
// check axes
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; i++)
{
int axis = SDL_GameControllerGetAxis(gamepad, SDL_CONTROLLER_AXIS_LEFTX + i);
int oldAxis = stick_state.oldaaxes[i];
// Smoothly ramp from dead zone to maximum value
float f = ((float)abs(axis) / 32767.0f - in_joystickThreshold->value) / (1.0f - in_joystickThreshold->value);
if (f < 0.0f)
f = 0.0f;
axis = (int)(32767 * ((axis < 0) ? -f : f));
if (axis != oldAxis)
{
const int negMap[SDL_CONTROLLER_AXIS_MAX] = { K_PAD0_LEFTSTICK_LEFT, K_PAD0_LEFTSTICK_UP, K_PAD0_RIGHTSTICK_LEFT, K_PAD0_RIGHTSTICK_UP, 0, 0 };
const int posMap[SDL_CONTROLLER_AXIS_MAX] = { K_PAD0_LEFTSTICK_RIGHT, K_PAD0_LEFTSTICK_DOWN, K_PAD0_RIGHTSTICK_RIGHT, K_PAD0_RIGHTSTICK_DOWN, K_PAD0_LEFTTRIGGER, K_PAD0_RIGHTTRIGGER };
qboolean posAnalog = qfalse, negAnalog = qfalse;
int negKey = negMap[i];
int posKey = posMap[i];
if (in_joystickUseAnalog->integer)
{
int posAxis = 0, posSign = 0, negAxis = 0, negSign = 0;
// get axes and axes signs for keys if available
posAnalog = KeyToAxisAndSign(posKey, &posAxis, &posSign);
negAnalog = KeyToAxisAndSign(negKey, &negAxis, &negSign);
// positive to negative/neutral -> keyup if axis hasn't yet been set
if (posAnalog && !translatedAxesSet[posAxis] && oldAxis > 0 && axis <= 0)
{
translatedAxes[posAxis] = 0;
translatedAxesSet[posAxis] = qtrue;
}
// negative to positive/neutral -> keyup if axis hasn't yet been set
if (negAnalog && !translatedAxesSet[negAxis] && oldAxis < 0 && axis >= 0)
{
translatedAxes[negAxis] = 0;
translatedAxesSet[negAxis] = qtrue;
}
// negative/neutral to positive -> keydown
if (posAnalog && axis > 0)
{
translatedAxes[posAxis] = axis * posSign;
translatedAxesSet[posAxis] = qtrue;
}
// positive/neutral to negative -> keydown
if (negAnalog && axis < 0)
{
translatedAxes[negAxis] = -axis * negSign;
translatedAxesSet[negAxis] = qtrue;
}
}
// keyups first so they get overridden by keydowns later
// positive to negative/neutral -> keyup
if (!posAnalog && posKey && oldAxis > 0 && axis <= 0)
Com_QueueEvent(in_eventTime, SE_KEY, posKey, qfalse, 0, NULL);
// negative to positive/neutral -> keyup
if (!negAnalog && negKey && oldAxis < 0 && axis >= 0)
Com_QueueEvent(in_eventTime, SE_KEY, negKey, qfalse, 0, NULL);
// negative/neutral to positive -> keydown
if (!posAnalog && posKey && oldAxis <= 0 && axis > 0)
Com_QueueEvent(in_eventTime, SE_KEY, posKey, qtrue, 0, NULL);
// positive/neutral to negative -> keydown
if (!negAnalog && negKey && oldAxis >= 0 && axis < 0)
Com_QueueEvent(in_eventTime, SE_KEY, negKey, qtrue, 0, NULL);
stick_state.oldaaxes[i] = axis;
}
}
// set translated axes
if (in_joystickUseAnalog->integer)
{
for (i = 0; i < MAX_JOYSTICK_AXIS; i++)
{
if (translatedAxesSet[i])
Com_QueueEvent(in_eventTime, SE_JOYSTICK_AXIS, i, translatedAxes[i], 0, NULL);
}
}
}
/*
===============
IN_JoyMove
===============
*/
static void IN_JoyMove( void )
{
unsigned int axes = 0;
unsigned int hats = 0;
int total = 0;
int i = 0;
if (gamepad)
{
IN_GamepadMove();
return;
}
if (!stick)
return;
SDL_JoystickUpdate();
// update the ball state.
total = SDL_JoystickNumBalls(stick);
if (total > 0)
{
int balldx = 0;
int balldy = 0;
for (i = 0; i < total; i++)
{
int dx = 0;
int dy = 0;
SDL_JoystickGetBall(stick, i, &dx, &dy);
balldx += dx;
balldy += dy;
}
if (balldx || balldy)
{
// !!! FIXME: is this good for stick balls, or just mice?
// Scale like the mouse input...
if (abs(balldx) > 1)
balldx *= 2;
if (abs(balldy) > 1)
balldy *= 2;
Com_QueueEvent( in_eventTime, SE_MOUSE, balldx, balldy, 0, NULL );
}
}
// now query the stick buttons...
total = SDL_JoystickNumButtons(stick);
if (total > 0)
{
if (total > ARRAY_LEN(stick_state.buttons))
total = ARRAY_LEN(stick_state.buttons);
for (i = 0; i < total; i++)
{
qboolean pressed = (SDL_JoystickGetButton(stick, i) != 0);
if (pressed != stick_state.buttons[i])
{
Com_QueueEvent( in_eventTime, SE_KEY, K_JOY1 + i, pressed, 0, NULL );
stick_state.buttons[i] = pressed;
}
}
}
// look at the hats...
total = SDL_JoystickNumHats(stick);
if (total > 0)
{
if (total > 4) total = 4;
for (i = 0; i < total; i++)
{
((Uint8 *)&hats)[i] = SDL_JoystickGetHat(stick, i);
}
}
// update hat state
if (hats != stick_state.oldhats)
{
for( i = 0; i < 4; i++ ) {
if( ((Uint8 *)&hats)[i] != ((Uint8 *)&stick_state.oldhats)[i] ) {
// release event
switch( ((Uint8 *)&stick_state.oldhats)[i] ) {
case SDL_HAT_UP:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
break;
case SDL_HAT_RIGHT:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
break;
case SDL_HAT_DOWN:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
break;
case SDL_HAT_LEFT:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
break;
case SDL_HAT_RIGHTUP:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
break;
case SDL_HAT_RIGHTDOWN:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qfalse, 0, NULL );
break;
case SDL_HAT_LEFTUP:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qfalse, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
break;
case SDL_HAT_LEFTDOWN:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qfalse, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qfalse, 0, NULL );
break;
default:
break;
}
// press event
switch( ((Uint8 *)&hats)[i] ) {
case SDL_HAT_UP:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
break;
case SDL_HAT_RIGHT:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
break;
case SDL_HAT_DOWN:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
break;
case SDL_HAT_LEFT:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
break;
case SDL_HAT_RIGHTUP:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
break;
case SDL_HAT_RIGHTDOWN:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 1], qtrue, 0, NULL );
break;
case SDL_HAT_LEFTUP:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 0], qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
break;
case SDL_HAT_LEFTDOWN:
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 2], qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, hat_keys[4*i + 3], qtrue, 0, NULL );
break;
default:
break;
}
}
}
}
// save hat state
stick_state.oldhats = hats;
// finally, look at the axes...
total = SDL_JoystickNumAxes(stick);
if (total > 0)
{
if (in_joystickUseAnalog->integer)
{
if (total > MAX_JOYSTICK_AXIS) total = MAX_JOYSTICK_AXIS;
for (i = 0; i < total; i++)
{
Sint16 axis = SDL_JoystickGetAxis(stick, i);
float f = ( (float) abs(axis) ) / 32767.0f;
if( f < in_joystickThreshold->value ) axis = 0;
if ( axis != stick_state.oldaaxes[i] )
{
Com_QueueEvent( in_eventTime, SE_JOYSTICK_AXIS, i, axis, 0, NULL );
stick_state.oldaaxes[i] = axis;
}
}
}
else
{
if (total > 16) total = 16;
for (i = 0; i < total; i++)
{
Sint16 axis = SDL_JoystickGetAxis(stick, i);
float f = ( (float) axis ) / 32767.0f;
if( f < -in_joystickThreshold->value ) {
axes |= ( 1 << ( i * 2 ) );
} else if( f > in_joystickThreshold->value ) {
axes |= ( 1 << ( ( i * 2 ) + 1 ) );
}
}
}
}
/* Time to update axes state based on old vs. new. */
if (axes != stick_state.oldaxes)
{
for( i = 0; i < 16; i++ ) {
if( ( axes & ( 1 << i ) ) && !( stick_state.oldaxes & ( 1 << i ) ) ) {
Com_QueueEvent( in_eventTime, SE_KEY, joy_keys[i], qtrue, 0, NULL );
}
if( !( axes & ( 1 << i ) ) && ( stick_state.oldaxes & ( 1 << i ) ) ) {
Com_QueueEvent( in_eventTime, SE_KEY, joy_keys[i], qfalse, 0, NULL );
}
}
}
/* Save for future generations. */
stick_state.oldaxes = axes;
}
/*
===============
IN_ProcessEvents
===============
*/
static void IN_ProcessEvents( void )
{
SDL_Event e;
keyNum_t key = 0;
static keyNum_t lastKeyDown = 0;
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
return;
while( SDL_PollEvent( &e ) )
{
switch( e.type )
{
case SDL_KEYDOWN:
if ( e.key.repeat && Key_GetCatcher( ) == 0 )
break;
if( ( key = IN_TranslateSDLToQ3Key( &e.key.keysym, qtrue ) ) )
Com_QueueEvent( in_eventTime, SE_KEY, key, qtrue, 0, NULL );
if( key == K_BACKSPACE )
Com_QueueEvent( in_eventTime, SE_CHAR, CTRL('h'), 0, 0, NULL );
else if( keys[K_CTRL].down && key >= 'a' && key <= 'z' )
Com_QueueEvent( in_eventTime, SE_CHAR, CTRL(key), 0, 0, NULL );
lastKeyDown = key;
break;
case SDL_KEYUP:
if( ( key = IN_TranslateSDLToQ3Key( &e.key.keysym, qfalse ) ) )
Com_QueueEvent( in_eventTime, SE_KEY, key, qfalse, 0, NULL );
lastKeyDown = 0;
break;
case SDL_TEXTINPUT:
if( lastKeyDown != K_CONSOLE )
{
char *c = e.text.text;
// Quick and dirty UTF-8 to UTF-32 conversion
while( *c )
{
int utf32 = 0;
if( ( *c & 0x80 ) == 0 )
utf32 = *c++;
else if( ( *c & 0xE0 ) == 0xC0 ) // 110x xxxx
{
utf32 |= ( *c++ & 0x1F ) << 6;
utf32 |= ( *c++ & 0x3F );
}
else if( ( *c & 0xF0 ) == 0xE0 ) // 1110 xxxx
{
utf32 |= ( *c++ & 0x0F ) << 12;
utf32 |= ( *c++ & 0x3F ) << 6;
utf32 |= ( *c++ & 0x3F );
}
else if( ( *c & 0xF8 ) == 0xF0 ) // 1111 0xxx
{
utf32 |= ( *c++ & 0x07 ) << 18;
utf32 |= ( *c++ & 0x3F ) << 12;
utf32 |= ( *c++ & 0x3F ) << 6;
utf32 |= ( *c++ & 0x3F );
}
else
{
Com_DPrintf( "Unrecognised UTF-8 lead byte: 0x%x\n", (unsigned int)*c );
c++;
}
if( utf32 != 0 )
{
if( IN_IsConsoleKey( 0, utf32 ) )
{
Com_QueueEvent( in_eventTime, SE_KEY, K_CONSOLE, qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, K_CONSOLE, qfalse, 0, NULL );
}
else
Com_QueueEvent( in_eventTime, SE_CHAR, utf32, 0, 0, NULL );
}
}
}
break;
case SDL_MOUSEMOTION:
if( mouseActive )
{
if( !e.motion.xrel && !e.motion.yrel )
break;
Com_QueueEvent( in_eventTime, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int b;
switch( e.button.button )
{
case SDL_BUTTON_LEFT: b = K_MOUSE1; break;
case SDL_BUTTON_MIDDLE: b = K_MOUSE3; break;
case SDL_BUTTON_RIGHT: b = K_MOUSE2; break;
case SDL_BUTTON_X1: b = K_MOUSE4; break;
case SDL_BUTTON_X2: b = K_MOUSE5; break;
default: b = K_AUX1 + ( e.button.button - SDL_BUTTON_X2 + 1 ) % 16; break;
}
Com_QueueEvent( in_eventTime, SE_KEY, b,
( e.type == SDL_MOUSEBUTTONDOWN ? qtrue : qfalse ), 0, NULL );
}
break;
case SDL_MOUSEWHEEL:
if( e.wheel.y > 0 )
{
Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELUP, qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELUP, qfalse, 0, NULL );
}
else if( e.wheel.y < 0 )
{
Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELDOWN, qtrue, 0, NULL );
Com_QueueEvent( in_eventTime, SE_KEY, K_MWHEELDOWN, qfalse, 0, NULL );
}
break;
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
if (in_joystick->integer)
IN_InitJoystick();
break;
case SDL_QUIT:
Cbuf_ExecuteText(EXEC_NOW, "quit Closed window\n");
break;
case SDL_WINDOWEVENT:
switch( e.window.event )
{
case SDL_WINDOWEVENT_RESIZED:
{
int width, height;
width = e.window.data1;
height = e.window.data2;
// ignore this event on fullscreen
if( cls.glconfig.isFullscreen )
{
break;
}
// check if size actually changed
if( cls.glconfig.vidWidth == width && cls.glconfig.vidHeight == height )
{
break;
}
Cvar_SetValue( "r_customwidth", width );
Cvar_SetValue( "r_customheight", height );
Cvar_Set( "r_mode", "-1" );
// Wait until user stops dragging for 1 second, so
// we aren't constantly recreating the GL context while
// he tries to drag...
vidRestartTime = Sys_Milliseconds( ) + 1000;
}
break;
case SDL_WINDOWEVENT_MINIMIZED: Cvar_SetValue( "com_minimized", 1 ); break;
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_MAXIMIZED: Cvar_SetValue( "com_minimized", 0 ); break;
case SDL_WINDOWEVENT_FOCUS_LOST: Cvar_SetValue( "com_unfocused", 1 ); break;
case SDL_WINDOWEVENT_FOCUS_GAINED: Cvar_SetValue( "com_unfocused", 0 ); break;
}
break;
default:
break;
}
}
}
/*
===============
IN_Frame
===============
*/
void IN_Frame( void )
{
qboolean loading;
IN_JoyMove( );
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
if( !cls.glconfig.isFullscreen && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
{
// Console is down in windowed mode
IN_DeactivateMouse( );
}
else if( !cls.glconfig.isFullscreen && loading )
{
// Loading in windowed mode
IN_DeactivateMouse( );
}
else if( !( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_INPUT_FOCUS ) )
{
// Window not got focus
IN_DeactivateMouse( );
}
else
IN_ActivateMouse( );
IN_ProcessEvents( );
// Set event time for next frame to earliest possible time an event could happen
in_eventTime = Sys_Milliseconds( );
// In case we had to delay actual restart of video system
if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
{
vidRestartTime = 0;
Cbuf_AddText( "vid_restart\n" );
}
}
/*
===============
IN_Init
===============
*/
void IN_Init( void *windowData )
{
int appState;
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
{
Com_Error( ERR_FATAL, "IN_Init called before SDL_Init( SDL_INIT_VIDEO )" );
return;
}
SDL_window = (SDL_Window *)windowData;
Com_DPrintf( "\n------- Input Initialization -------\n" );
in_keyboardDebug = Cvar_Get( "in_keyboardDebug", "0", CVAR_ARCHIVE );
// mouse variables
in_mouse = Cvar_Get( "in_mouse", "1", CVAR_ARCHIVE );
in_nograb = Cvar_Get( "in_nograb", "0", CVAR_ARCHIVE );
in_joystick = Cvar_Get( "in_joystick", "0", CVAR_ARCHIVE|CVAR_LATCH );
in_joystickThreshold = Cvar_Get( "joy_threshold", "0.15", CVAR_ARCHIVE );
SDL_StartTextInput( );
mouseAvailable = ( in_mouse->value != 0 );
IN_DeactivateMouse( );
appState = SDL_GetWindowFlags( SDL_window );
Cvar_SetValue( "com_unfocused", !( appState & SDL_WINDOW_INPUT_FOCUS ) );
Cvar_SetValue( "com_minimized", appState & SDL_WINDOW_MINIMIZED );
IN_InitJoystick( );
Com_DPrintf( "------------------------------------\n" );
}
/*
===============
IN_Shutdown
===============
*/
void IN_Shutdown( void )
{
SDL_StopTextInput( );
IN_DeactivateMouse( );
mouseAvailable = qfalse;
IN_ShutdownJoystick( );
SDL_window = NULL;
}
/*
===============
IN_Restart
===============
*/
void IN_Restart( void )
{
IN_ShutdownJoystick( );
IN_Init( SDL_window );
}