yquake2remaster/src/backends/sdl/input.c

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/*
* Copyright (C) 2010 Yamagi Burmeister
* Copyright (C) 1997-2001 Id Software, Inc.
*
* 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 the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* This is the Quake II input system backend, written in SDL.
*
* =======================================================================
*/
#include "../../client/refresh/header/local.h"
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#include "../../client/header/keyboard.h"
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#include "../generic/header/input.h"
/* There's no sdl-config on OS X and Windows */
#if defined(_WIN32) || defined(__APPLE__)
#ifdef SDL2
#include <SDL2/SDL.h>
#else /* SDL1.2 */
#include <SDL/SDL.h>
#endif /*SDL2 */
#else /* not _WIN32 || APPLE */
#include <SDL.h>
#endif /* _WIN32 || APPLE */
/* SDL 1.2 <-> 2.0 compatiblity cruft */
#if SDL_VERSION_ATLEAST(2, 0, 0)
#define SDLK_KP0 SDLK_KP_0
#define SDLK_KP1 SDLK_KP_1
#define SDLK_KP2 SDLK_KP_2
#define SDLK_KP3 SDLK_KP_3
#define SDLK_KP4 SDLK_KP_4
#define SDLK_KP5 SDLK_KP_5
#define SDLK_KP6 SDLK_KP_6
#define SDLK_KP7 SDLK_KP_7
#define SDLK_KP8 SDLK_KP_8
#define SDLK_KP9 SDLK_KP_9
#define SDLK_RMETA SDLK_RGUI
#define SDLK_LMETA SDLK_LGUI
#define SDLK_COMPOSE SDLK_APPLICATION
#define SDLK_PRINT SDLK_PRINTSCREEN
#define SDLK_SCROLLOCK SDLK_SCROLLLOCK
#define SDLK_NUMLOCK SDLK_NUMLOCKCLEAR
#endif
#define MOUSE_MAX 3000
#define MOUSE_MIN 40
/* Globals */
Key_Event_fp_t Key_Event_fp;
static in_state_t *in_state;
static int mouse_x, mouse_y;
static int old_mouse_x, old_mouse_y;
static qboolean have_grab;
static qboolean mlooking;
/* CVars */
cvar_t *vid_fullscreen;
static cvar_t *in_grab;
static cvar_t *in_mouse;
static cvar_t *exponential_speedup;
static cvar_t *freelook;
static cvar_t *lookstrafe;
static cvar_t *m_forward;
static cvar_t *m_filter;
static cvar_t *m_pitch;
static cvar_t *m_side;
static cvar_t *m_yaw;
static cvar_t *sensitivity;
static cvar_t *windowed_mouse;
/* Key queue */
struct
{
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int key;
int down;
} keyq[128];
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int keyq_head = 0;
int keyq_tail = 0;
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/*
* This creepy function translates the SDL
* keycodes to the internal key representation
* of the id Tech 2 engine.
*/
static int
IN_TranslateSDLtoQ2Key(unsigned int keysym)
{
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int key = 0;
if ((keysym >= SDLK_SPACE) && (keysym < SDLK_DELETE))
{
/* These happen to match
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the ASCII chars */
key = (int)keysym;
}
else
{
switch (keysym)
{
case SDLK_PAGEUP:
key = K_PGUP;
break;
case SDLK_KP9:
key = K_KP_PGUP;
break;
case SDLK_PAGEDOWN:
key = K_PGDN;
break;
case SDLK_KP3:
key = K_KP_PGDN;
break;
case SDLK_KP7:
key = K_KP_HOME;
break;
case SDLK_HOME:
key = K_HOME;
break;
case SDLK_KP1:
key = K_KP_END;
break;
case SDLK_END:
key = K_END;
break;
case SDLK_KP4:
key = K_KP_LEFTARROW;
break;
case SDLK_LEFT:
key = K_LEFTARROW;
break;
case SDLK_KP6:
key = K_KP_RIGHTARROW;
break;
case SDLK_RIGHT:
key = K_RIGHTARROW;
break;
case SDLK_KP2:
key = K_KP_DOWNARROW;
break;
case SDLK_DOWN:
key = K_DOWNARROW;
break;
case SDLK_KP8:
key = K_KP_UPARROW;
break;
case SDLK_UP:
key = K_UPARROW;
break;
case SDLK_ESCAPE:
key = K_ESCAPE;
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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;
case SDLK_RMETA:
case SDLK_LMETA:
key = K_COMMAND;
break;
case SDLK_RALT:
case SDLK_LALT:
key = K_ALT;
break;
case SDLK_KP5:
key = K_KP_5;
break;
case SDLK_INSERT:
key = K_INS;
break;
case SDLK_KP0:
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_COMPOSE:
key = K_COMPOSE;
break;
case SDLK_HELP:
key = K_HELP;
break;
case SDLK_PRINT:
key = K_PRINT;
break;
case SDLK_SYSREQ:
key = K_SYSREQ;
break;
case SDLK_MENU:
key = K_MENU;
break;
case SDLK_POWER:
key = K_POWER;
break;
case SDLK_UNDO:
key = K_UNDO;
break;
case SDLK_SCROLLOCK:
key = K_SCROLLOCK;
break;
case SDLK_NUMLOCK:
key = K_KP_NUMLOCK;
break;
case SDLK_CAPSLOCK:
key = K_CAPSLOCK;
break;
default:
break;
}
}
return key;
}
/*
* Synthesize up and down events for the
* mousewheel. Quake II is unable to use
* buttons wich do not generate events.
*/
static void
IN_AddMouseWheelEvents(int key)
{
assert(key == K_MWHEELUP || key == K_MWHEELDOWN);
/* Key down */
keyq[keyq_head].key = key;
keyq[keyq_head].down = true;
keyq_head = (keyq_head + 1) & 127;
/* Key up */
keyq[keyq_head].key = key;
keyq[keyq_head].down = false;
keyq_head = (keyq_head + 1) & 127;
}
/*
* Input event processing
*/
static void
IN_GetEvent(SDL_Event *event)
{
unsigned int key;
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Keymod modstate = SDL_GetModState();
#else
SDLMod modstate = SDL_GetModState();
#endif
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switch (event->type)
{
/* The mouse wheel */
#if SDL_VERSION_ATLEAST(2, 0, 0)
case SDL_MOUSEWHEEL:
IN_AddMouseWheelEvents(event->wheel.y > 0 ? K_MWHEELUP : K_MWHEELDOWN);
break;
#endif
case SDL_MOUSEBUTTONDOWN:
#if ! SDL_VERSION_ATLEAST(2, 0, 0) // SDL1.2 mousewheel stuff
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if (event->button.button == 4)
{
IN_AddMouseWheelEvents(K_MWHEELUP);
break;
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}
else if (event->button.button == 5)
{
IN_AddMouseWheelEvents(K_MWHEELDOWN);
break;
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}
#endif
// fall-through
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case SDL_MOUSEBUTTONUP:
// DG: luckily, we don't need that IN_MouseEvent() magic with SDL,
// as it really sends one event per pressed/released button
switch( event->button.button )
{
case SDL_BUTTON_LEFT:
key = K_MOUSE1;
break;
case SDL_BUTTON_MIDDLE:
key = K_MOUSE3;
break;
case SDL_BUTTON_RIGHT:
key = K_MOUSE2;
break;
case SDL_BUTTON_X1:
key = K_MOUSE4;
break;
case SDL_BUTTON_X2:
key = K_MOUSE5;
break;
default: // WTF, unknown mousebutton
// TODO: print warning?
return;
}
keyq[keyq_head].key = key;
keyq[keyq_head].down = event->type == SDL_MOUSEBUTTONDOWN;
keyq_head = (keyq_head + 1) & 127;
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break;
/* The user pressed a button */
case SDL_KEYDOWN:
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/* Fullscreen switch via Alt-Return */
if ((modstate & KMOD_ALT) && (event->key.keysym.sym == SDLK_RETURN))
{
GLimp_ToggleFullscreen();
break;
}
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/* Make Shift+Escape toggle the console. This
really belongs in Key_Event(), but since
Key_ClearStates() can mess up the internal
K_SHIFT state let's do it here instead. */
if ((modstate & KMOD_SHIFT) && (event->key.keysym.sym == SDLK_ESCAPE))
{
Cbuf_ExecuteText(EXEC_NOW, "toggleconsole");
break;
}
/* Get the pressed key and add it to the key list */
key = IN_TranslateSDLtoQ2Key(event->key.keysym.sym);
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if (key)
{
keyq[keyq_head].key = key;
keyq[keyq_head].down = true;
keyq_head = (keyq_head + 1) & 127;
}
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break;
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/* The user released a key */
case SDL_KEYUP:
/* Get the pressed key and remove it from the key list */
key = IN_TranslateSDLtoQ2Key(event->key.keysym.sym);
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if (key)
{
keyq[keyq_head].key = key;
keyq[keyq_head].down = false;
keyq_head = (keyq_head + 1) & 127;
}
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break;
}
}
/*
* Updates the input queue state
*/
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void
IN_Update(void)
{
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qboolean want_grab;
SDL_Event event;
static int protection;
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/* Protection against multiple calls.
In theory this should neber trigger. */
if (protection == 1)
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{
return;
}
else
{
protection = 1;
}
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/* Get and process an event */
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while (SDL_PollEvent(&event))
{
IN_GetEvent(&event);
}
/* Get new mouse coordinates */
if (!mouse_x && !mouse_y)
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{
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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}
/* Grab and ungrab the mouse if the
* console or the menu is opened */
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want_grab = (vid_fullscreen->value || in_grab->value == 1 ||
(in_grab->value == 2 && windowed_mouse->value));
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if (have_grab != want_grab)
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{
GLimp_GrabInput(want_grab);
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have_grab = want_grab;
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}
/* Process the key events */
while (keyq_head != keyq_tail)
{
in_state->Key_Event_fp(keyq[keyq_tail].key, keyq[keyq_tail].down);
keyq_tail = (keyq_tail + 1) & 127;
}
protection = 0;
}
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/*
* Closes all inputs and
* clears the input queue.
*/
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void
IN_Close(void)
{
keyq_head = 0;
keyq_tail = 0;
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memset(keyq, 0, sizeof(keyq));
}
/*
* Centers the view
*/
static void
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IN_ForceCenterView(void)
{
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in_state->viewangles[PITCH] = 0;
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}
/*
* Look down
*/
static void
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IN_MLookDown(void)
{
mlooking = true;
}
/*
* Look up
*/
static void
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IN_MLookUp(void)
{
mlooking = false;
in_state->IN_CenterView_fp();
}
/*
* Keyboard initialisation. Called by the client.
*/
void
IN_KeyboardInit(Key_Event_fp_t fp)
{
Key_Event_fp = fp;
/* SDL stuff. Moved here from IN_BackendInit because
this must be done after video is initialized. */
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_SetRelativeMouseMode(SDL_TRUE);
have_grab = GLimp_InputIsGrabbed();
#else
SDL_EnableUNICODE(0);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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have_grab = (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON);
#endif
}
/*
* Initializes the backend
*/
void
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IN_BackendInit(in_state_t *in_state_p)
{
in_state = in_state_p;
exponential_speedup = Cvar_Get("exponential_speedup", "0", CVAR_ARCHIVE);
freelook = Cvar_Get("freelook", "1", 0);
in_grab = Cvar_Get("in_grab", "2", CVAR_ARCHIVE);
in_mouse = Cvar_Get("in_mouse", "0", CVAR_ARCHIVE);
lookstrafe = Cvar_Get("lookstrafe", "0", 0);
m_filter = Cvar_Get("m_filter", "0", CVAR_ARCHIVE);
m_forward = Cvar_Get("m_forward", "1", 0);
m_pitch = Cvar_Get("m_pitch", "0.022", 0);
m_side = Cvar_Get("m_side", "0.8", 0);
m_yaw = Cvar_Get("m_yaw", "0.022", 0);
sensitivity = Cvar_Get("sensitivity", "3", 0);
vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
windowed_mouse = Cvar_Get("windowed_mouse", "1", CVAR_USERINFO | CVAR_ARCHIVE);
Cmd_AddCommand("+mlook", IN_MLookDown);
Cmd_AddCommand("-mlook", IN_MLookUp);
Cmd_AddCommand("force_centerview", IN_ForceCenterView);
mouse_x = mouse_y = 0;
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VID_Printf(PRINT_ALL, "Input initialized.\n");
}
/*
* Shuts the backend down
*/
void
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IN_BackendShutdown(void)
{
Cmd_RemoveCommand("force_centerview");
Cmd_RemoveCommand("+mlook");
Cmd_RemoveCommand("-mlook");
VID_Printf(PRINT_ALL, "Input shut down.\n");
}
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/*
* Mouse button handling
*/
void
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IN_BackendMouseButtons(void)
{
// nothing to do, we don't need this hack with SDL
// the mouse events are generated directly in IN_GetEvent()
}
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/*
* Move handling
*/
void
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IN_BackendMove(usercmd_t *cmd)
{
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if (m_filter->value)
{
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if ((mouse_x > 1) || (mouse_x < -1))
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{
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mouse_x = (mouse_x + old_mouse_x) * 0.5;
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}
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if ((mouse_y > 1) || (mouse_y < -1))
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{
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mouse_y = (mouse_y + old_mouse_y) * 0.5;
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}
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}
old_mouse_x = mouse_x;
old_mouse_y = mouse_y;
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if (mouse_x || mouse_y)
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{
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if (!exponential_speedup->value)
{
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mouse_x *= sensitivity->value;
mouse_y *= sensitivity->value;
}
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else
{
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if ((mouse_x > MOUSE_MIN) || (mouse_y > MOUSE_MIN) ||
(mouse_x < -MOUSE_MIN) || (mouse_y < -MOUSE_MIN))
{
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mouse_x = (mouse_x * mouse_x * mouse_x) / 4;
mouse_y = (mouse_y * mouse_y * mouse_y) / 4;
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if (mouse_x > MOUSE_MAX)
{
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mouse_x = MOUSE_MAX;
}
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else if (mouse_x < -MOUSE_MAX)
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{
mouse_x = -MOUSE_MAX;
}
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if (mouse_y > MOUSE_MAX)
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{
mouse_y = MOUSE_MAX;
}
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else if (mouse_y < -MOUSE_MAX)
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{
mouse_y = -MOUSE_MAX;
}
}
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}
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/* add mouse X/Y movement to cmd */
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if ((*in_state->in_strafe_state & 1) ||
(lookstrafe->value && mlooking))
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{
cmd->sidemove += m_side->value * mouse_x;
}
else
{
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in_state->viewangles[YAW] -= m_yaw->value * mouse_x;
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}
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if ((mlooking || freelook->value) &&
!(*in_state->in_strafe_state & 1))
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{
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in_state->viewangles[PITCH] += m_pitch->value * mouse_y;
}
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else
{
cmd->forwardmove -= m_forward->value * mouse_y;
}
mouse_x = mouse_y = 0;
}
}
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