Refactor the SDL input backend once again.

- Remove the keyq. This linked list was used to work around limitations
  of the good, old DirectInput API. It's not necessary with SDL.
- Inline some functions to others where apropriate and remove unused
  or unnecessary functions.
- Reorder functions into groups.
- Update comments.

This commits still misses necessary changes to the frontend. They'll be
done in subsequential commits.
This commit is contained in:
Yamagi Burmeister 2014-01-05 18:09:26 +01:00
parent 7111f735f7
commit f80e02ffd9

View file

@ -20,7 +20,7 @@
* *
* ======================================================================= * =======================================================================
* *
* This is the Quake II input system backend, written in SDL. * This is the Quake II input system backend, implemented with SDL.
* *
* ======================================================================= * =======================================================================
*/ */
@ -89,15 +89,7 @@ static cvar_t *m_yaw;
static cvar_t *sensitivity; static cvar_t *sensitivity;
static cvar_t *windowed_mouse; static cvar_t *windowed_mouse;
/* Key queue */ /* ------------------------------------------------------------------ */
struct
{
int key;
int down;
} keyq[128];
int keyq_head = 0;
int keyq_tail = 0;
/* /*
* This creepy function translates the SDL * This creepy function translates the SDL
@ -315,168 +307,124 @@ IN_TranslateSDLtoQ2Key(unsigned int keysym)
return key; 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 * Updates the input queue state. Called every
*/ * frame by the client and does nearly all the
static void * input magic.
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
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
if (event->button.button == 4)
{
IN_AddMouseWheelEvents(K_MWHEELUP);
break;
}
else if (event->button.button == 5)
{
IN_AddMouseWheelEvents(K_MWHEELDOWN);
break;
}
#endif
// fall-through
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;
break;
/* The user pressed a button */
case SDL_KEYDOWN:
/* Fullscreen switch via Alt-Return */
if ((modstate & KMOD_ALT) && (event->key.keysym.sym == SDLK_RETURN))
{
GLimp_ToggleFullscreen();
break;
}
/* 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);
if (key)
{
keyq[keyq_head].key = key;
keyq[keyq_head].down = true;
keyq_head = (keyq_head + 1) & 127;
}
break;
/* 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);
if (key)
{
keyq[keyq_head].key = key;
keyq[keyq_head].down = false;
keyq_head = (keyq_head + 1) & 127;
}
break;
}
}
/*
* Updates the input queue state
*/ */
void void
IN_Update(void) IN_Update(void)
{ {
qboolean want_grab; qboolean want_grab;
SDL_Event event; SDL_Event event;
static int protection; unsigned int key;
/* Protection against multiple calls.
In theory this should neber trigger. */
if (protection == 1)
{
return;
}
else
{
protection = 1;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Keymod modstate;
#else
SDLMod modstate;
#endif
/* Get and process an event */ /* Get and process an event */
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
IN_GetEvent(&event);
switch (event.type)
{
/* The mouse wheel */
#if SDL_VERSION_ATLEAST(2, 0, 0)
case SDL_MOUSEWHEEL:
in_state->Key_Event_fp((event.wheel.y > 0 ? K_MWHEELUP : K_MWHEELDOWN), true);
in_state->Key_Event_fp((event.wheel.y > 0 ? K_MWHEELUP : K_MWHEELDOWN), false);
break;
#endif
case SDL_MOUSEBUTTONDOWN:
#if !SDL_VERSION_ATLEAST(2, 0, 0)
if (event.button.button == 4)
{
in_state->Key_Event_fp(K_MWHEELUP, true);
in_state->Key_Event_fp(K_MWHEELUP, false);
break;
}
else if (event.button.button == 5)
{
in_state->Key_Event_fp(K_MWHEELDOWN, true);
in_state->Key_Event_fp(K_MWHEELDOWN, false);
break;
}
#endif
case SDL_MOUSEBUTTONUP:
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:
return;
}
in_state->Key_Event_fp(key, (event.type == SDL_MOUSEBUTTONDOWN));
break;
/* The user pressed a button */
case SDL_KEYDOWN:
modstate = SDL_GetModState();
/* Fullscreen switch via Alt-Return */
if ((modstate & KMOD_ALT) && (event.key.keysym.sym == SDLK_RETURN))
{
GLimp_ToggleFullscreen();
break;
}
/* 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);
if (key)
{
in_state->Key_Event_fp(key, true);
}
break;
/* 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);
if (key)
{
in_state->Key_Event_fp(key, false);
}
break;
}
} }
/* Get new mouse coordinates */ /* Get new mouse coordinates */
@ -495,132 +443,18 @@ IN_Update(void)
GLimp_GrabInput(want_grab); GLimp_GrabInput(want_grab);
have_grab = want_grab; have_grab = want_grab;
} }
/* 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;
} }
/* /*
* Closes all inputs and * SDL does all the mouse button processing for
* clears the input queue. * us. Thus no need for this functions, it's
*/ * just here to satisfy the frontend.
void
IN_Close(void)
{
keyq_head = 0;
keyq_tail = 0;
memset(keyq, 0, sizeof(keyq));
}
/*
* Centers the view
*/
static void
IN_ForceCenterView(void)
{
in_state->viewangles[PITCH] = 0;
}
/*
* Look down
*/
static void
IN_MLookDown(void)
{
mlooking = true;
}
/*
* Look up
*/
static void
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);
have_grab = (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON);
#endif
}
/*
* Initializes the backend
*/
void
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;
VID_Printf(PRINT_ALL, "Input initialized.\n");
}
/*
* Shuts the backend down
*/
void
IN_BackendShutdown(void)
{
Cmd_RemoveCommand("force_centerview");
Cmd_RemoveCommand("+mlook");
Cmd_RemoveCommand("-mlook");
VID_Printf(PRINT_ALL, "Input shut down.\n");
}
/*
* Mouse button handling
*/ */
void void
IN_BackendMouseButtons(void) IN_BackendMouseButtons(void)
{ {
// nothing to do, we don't need this hack with SDL
// the mouse events are generated directly in IN_GetEvent()
} }
/* /*
* Move handling * Move handling
*/ */
@ -702,4 +536,113 @@ IN_BackendMove(usercmd_t *cmd)
mouse_x = mouse_y = 0; mouse_x = mouse_y = 0;
} }
} }
/* ------------------------------------------------------------------ */
/*
* Closes the inoput device. Unnecessary
* for SDL, but requiered by the frontend
* API.
*/
void
IN_Close(void)
{
}
/*
* Centers the view
*/
static void
IN_ForceCenterView(void)
{
in_state->viewangles[PITCH] = 0;
}
/*
* Look down
*/
static void
IN_MLookDown(void)
{
mlooking = true;
}
/*
* Look up
*/
static void
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);
have_grab = (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON);
#endif
}
/*
* Initializes the backend
*/
void
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;
VID_Printf(PRINT_ALL, "Input initialized.\n");
}
/*
* Shuts the backend down
*/
void
IN_BackendShutdown(void)
{
Cmd_RemoveCommand("force_centerview");
Cmd_RemoveCommand("+mlook");
Cmd_RemoveCommand("-mlook");
VID_Printf(PRINT_ALL, "Input shut down.\n");
}
/* ------------------------------------------------------------------ */