The input system backend was once used in the client and the renderers,
but for some years now it has been an integral part of the client only.
Move it there.
* Some globals could be made static.
* Add comments were appropriate.
* And format the file to one coding stile. What is so hard with
keeping to one style?! MY IDE is even able to interfere the
style from existing code...
We're going to remove support for SDL 1.2 shortly after the next
release. Give the last remaining users a very clear warning about
it, error out at force them to edit the code.
Until now we had 3 modes:
0 -> never grab the mouse.
1 -> always grab the mouse
2 -> ungrab the mouse if the game is windowed and the console or the
menu is opened or a cinematic is playing.
The 3rd mode is the same as the 2nd one, but without the "game is
windowed" constrained. Please note that release the mouse grab in
fullscreen may have side effects like the game loosing focus and being
unable to regain it. Especially under X11.
This was requested by @prg318 in issue #271.
Sometimes cinematics are skipped after the first frame even if the
player didn't press any key. I'm unable to reliable reproduce that,
so my educated guess is that one or more events are still waiting in
SDLs event queue.
For example, during intermission IN_Update() is not called for 5
seconds, key presses by impatient players are just added to the queue
and not processed. The first event is used to skip leave the
intermission, the second event skips the cinematic...
Fix this by implementing a new function IN_FlushQueue() to flush SDLs
event queue and calling it when starting cinematic playback. Yes, this
is just another layer violation. :(
Otherwise at least one key may be still marked as down causing an
immediate abort of playback. While here be a little bit paranoid
and clean up key states when focus is gained. In theory that's a
no-op.
Daniel is more or less sure that a stuck Alt key can occure if the user
switches through several windows by Alt-Tab. That sounds resonable,
because the keyup event for Alt may happen when the focus is not on
Quake II. In that case SDL2 misses it and for Quake II the key stays
down. Solve this by capturing the focus loss event and mark all keys
as up.
This works around a bug in SDL 1.2 were the SDL_EnableUNICODE() state is
reset to false after the window is reacreated. Setting it in the render
backend ensures that no keystrokes are lost. This fixes#56.
- Handling of key combinations like Alt + Return or Shift + Escape
clearly belong into the frontend. Now that the client won't clear
the keystates any more it's save to handle them there.
- The 'force_centerview' command belongs into the client move stuff.
I guess it was part of the backend sinces it messes with mouse
handling. Since the renderer is now part of the client that's not
necessary anymore.
- One can argue that +mlook and -mlook belong into client move stuff,
too. But since we need there calculations in the backend anyway,
leave things like they are.
Until now Quake 2 used keysyms aka key events for everything, including
the console and the chat window. Since key events don't reflect if the
shift key is pressed, Quake 2 needed to convert the lower case chars to
upper case char through a hardcoded table. That lead to the problem that
the keyboard layout was utilised for lower case characters only.
Solve this long standing problem by refactoring both the input backend
and the frontends Key_Event() funktion to use character events for most
input subsystem. Character events are generated by SDL and send the
real character.
An example:
- On german keyboards shift and . is : but Quake 2 generated <.
- Now a character event with : is generated and used.
There are at least 3 disadvantes by this approach:
- The backend needs to tell the frontend if a normal character (ASCII
32 to 126) or a special character is send. Only normal characters can
be treated as character events.
- There may be some differences between the binding of a key seen
through the console and seen by the game. If you have a german
keyboard and bind :, the game may not react to :. This can be worked
around by editing the config file.
- Users may need to rebind some keys.
Please note that Quake 2 can handle ASCII characters only!
In the old times the refresher was a stand alone DLL. For performance
reasons and to avoid laggy input parts of the input system were
implemented in this DLL. Now that the renfresher is part of the main
binary and initialized at client startup we can remove most of the
abstractions between input system, refresher and client. Also the
input system can be treated as a normal subsystem.
Changes:
- Untangle the VID_* stuff and the IN_* stuff. The functions
called by function pointers in in_state are now called directly
and 'struct in_state' was removed.
- Remove input.h and rename the appropriate backend functions.
There's no longer a need for an abstraction layer between the
input backend and the input frontend.
- Move input initialization and shutdown into CL_Init(), like it's
already done for all other subsystems.
- Remove Key_ClearStates(). I'm pretty sure that's a left over from
the old Win 9x backends and unnecessary.
- General cleanup.
On some systems SDL_SetRelativeMouseMode() can fail under several
circumstances. For example:
- Security software is blocking acces to raw input.
- XInput 2 is unavailable.
- SDL2s configure script has messed up.
Detect those situations and reposition the mouse manually to the
window center after having read it's current state. This fixes
issue #34 an #35.
Input devices should send key events and nothing more. The ability to
add commands into the input buffer was used by the joystick code
(removed long time ago) and as a dirty hack to work around limitations
of DirectInput.
- 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.
Pressing two mouse buttons at the same time didn't work properly, only
one had effect, e.g. when pressing LMB to walk forward and RMB to shoot
(when bound like that...)
Not sure why that was, but the old mouse button handling (inherited from
the super-old win32 backend where it was supposed to work around bugs in
WinAPI or whatever, where sometimes there were two mouse button presses
in one event or something) was unnecessarily complicated anyway so I
replaced it with something simpler.
Make non global functions static, give some better names to variables,
remove unneccessary special cases and remove some superflous functions.
Form most - if not all - users this changes should be a no-op.
The quake2 binary now gets -DSDL2 in the CFLAGS, so Win32/OSX can
use different #include paths accordingly.
This is also (ab)used to print which SDL version is used on startup.
Don't use this for anything else, use
#if SDL_VERSION_ATLEAST(2, 0, 0)
instead.
I haven't tested building on/for Win32 or OSX, there may be more
work to do.
Furthermore I added Copyright-Info about CalculateGammaRamp()
in refresh.c (it's from SDL2)
* Fix input issues (mouse-wheel and mouse input)
* SDL2 is not default anymore in the Makefile (use WITH_SDL2=yes)
* If SDL2 is enabled, CD audio is disabled (SDL2 doesn't support
that - use OGG/Vorbis instead)
* Small fix to make it compile with SDL1.2 again
Makefile is adjusted, it compiles and works mostly, but
* For some reason (bug in SDL_GetRelativeMouseState() ?)
mouse input doesn't work properly.. it seems to be bound
to window borders, even if input is grabbed
* some keys can't be used anymore because there's no SDLK_*
for them anymore (gotta find out if this is important)
* Maybe some of the changes need cleanup
With this change the "refresh" make target doesn't any longer exists.
It was merged into the "client" target. One will need a "make clean"
before building yQ2 after this change.