mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-01-09 19:31:39 +00:00
61400d1ae8
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.
1378 lines
36 KiB
C
1378 lines
36 KiB
C
/*
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* Copyright (C) 2010 Yamagi Burmeister
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* Copyright (C) 1997-2005 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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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 the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* Joystick threshold code is partially based on http://ioquake3.org code.
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*
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* =======================================================================
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*
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* This is the Quake II input system backend, implemented with SDL.
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*
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* =======================================================================
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*/
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#include <SDL2/SDL.h>
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#include "header/input.h"
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#include "../../client/header/keyboard.h"
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#include "../../client/header/client.h"
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// ----
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// Maximal mouse move per frame
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#define MOUSE_MAX 3000
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// Minimal mouse move per frame
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#define MOUSE_MIN 40
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// ----
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// These are used to communicate the events collected by
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// IN_Update() called at the beginning of a frame to the
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// actual movement functions called at a later time.
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static int mouse_x, mouse_y;
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static int back_button_id = -1;
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static float joystick_yaw, joystick_pitch;
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static float joystick_forwardmove, joystick_sidemove;
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static float joystick_up;
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static qboolean mlooking;
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// The last time input events were processed.
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// Used throughout the client.
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int sys_frame_time;
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// Console Variables
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cvar_t *vid_fullscreen;
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cvar_t *freelook;
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cvar_t *lookstrafe;
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cvar_t *m_forward;
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cvar_t *m_pitch;
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cvar_t *m_side;
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cvar_t *m_up;
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cvar_t *m_yaw;
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cvar_t *sensitivity;
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static cvar_t *exponential_speedup;
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static cvar_t *in_grab;
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static cvar_t *m_filter;
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static cvar_t *windowed_mouse;
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// ----
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/* Haptic feedback types */
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enum QHARPICTYPES {
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HAPTIC_EFFECT_UNKNOWN = -1,
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HAPTIC_EFFECT_BLASTER = 0,
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HAPTIC_EFFECT_MENY,
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HAPTIC_EFFECT_HYPER_BLASTER,
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HAPTIC_EFFECT_MACHINEGUN,
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HAPTIC_EFFECT_SHOTGUN,
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HAPTIC_EFFECT_SSHOTGUN,
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HAPTIC_EFFECT_RAILGUN,
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HAPTIC_EFFECT_ROCKETGUN,
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HAPTIC_EFFECT_GRENADE,
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HAPTIC_EFFECT_BFG,
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HAPTIC_EFFECT_PALANX,
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HAPTIC_EFFECT_IONRIPPER,
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HAPTIC_EFFECT_ETFRIFLE,
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HAPTIC_EFFECT_SHOTGUN2,
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HAPTIC_EFFECT_TRACKER,
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HAPTIC_EFFECT_PAIN,
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HAPTIC_EFFECT_STEP,
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HAPTIC_EFFECT_TRAPCOCK,
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HAPTIC_EFFECT_LAST
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};
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struct hapric_effects_cache {
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int effect_type;
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int effect_volume;
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int effect_id;
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int effect_x;
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int effect_y;
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int effect_z;
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};
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qboolean show_haptic;
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static SDL_Haptic *joystick_haptic = NULL;
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static SDL_Joystick *joystick = NULL;
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static SDL_GameController *controller = NULL;
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static int last_haptic_volume = 0;
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static int last_haptic_efffect_size = HAPTIC_EFFECT_LAST;
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static int last_haptic_efffect_pos = 0;
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static struct hapric_effects_cache last_haptic_efffect[HAPTIC_EFFECT_LAST];
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// Joystick sensitivity
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static cvar_t *joy_yawsensitivity;
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static cvar_t *joy_pitchsensitivity;
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static cvar_t *joy_forwardsensitivity;
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static cvar_t *joy_sidesensitivity;
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static cvar_t *joy_upsensitivity;
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// Joystick direction settings
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static cvar_t *joy_axis_leftx;
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static cvar_t *joy_axis_lefty;
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static cvar_t *joy_axis_rightx;
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static cvar_t *joy_axis_righty;
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static cvar_t *joy_axis_triggerleft;
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static cvar_t *joy_axis_triggerright;
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// Joystick threshold settings
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static cvar_t *joy_axis_leftx_threshold;
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static cvar_t *joy_axis_lefty_threshold;
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static cvar_t *joy_axis_rightx_threshold;
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static cvar_t *joy_axis_righty_threshold;
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static cvar_t *joy_axis_triggerleft_threshold;
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static cvar_t *joy_axis_triggerright_threshold;
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// Joystick haptic
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static cvar_t *joy_haptic_magnitude;
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/* ------------------------------------------------------------------ */
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/*
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* This creepy function translates SDL keycodes into
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* the id Tech 2 engines interal representation.
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*/
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static int
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IN_TranslateSDLtoQ2Key(unsigned int keysym)
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{
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int key = 0;
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/* These must be translated */
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switch (keysym)
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{
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case SDLK_PAGEUP:
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key = K_PGUP;
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break;
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case SDLK_KP_9:
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key = K_KP_PGUP;
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break;
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case SDLK_PAGEDOWN:
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key = K_PGDN;
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break;
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case SDLK_KP_3:
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key = K_KP_PGDN;
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break;
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case SDLK_KP_7:
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key = K_KP_HOME;
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break;
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case SDLK_HOME:
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key = K_HOME;
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break;
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case SDLK_KP_1:
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key = K_KP_END;
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break;
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case SDLK_END:
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key = K_END;
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break;
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case SDLK_KP_4:
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key = K_KP_LEFTARROW;
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break;
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case SDLK_LEFT:
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key = K_LEFTARROW;
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break;
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case SDLK_KP_6:
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key = K_KP_RIGHTARROW;
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break;
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case SDLK_RIGHT:
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key = K_RIGHTARROW;
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break;
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case SDLK_KP_2:
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key = K_KP_DOWNARROW;
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break;
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case SDLK_DOWN:
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key = K_DOWNARROW;
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break;
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case SDLK_KP_8:
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key = K_KP_UPARROW;
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break;
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case SDLK_UP:
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key = K_UPARROW;
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break;
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case SDLK_ESCAPE:
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key = K_ESCAPE;
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break;
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case SDLK_KP_ENTER:
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key = K_KP_ENTER;
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break;
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case SDLK_RETURN:
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key = K_ENTER;
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break;
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case SDLK_TAB:
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key = K_TAB;
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break;
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case SDLK_F1:
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key = K_F1;
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break;
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case SDLK_F2:
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key = K_F2;
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break;
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case SDLK_F3:
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key = K_F3;
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break;
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case SDLK_F4:
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key = K_F4;
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break;
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case SDLK_F5:
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key = K_F5;
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break;
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case SDLK_F6:
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key = K_F6;
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break;
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case SDLK_F7:
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key = K_F7;
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break;
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case SDLK_F8:
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key = K_F8;
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break;
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case SDLK_F9:
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key = K_F9;
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break;
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case SDLK_F10:
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key = K_F10;
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break;
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case SDLK_F11:
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key = K_F11;
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break;
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case SDLK_F12:
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key = K_F12;
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break;
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case SDLK_F13:
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key = K_F13;
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break;
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case SDLK_F14:
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key = K_F14;
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break;
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case SDLK_F15:
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key = K_F15;
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break;
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case SDLK_BACKSPACE:
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key = K_BACKSPACE;
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break;
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case SDLK_KP_PERIOD:
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key = K_KP_DEL;
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break;
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case SDLK_DELETE:
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key = K_DEL;
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break;
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case SDLK_PAUSE:
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key = K_PAUSE;
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break;
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case SDLK_LSHIFT:
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case SDLK_RSHIFT:
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key = K_SHIFT;
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break;
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case SDLK_LCTRL:
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case SDLK_RCTRL:
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key = K_CTRL;
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break;
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case SDLK_LGUI:
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case SDLK_RGUI:
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key = K_COMMAND;
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break;
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case SDLK_RALT:
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case SDLK_LALT:
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key = K_ALT;
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break;
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case SDLK_KP_5:
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key = K_KP_5;
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break;
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case SDLK_INSERT:
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key = K_INS;
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break;
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case SDLK_KP_0:
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key = K_KP_INS;
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break;
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case SDLK_KP_MULTIPLY:
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key = K_KP_STAR;
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break;
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case SDLK_KP_PLUS:
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key = K_KP_PLUS;
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break;
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case SDLK_KP_MINUS:
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key = K_KP_MINUS;
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break;
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case SDLK_KP_DIVIDE:
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key = K_KP_SLASH;
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break;
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case SDLK_MODE:
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key = K_MODE;
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break;
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case SDLK_APPLICATION:
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key = K_COMPOSE;
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break;
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case SDLK_HELP:
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key = K_HELP;
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break;
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case SDLK_PRINTSCREEN:
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key = K_PRINT;
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break;
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case SDLK_SYSREQ:
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key = K_SYSREQ;
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break;
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case SDLK_MENU:
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key = K_MENU;
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break;
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case SDLK_POWER:
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key = K_POWER;
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break;
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case SDLK_UNDO:
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key = K_UNDO;
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break;
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case SDLK_SCROLLLOCK:
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key = K_SCROLLOCK;
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break;
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case SDLK_NUMLOCKCLEAR:
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key = K_KP_NUMLOCK;
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break;
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case SDLK_CAPSLOCK:
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key = K_CAPSLOCK;
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break;
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default:
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break;
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}
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return key;
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}
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/* ------------------------------------------------------------------ */
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/*
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* Updates the input queue state. Called every
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* frame by the client and does nearly all the
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* input magic.
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*/
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void
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IN_Update(void)
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{
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qboolean want_grab;
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SDL_Event event;
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unsigned int key;
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static char last_hat = SDL_HAT_CENTERED;
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static qboolean left_trigger = false;
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static qboolean right_trigger = false;
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/* Get and process an event */
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_MOUSEWHEEL:
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Key_Event((event.wheel.y > 0 ? K_MWHEELUP : K_MWHEELDOWN), true, true);
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Key_Event((event.wheel.y > 0 ? K_MWHEELUP : K_MWHEELDOWN), false, true);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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key = K_MOUSE1;
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break;
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case SDL_BUTTON_MIDDLE:
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key = K_MOUSE3;
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break;
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case SDL_BUTTON_RIGHT:
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key = K_MOUSE2;
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break;
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case SDL_BUTTON_X1:
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key = K_MOUSE4;
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break;
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case SDL_BUTTON_X2:
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key = K_MOUSE5;
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break;
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default:
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return;
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}
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Key_Event(key, (event.type == SDL_MOUSEBUTTONDOWN), true);
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break;
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case SDL_MOUSEMOTION:
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if (cls.key_dest == key_game && (int) cl_paused->value == 0)
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{
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mouse_x += event.motion.xrel;
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mouse_y += event.motion.yrel;
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}
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break;
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case SDL_TEXTINPUT:
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if ((event.text.text[0] >= ' ') && (event.text.text[0] <= '~'))
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{
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Char_Event(event.text.text[0]);
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}
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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qboolean down = (event.type == SDL_KEYDOWN);
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/* workaround for AZERTY-keyboards, which don't have 1, 2, ..., 9, 0 in first row:
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* always map those physical keys (scancodes) to those keycodes anyway
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* see also https://bugzilla.libsdl.org/show_bug.cgi?id=3188 */
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SDL_Scancode sc = event.key.keysym.scancode;
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if (sc >= SDL_SCANCODE_1 && sc <= SDL_SCANCODE_0)
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{
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/* Note that the SDL_SCANCODEs are SDL_SCANCODE_1, _2, ..., _9, SDL_SCANCODE_0
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* while in ASCII it's '0', '1', ..., '9' => handle 0 and 1-9 separately
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* (quake2 uses the ASCII values for those keys) */
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int key = '0'; /* implicitly handles SDL_SCANCODE_0 */
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if (sc <= SDL_SCANCODE_9)
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{
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key = '1' + (sc - SDL_SCANCODE_1);
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}
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Key_Event(key, down, false);
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}
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else
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{
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if ((event.key.keysym.sym >= SDLK_SPACE) && (event.key.keysym.sym < SDLK_DELETE))
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{
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Key_Event(event.key.keysym.sym, down, false);
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}
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else
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{
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Key_Event(IN_TranslateSDLtoQ2Key(event.key.keysym.sym), down, true);
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}
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}
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break;
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}
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST ||
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event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
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{
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Key_MarkAllUp();
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}
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else if (event.window.event == SDL_WINDOWEVENT_MOVED)
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{
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// make sure GLimp_GetRefreshRate() will query from SDL again - the window might
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// be on another display now!
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glimp_refreshRate = -1;
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}
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break;
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: /* Handle Controller Back button */
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{
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qboolean down = (event.type == SDL_CONTROLLERBUTTONDOWN);
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if (event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
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{
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Key_Event(K_JOY_BACK, down, true);
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}
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break;
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}
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case SDL_CONTROLLERAXISMOTION: /* Handle Controller Motion */
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{
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char *direction_type;
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float threshold = 0;
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float fix_value = 0;
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int axis_value = event.caxis.value;
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switch (event.caxis.axis)
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{
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/* left/right */
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case SDL_CONTROLLER_AXIS_LEFTX:
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direction_type = joy_axis_leftx->string;
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threshold = joy_axis_leftx_threshold->value;
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break;
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/* top/bottom */
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case SDL_CONTROLLER_AXIS_LEFTY:
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direction_type = joy_axis_lefty->string;
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threshold = joy_axis_lefty_threshold->value;
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break;
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/* second left/right */
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case SDL_CONTROLLER_AXIS_RIGHTX:
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direction_type = joy_axis_rightx->string;
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threshold = joy_axis_rightx_threshold->value;
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break;
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/* second top/bottom */
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case SDL_CONTROLLER_AXIS_RIGHTY:
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direction_type = joy_axis_righty->string;
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threshold = joy_axis_righty_threshold->value;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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direction_type = joy_axis_triggerleft->string;
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threshold = joy_axis_triggerleft_threshold->value;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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direction_type = joy_axis_triggerright->string;
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threshold = joy_axis_triggerright_threshold->value;
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break;
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default:
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direction_type = "none";
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}
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if (threshold > 0.9)
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{
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threshold = 0.9;
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}
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if (axis_value < 0 && (axis_value > (32768 * threshold)))
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{
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axis_value = 0;
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}
|
|
else if (axis_value > 0 && (axis_value < (32768 * threshold)))
|
|
{
|
|
axis_value = 0;
|
|
}
|
|
|
|
// Smoothly ramp from dead zone to maximum value (from ioquake)
|
|
// https://github.com/ioquake/ioq3/blob/master/code/sdl/sdl_input.c
|
|
fix_value = ((float) abs(axis_value) / 32767.0f - threshold) / (1.0f - threshold);
|
|
|
|
if (fix_value < 0.0f)
|
|
{
|
|
fix_value = 0.0f;
|
|
}
|
|
|
|
axis_value = (int) (32767 * ((axis_value < 0) ? -fix_value : fix_value));
|
|
|
|
if (cls.key_dest == key_game && (int) cl_paused->value == 0)
|
|
{
|
|
if (strcmp(direction_type, "sidemove") == 0)
|
|
{
|
|
joystick_sidemove = axis_value * joy_sidesensitivity->value;
|
|
|
|
// We need to be twice faster because with joystic we run...
|
|
joystick_sidemove *= cl_sidespeed->value * 2.0f;
|
|
}
|
|
else if (strcmp(direction_type, "forwardmove") == 0)
|
|
{
|
|
joystick_forwardmove = axis_value * joy_forwardsensitivity->value;
|
|
|
|
// We need to be twice faster because with joystic we run...
|
|
joystick_forwardmove *= cl_forwardspeed->value * 2.0f;
|
|
}
|
|
else if (strcmp(direction_type, "yaw") == 0)
|
|
{
|
|
joystick_yaw = axis_value * joy_yawsensitivity->value;
|
|
joystick_yaw *= cl_yawspeed->value;
|
|
}
|
|
else if (strcmp(direction_type, "pitch") == 0)
|
|
{
|
|
joystick_pitch = axis_value * joy_pitchsensitivity->value;
|
|
joystick_pitch *= cl_pitchspeed->value;
|
|
}
|
|
else if (strcmp(direction_type, "updown") == 0)
|
|
{
|
|
joystick_up = axis_value * joy_upsensitivity->value;
|
|
joystick_up *= cl_upspeed->value;
|
|
}
|
|
}
|
|
|
|
if (strcmp(direction_type, "triggerleft") == 0)
|
|
{
|
|
qboolean new_left_trigger = abs(axis_value) > (32767 / 4);
|
|
|
|
if (new_left_trigger != left_trigger)
|
|
{
|
|
left_trigger = new_left_trigger;
|
|
Key_Event(K_TRIG_LEFT, left_trigger, true);
|
|
}
|
|
}
|
|
else if (strcmp(direction_type, "triggerright") == 0)
|
|
{
|
|
qboolean new_right_trigger = abs(axis_value) > (32767 / 4);
|
|
|
|
if (new_right_trigger != right_trigger)
|
|
{
|
|
right_trigger = new_right_trigger;
|
|
Key_Event(K_TRIG_RIGHT, right_trigger, true);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// Joystick can have more buttons than on general game controller
|
|
// so try to map not free buttons
|
|
case SDL_JOYBUTTONUP:
|
|
case SDL_JOYBUTTONDOWN:
|
|
{
|
|
qboolean down = (event.type == SDL_JOYBUTTONDOWN);
|
|
|
|
// Ignore back button, we don't need event for such button
|
|
if (back_button_id == event.jbutton.button)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (event.jbutton.button <= (K_JOY32 - K_JOY1))
|
|
{
|
|
Key_Event(event.jbutton.button + K_JOY1, down, true);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case SDL_JOYHATMOTION:
|
|
{
|
|
if (last_hat != event.jhat.value)
|
|
{
|
|
char diff = last_hat ^event.jhat.value;
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
if (diff & (1 << i))
|
|
{
|
|
// check that we have button up for some bit
|
|
if (last_hat & (1 << i))
|
|
{
|
|
Key_Event(i + K_HAT_UP, false, true);
|
|
}
|
|
|
|
/* check that we have button down for some bit */
|
|
if (event.jhat.value & (1 << i))
|
|
{
|
|
Key_Event(i + K_HAT_UP, true, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
last_hat = event.jhat.value;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case SDL_QUIT:
|
|
Com_Quit();
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Grab and ungrab the mouse if the console or the menu is opened */
|
|
if (in_grab->value == 3)
|
|
{
|
|
want_grab = windowed_mouse->value;
|
|
}
|
|
else
|
|
{
|
|
want_grab = (vid_fullscreen->value || in_grab->value == 1 ||
|
|
(in_grab->value == 2 && windowed_mouse->value));
|
|
}
|
|
|
|
// calling GLimp_GrabInput() each frame is a bit ugly but simple and should work.
|
|
// The called SDL functions return after a cheap check, if there's nothing to do.
|
|
GLimp_GrabInput(want_grab);
|
|
|
|
// We need to save the frame time so other subsystems
|
|
// know the exact time of the last input events.
|
|
sys_frame_time = Sys_Milliseconds();
|
|
}
|
|
|
|
/*
|
|
* Removes all pending events from SDLs queue.
|
|
*/
|
|
void
|
|
In_FlushQueue(void)
|
|
{
|
|
SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
|
|
Key_MarkAllUp();
|
|
}
|
|
|
|
/*
|
|
* Move handling
|
|
*/
|
|
void
|
|
IN_Move(usercmd_t *cmd)
|
|
{
|
|
static int old_mouse_x;
|
|
static int old_mouse_y;
|
|
|
|
if (m_filter->value)
|
|
{
|
|
if ((mouse_x > 1) || (mouse_x < -1))
|
|
{
|
|
mouse_x = (mouse_x + old_mouse_x) * 0.5;
|
|
}
|
|
|
|
if ((mouse_y > 1) || (mouse_y < -1))
|
|
{
|
|
mouse_y = (mouse_y + old_mouse_y) * 0.5;
|
|
}
|
|
}
|
|
|
|
old_mouse_x = mouse_x;
|
|
old_mouse_y = mouse_y;
|
|
|
|
if (mouse_x || mouse_y)
|
|
{
|
|
if (!exponential_speedup->value)
|
|
{
|
|
mouse_x *= sensitivity->value;
|
|
mouse_y *= sensitivity->value;
|
|
}
|
|
else
|
|
{
|
|
if ((mouse_x > MOUSE_MIN) || (mouse_y > MOUSE_MIN) ||
|
|
(mouse_x < -MOUSE_MIN) || (mouse_y < -MOUSE_MIN))
|
|
{
|
|
mouse_x = (mouse_x * mouse_x * mouse_x) / 4;
|
|
mouse_y = (mouse_y * mouse_y * mouse_y) / 4;
|
|
|
|
if (mouse_x > MOUSE_MAX)
|
|
{
|
|
mouse_x = MOUSE_MAX;
|
|
}
|
|
else if (mouse_x < -MOUSE_MAX)
|
|
{
|
|
mouse_x = -MOUSE_MAX;
|
|
}
|
|
|
|
if (mouse_y > MOUSE_MAX)
|
|
{
|
|
mouse_y = MOUSE_MAX;
|
|
}
|
|
else if (mouse_y < -MOUSE_MAX)
|
|
{
|
|
mouse_y = -MOUSE_MAX;
|
|
}
|
|
}
|
|
}
|
|
|
|
// add mouse X/Y movement to cmd
|
|
if ((in_strafe.state & 1) || (lookstrafe->value && mlooking))
|
|
{
|
|
cmd->sidemove += m_side->value * mouse_x;
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[YAW] -= m_yaw->value * mouse_x;
|
|
}
|
|
|
|
if ((mlooking || freelook->value) && !(in_strafe.state & 1))
|
|
{
|
|
cl.viewangles[PITCH] += m_pitch->value * mouse_y;
|
|
}
|
|
else
|
|
{
|
|
cmd->forwardmove -= m_forward->value * mouse_y;
|
|
}
|
|
|
|
mouse_x = mouse_y = 0;
|
|
}
|
|
|
|
// To make the the viewangles changes independent of framerate we need to scale
|
|
// with frametime (assuming the configured values are for 60hz)
|
|
//
|
|
// 1/32768 is to normalize the input values from SDL (they're between -32768 and
|
|
// 32768 and we want -1 to 1) for movement this is not needed, as those are
|
|
// absolute values independent of framerate
|
|
float joyViewFactor = (1.0f/32768.0f) * (cls.rframetime/0.01666f);
|
|
|
|
if (joystick_yaw)
|
|
{
|
|
cl.viewangles[YAW] -= (m_yaw->value * joystick_yaw) * joyViewFactor;
|
|
}
|
|
|
|
if(joystick_pitch)
|
|
{
|
|
cl.viewangles[PITCH] += (m_pitch->value * joystick_pitch) * joyViewFactor;
|
|
}
|
|
|
|
if (joystick_forwardmove)
|
|
{
|
|
cmd->forwardmove -= (m_forward->value * joystick_forwardmove) / 32768;
|
|
}
|
|
|
|
if (joystick_sidemove)
|
|
{
|
|
cmd->sidemove += (m_side->value * joystick_sidemove) / 32768;
|
|
}
|
|
|
|
if (joystick_up)
|
|
{
|
|
cmd->upmove -= (m_up->value * joystick_up) / 32768;
|
|
}
|
|
}
|
|
|
|
/* ------------------------------------------------------------------ */
|
|
|
|
/*
|
|
* Look down
|
|
*/
|
|
static void
|
|
IN_MLookDown(void)
|
|
{
|
|
mlooking = true;
|
|
}
|
|
|
|
/*
|
|
* Look up
|
|
*/
|
|
static void
|
|
IN_MLookUp(void)
|
|
{
|
|
mlooking = false;
|
|
IN_CenterView();
|
|
}
|
|
|
|
/* ------------------------------------------------------------------ */
|
|
|
|
static void IN_Haptic_Shutdown(void);
|
|
|
|
/*
|
|
* Init haptic effects
|
|
*/
|
|
static int
|
|
IN_Haptic_Effect_Init(int effect_x, int effect_y, int effect_z, int period, int magnitude, int length, int attack, int fade)
|
|
{
|
|
/*
|
|
* Direction:
|
|
* North - 0
|
|
* East - 9000
|
|
* South - 18000
|
|
* West - 27000
|
|
*/
|
|
static SDL_HapticEffect haptic_effect;
|
|
|
|
SDL_memset(&haptic_effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
|
|
|
|
haptic_effect.type = SDL_HAPTIC_SINE;
|
|
haptic_effect.periodic.direction.type = SDL_HAPTIC_CARTESIAN; // Cartesian/3d coordinates
|
|
haptic_effect.periodic.direction.dir[0] = effect_x;
|
|
haptic_effect.periodic.direction.dir[1] = effect_y;
|
|
haptic_effect.periodic.direction.dir[2] = effect_z;
|
|
haptic_effect.periodic.period = period;
|
|
haptic_effect.periodic.magnitude = magnitude;
|
|
haptic_effect.periodic.length = length;
|
|
haptic_effect.periodic.attack_length = attack;
|
|
haptic_effect.periodic.fade_length = fade;
|
|
|
|
int effect_id = SDL_HapticNewEffect(joystick_haptic, &haptic_effect);
|
|
|
|
if (effect_id < 0)
|
|
{
|
|
Com_Printf ("SDL_HapticNewEffect failed: %s\n", SDL_GetError());
|
|
Com_Printf ("Please try to rerun game. Effects will be disabled for now.\n");
|
|
|
|
IN_Haptic_Shutdown();
|
|
}
|
|
|
|
return effect_id;
|
|
}
|
|
|
|
static int
|
|
IN_Haptic_Effects_To_Id(int haptic_effect, int effect_volume, int effect_x, int effect_y, int effect_z)
|
|
{
|
|
if ((SDL_HapticQuery(joystick_haptic) & SDL_HAPTIC_SINE)==0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
int hapric_volume = joy_haptic_magnitude->value * effect_volume * 16; // * 128 = 32767 max strength;
|
|
|
|
if (hapric_volume > 255)
|
|
{
|
|
hapric_volume = 255;
|
|
}
|
|
else if (hapric_volume < 0)
|
|
{
|
|
hapric_volume = 0;
|
|
}
|
|
|
|
switch(haptic_effect) {
|
|
case HAPTIC_EFFECT_MENY:
|
|
case HAPTIC_EFFECT_TRAPCOCK:
|
|
case HAPTIC_EFFECT_STEP:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 48,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_PAIN:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 196,
|
|
300/* 0.3 seconds long */, 200/* Takes 0.2 second to get max strength */,
|
|
200/* Takes 0.2 second to fade away */);
|
|
case HAPTIC_EFFECT_BLASTER:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_HYPER_BLASTER:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_ETFRIFLE:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_TRACKER:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_MACHINEGUN:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 800/* 800 ms*/, hapric_volume * 88,
|
|
600/* 0.6 seconds long */, 200/* Takes 0.2 second to get max strength */,
|
|
400/* Takes 0.4 second to fade away */);
|
|
case HAPTIC_EFFECT_SHOTGUN:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 100,
|
|
500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
200/* Takes 0.2 second to fade away */);
|
|
case HAPTIC_EFFECT_SHOTGUN2:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 96,
|
|
500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_SSHOTGUN:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 96,
|
|
500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_RAILGUN:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 64,
|
|
400/* 0.4 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_ROCKETGUN:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 128,
|
|
400/* 0.4 seconds long */, 300/* Takes 0.3 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_GRENADE:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_BFG:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 800/* 800 ms*/, hapric_volume * 100,
|
|
600/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_PALANX:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
case HAPTIC_EFFECT_IONRIPPER:
|
|
return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
|
|
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
|
|
100/* Takes 0.1 second to fade away */);
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
static void
|
|
IN_Haptic_Effects_Info(void)
|
|
{
|
|
show_haptic = true;
|
|
|
|
Com_Printf ("Joystic/Mouse haptic:\n");
|
|
Com_Printf (" * %d effects\n", SDL_HapticNumEffects(joystick_haptic));
|
|
Com_Printf (" * %d effects in same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic));
|
|
Com_Printf (" * %d haptic axis\n", SDL_HapticNumAxes(joystick_haptic));
|
|
}
|
|
|
|
static void
|
|
IN_Haptic_Effects_Init(void)
|
|
{
|
|
last_haptic_efffect_size = SDL_HapticNumEffectsPlaying(joystick_haptic);
|
|
|
|
if (last_haptic_efffect_size > HAPTIC_EFFECT_LAST)
|
|
{
|
|
last_haptic_efffect_size = HAPTIC_EFFECT_LAST;
|
|
}
|
|
|
|
for (int i=0; i<HAPTIC_EFFECT_LAST; i++)
|
|
{
|
|
last_haptic_efffect[i].effect_type = HAPTIC_EFFECT_UNKNOWN;
|
|
last_haptic_efffect[i].effect_id = -1;
|
|
last_haptic_efffect[i].effect_volume = 0;
|
|
last_haptic_efffect[i].effect_x = 0;
|
|
last_haptic_efffect[i].effect_y = 0;
|
|
last_haptic_efffect[i].effect_z = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Shuts the backend down
|
|
*/
|
|
static void
|
|
IN_Haptic_Effect_Shutdown(int * effect_id)
|
|
{
|
|
if (!effect_id)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (*effect_id >= 0)
|
|
{
|
|
SDL_HapticDestroyEffect(joystick_haptic, *effect_id);
|
|
}
|
|
|
|
*effect_id = -1;
|
|
}
|
|
|
|
static void
|
|
IN_Haptic_Effects_Shutdown(void)
|
|
{
|
|
for (int i=0; i<HAPTIC_EFFECT_LAST; i++)
|
|
{
|
|
last_haptic_efffect[i].effect_type = HAPTIC_EFFECT_UNKNOWN;
|
|
last_haptic_efffect[i].effect_volume = 0;
|
|
last_haptic_efffect[i].effect_x = 0;
|
|
last_haptic_efffect[i].effect_y = 0;
|
|
last_haptic_efffect[i].effect_z = 0;
|
|
|
|
IN_Haptic_Effect_Shutdown(&last_haptic_efffect[i].effect_id);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Haptic Feedback:
|
|
* effect_volume=0..16
|
|
* effect{x,y,z} - effect direction
|
|
* name - sound file name
|
|
*/
|
|
void
|
|
Haptic_Feedback(char *name, int effect_volume, int effect_x, int effect_y, int effect_z)
|
|
{
|
|
int effect_type = HAPTIC_EFFECT_UNKNOWN;
|
|
|
|
if (joy_haptic_magnitude->value <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (effect_volume <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!joystick_haptic)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (last_haptic_volume != (int)(joy_haptic_magnitude->value * 255))
|
|
{
|
|
IN_Haptic_Effects_Shutdown();
|
|
IN_Haptic_Effects_Init();
|
|
}
|
|
|
|
last_haptic_volume = joy_haptic_magnitude->value * 255;
|
|
|
|
if (strstr(name, "misc/menu"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_MENY;
|
|
}
|
|
else if (strstr(name, "weapons/blastf1a"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_BLASTER;
|
|
}
|
|
else if (strstr(name, "weapons/hyprbf1a"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_HYPER_BLASTER;
|
|
}
|
|
else if (strstr(name, "weapons/machgf"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_MACHINEGUN;
|
|
}
|
|
else if (strstr(name, "weapons/shotgf1b"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_SHOTGUN;
|
|
}
|
|
else if (strstr(name, "weapons/sshotf1b"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_SSHOTGUN;
|
|
}
|
|
else if (strstr(name, "weapons/railgf1a"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_RAILGUN;
|
|
}
|
|
else if (strstr(name, "weapons/rocklf1a") ||
|
|
strstr(name, "weapons/rocklx1a"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_ROCKETGUN;
|
|
}
|
|
else if (strstr(name, "weapons/grenlf1a") ||
|
|
strstr(name, "weapons/grenlx1a") ||
|
|
strstr(name, "weapons/hgrent1a"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_GRENADE;
|
|
}
|
|
else if (strstr(name, "weapons/bfg__f1y"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_BFG;
|
|
}
|
|
else if (strstr(name, "weapons/plasshot"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_PALANX;
|
|
}
|
|
else if (strstr(name, "weapons/rippfire"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_IONRIPPER;
|
|
}
|
|
else if (strstr(name, "weapons/nail1"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_ETFRIFLE;
|
|
}
|
|
else if (strstr(name, "weapons/shotg2"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_SHOTGUN2;
|
|
}
|
|
else if (strstr(name, "weapons/disint2"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_TRACKER;
|
|
}
|
|
else if (strstr(name, "player/male/pain") ||
|
|
strstr(name, "player/female/pain") ||
|
|
strstr(name, "players/male/pain") ||
|
|
strstr(name, "players/female/pain"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_PAIN;
|
|
}
|
|
else if (strstr(name, "player/step") ||
|
|
strstr(name, "player/land"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_STEP;
|
|
}
|
|
else if (strstr(name, "weapons/trapcock"))
|
|
{
|
|
effect_type = HAPTIC_EFFECT_TRAPCOCK;
|
|
}
|
|
|
|
if (effect_type != HAPTIC_EFFECT_UNKNOWN)
|
|
{
|
|
// check last effect for reuse
|
|
if (last_haptic_efffect[last_haptic_efffect_pos].effect_type != effect_type ||
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_volume != effect_volume ||
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_x != effect_x ||
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_y != effect_y ||
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_z != effect_z)
|
|
{
|
|
// FIFO for effects
|
|
last_haptic_efffect_pos = (last_haptic_efffect_pos+1) % last_haptic_efffect_size;
|
|
IN_Haptic_Effect_Shutdown(&last_haptic_efffect[last_haptic_efffect_pos].effect_id);
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_volume = effect_volume;
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_type = effect_type;
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_x = effect_x;
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_y = effect_y;
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_z = effect_z;
|
|
last_haptic_efffect[last_haptic_efffect_pos].effect_id = IN_Haptic_Effects_To_Id(
|
|
effect_type, effect_volume, effect_x, effect_y, effect_z);
|
|
}
|
|
|
|
SDL_HapticRunEffect(joystick_haptic, last_haptic_efffect[last_haptic_efffect_pos].effect_id, 1);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Initializes the backend
|
|
*/
|
|
void
|
|
IN_Init(void)
|
|
{
|
|
Com_Printf("------- input initialization -------\n");
|
|
|
|
mouse_x = mouse_y = 0;
|
|
joystick_yaw = joystick_pitch = joystick_forwardmove = joystick_sidemove = 0;
|
|
|
|
exponential_speedup = Cvar_Get("exponential_speedup", "0", CVAR_ARCHIVE);
|
|
freelook = Cvar_Get("freelook", "1", 0);
|
|
in_grab = Cvar_Get("in_grab", "2", CVAR_ARCHIVE);
|
|
lookstrafe = Cvar_Get("lookstrafe", "0", 0);
|
|
m_filter = Cvar_Get("m_filter", "0", CVAR_ARCHIVE);
|
|
m_up = Cvar_Get("m_up", "1", 0);
|
|
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);
|
|
|
|
joy_haptic_magnitude = Cvar_Get("joy_haptic_magnitude", "0.0", CVAR_ARCHIVE);
|
|
|
|
joy_yawsensitivity = Cvar_Get("joy_yawsensitivity", "1.0", CVAR_ARCHIVE);
|
|
joy_pitchsensitivity = Cvar_Get("joy_pitchsensitivity", "1.0", CVAR_ARCHIVE);
|
|
joy_forwardsensitivity = Cvar_Get("joy_forwardsensitivity", "1.0", CVAR_ARCHIVE);
|
|
joy_sidesensitivity = Cvar_Get("joy_sidesensitivity", "1.0", CVAR_ARCHIVE);
|
|
joy_upsensitivity = Cvar_Get("joy_upsensitivity", "1.0", CVAR_ARCHIVE);
|
|
|
|
joy_axis_leftx = Cvar_Get("joy_axis_leftx", "sidemove", CVAR_ARCHIVE);
|
|
joy_axis_lefty = Cvar_Get("joy_axis_lefty", "forwardmove", CVAR_ARCHIVE);
|
|
joy_axis_rightx = Cvar_Get("joy_axis_rightx", "yaw", CVAR_ARCHIVE);
|
|
joy_axis_righty = Cvar_Get("joy_axis_righty", "pitch", CVAR_ARCHIVE);
|
|
joy_axis_triggerleft = Cvar_Get("joy_axis_triggerleft", "triggerleft", CVAR_ARCHIVE);
|
|
joy_axis_triggerright = Cvar_Get("joy_axis_triggerright", "triggerright", CVAR_ARCHIVE);
|
|
|
|
joy_axis_leftx_threshold = Cvar_Get("joy_axis_leftx_threshold", "0.15", CVAR_ARCHIVE);
|
|
joy_axis_lefty_threshold = Cvar_Get("joy_axis_lefty_threshold", "0.15", CVAR_ARCHIVE);
|
|
joy_axis_rightx_threshold = Cvar_Get("joy_axis_rightx_threshold", "0.15", CVAR_ARCHIVE);
|
|
joy_axis_righty_threshold = Cvar_Get("joy_axis_righty_threshold", "0.15", CVAR_ARCHIVE);
|
|
joy_axis_triggerleft_threshold = Cvar_Get("joy_axis_triggerleft_threshold", "0.15", CVAR_ARCHIVE);
|
|
joy_axis_triggerright_threshold = Cvar_Get("joy_axis_triggerright_threshold", "0.15", CVAR_ARCHIVE);
|
|
|
|
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);
|
|
|
|
SDL_StartTextInput();
|
|
|
|
/* Joystick init */
|
|
if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC))
|
|
{
|
|
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) == -1)
|
|
{
|
|
Com_Printf ("Couldn't init SDL joystick: %s.\n", SDL_GetError ());
|
|
}
|
|
else
|
|
{
|
|
Com_Printf ("%i joysticks were found.\n", SDL_NumJoysticks());
|
|
|
|
if (SDL_NumJoysticks() > 0) {
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
joystick = SDL_JoystickOpen(i);
|
|
|
|
Com_Printf ("The name of the joystick is '%s'\n", SDL_JoystickName(joystick));
|
|
Com_Printf ("Number of Axes: %d\n", SDL_JoystickNumAxes(joystick));
|
|
Com_Printf ("Number of Buttons: %d\n", SDL_JoystickNumButtons(joystick));
|
|
Com_Printf ("Number of Balls: %d\n", SDL_JoystickNumBalls(joystick));
|
|
Com_Printf ("Number of Hats: %d\n", SDL_JoystickNumHats(joystick));
|
|
|
|
joystick_haptic = SDL_HapticOpenFromJoystick(joystick);
|
|
|
|
if (joystick_haptic == NULL)
|
|
{
|
|
Com_Printf("Most likely joystick isn't haptic\n");
|
|
}
|
|
else
|
|
{
|
|
IN_Haptic_Effects_Info();
|
|
}
|
|
|
|
if(SDL_IsGameController(i))
|
|
{
|
|
SDL_GameControllerButtonBind backBind;
|
|
controller = SDL_GameControllerOpen(i);
|
|
|
|
Com_Printf ("Controller settings: %s\n", SDL_GameControllerMapping(controller));
|
|
Com_Printf ("Controller axis: \n");
|
|
Com_Printf (" * leftx = %s\n", joy_axis_leftx->string);
|
|
Com_Printf (" * lefty = %s\n", joy_axis_lefty->string);
|
|
Com_Printf (" * rightx = %s\n", joy_axis_rightx->string);
|
|
Com_Printf (" * righty = %s\n", joy_axis_righty->string);
|
|
Com_Printf (" * triggerleft = %s\n", joy_axis_triggerleft->string);
|
|
Com_Printf (" * triggerright = %s\n", joy_axis_triggerright->string);
|
|
|
|
Com_Printf ("Controller thresholds: \n");
|
|
Com_Printf (" * leftx = %f\n", joy_axis_leftx_threshold->value);
|
|
Com_Printf (" * lefty = %f\n", joy_axis_lefty_threshold->value);
|
|
Com_Printf (" * rightx = %f\n", joy_axis_rightx_threshold->value);
|
|
Com_Printf (" * righty = %f\n", joy_axis_righty_threshold->value);
|
|
Com_Printf (" * triggerleft = %f\n", joy_axis_triggerleft_threshold->value);
|
|
Com_Printf (" * triggerright = %f\n", joy_axis_triggerright_threshold->value);
|
|
|
|
backBind = SDL_GameControllerGetBindForButton(controller, SDL_CONTROLLER_BUTTON_BACK);
|
|
|
|
if (backBind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON)
|
|
{
|
|
back_button_id = backBind.value.button;
|
|
Com_Printf ("\nBack button JOY%d will be unbindable.\n", back_button_id+1);
|
|
}
|
|
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
char joystick_guid[256] = {0};
|
|
|
|
SDL_JoystickGUID guid;
|
|
guid = SDL_JoystickGetDeviceGUID(i);
|
|
|
|
SDL_JoystickGetGUIDString(guid, joystick_guid, 255);
|
|
|
|
Com_Printf ("To use joystick as game controller please set SDL_GAMECONTROLLERCONFIG:\n");
|
|
Com_Printf ("e.g.: SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,back:b1,...\n", joystick_guid, SDL_JoystickName(joystick));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
joystick_haptic = SDL_HapticOpenFromMouse();
|
|
|
|
if (joystick_haptic == NULL)
|
|
{
|
|
Com_Printf("Most likely mouse isn't haptic\n");
|
|
}
|
|
else
|
|
{
|
|
IN_Haptic_Effects_Info();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Com_Printf("------------------------------------\n\n");
|
|
}
|
|
|
|
/*
|
|
* Shuts the backend down
|
|
*/
|
|
static void
|
|
IN_Haptic_Shutdown(void)
|
|
{
|
|
if (joystick_haptic)
|
|
{
|
|
IN_Haptic_Effects_Shutdown();
|
|
|
|
SDL_HapticClose(joystick_haptic);
|
|
joystick_haptic = NULL;
|
|
}
|
|
}
|
|
|
|
void
|
|
IN_Shutdown(void)
|
|
{
|
|
Cmd_RemoveCommand("force_centerview");
|
|
Cmd_RemoveCommand("+mlook");
|
|
Cmd_RemoveCommand("-mlook");
|
|
|
|
Com_Printf("Shutting down input.\n");
|
|
|
|
IN_Haptic_Shutdown();
|
|
|
|
if (controller)
|
|
{
|
|
back_button_id = -1;
|
|
SDL_GameControllerClose(controller);
|
|
controller = NULL;
|
|
}
|
|
|
|
if (joystick)
|
|
{
|
|
SDL_JoystickClose(joystick);
|
|
joystick = NULL;
|
|
}
|
|
}
|
|
|
|
/* ------------------------------------------------------------------ */
|