#include "inputstate.h" #include "v_draw.h" #include "build.h" #include "gamecvars.h" int32_t InputState::mouseReadAbs(vec2_t * const pResult) { auto pInput = &g_mouseAbs; if (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || GUICapture) return 0; int32_t const xwidth = max(scale(240<<16, screen->GetWidth(), screen->GetHeight()), 320<<16); pResult->x = scale(pInput->x, xwidth, xres) - ((xwidth>>1) - (320<<15)); pResult->y = scale(pInput->y, 200<<16, yres); pResult->y = divscale16(pResult->y - (200<<15), rotatesprite_yxaspect) + (200<<15) - rotatesprite_y_offset; return 1; } void InputState::GetMouseDelta(ControlInfo * info) { vec2_t input; if (!g_mouseEnabled || !g_mouseGrabbed || !appactive) { input = {0,0}; return; } input = g_mousePos; g_mousePos = {}; vec2f_t finput = { float(input.x), float(input.y) }; if (in_mousesmoothing) { static vec2_t last; finput = { float(input.x + last.x) * 0.5f, float(input.y + last.y) * 0.5f }; last = input; } info->mousex = int(finput.x * (16.f) * in_mousesensitivity * in_mousescalex); info->mousey = int(finput.y * (16.f) * in_mousesensitivity * in_mousescaley); // todo: Use these when the mouse is used for moving instead of turning. //info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside); //info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward); if (in_mousedeadzone) { if (info->mousey > 0) info->mousey = max(info->mousey - in_mousedeadzone, 0); else if (info->mousey < 0) info->mousey = min(info->mousey + in_mousedeadzone, 0); if (info->mousex > 0) info->mousex = max(info->mousex - in_mousedeadzone, 0); else if (info->mousex < 0) info->mousex = min(info->mousex + in_mousedeadzone, 0); } if (in_mousebias) { if (abs(info->mousex) > abs(info->mousey)) info->mousey = tabledivide32_noinline(info->mousey, in_mousebias); else info->mousex = tabledivide32_noinline(info->mousex, in_mousebias); } } void InputState::AddEvent(const event_t *ev) { // Set the old mouseBits. Yet another piece of cruft that needs to go away. if (ev->type == EV_KeyDown || ev->type == EV_KeyUp) { switch (ev->data1) { case KEY_MOUSE1 : mouseSetBit(LEFT_MOUSE, ev->type == EV_KeyDown); handleevents_updatemousestate(ev->type); break; case KEY_MOUSE2 : mouseSetBit(RIGHT_MOUSE, ev->type == EV_KeyDown); break; case KEY_MOUSE3 : mouseSetBit(MIDDLE_MOUSE, ev->type == EV_KeyDown); break; case KEY_MOUSE4 : mouseSetBit(THUMB_MOUSE, ev->type == EV_KeyDown); break; case KEY_MWHEELUP: mouseSetBit(WHEELUP_MOUSE, ev->type == EV_KeyDown); break; case KEY_MWHEELDOWN: mouseSetBit(WHEELDOWN_MOUSE, ev->type == EV_KeyDown); break; case KEY_MWHEELLEFT: mouseSetBit(WHEELLEFT_MOUSE, ev->type == EV_KeyDown); break; case KEY_MWHEELRIGHT: mouseSetBit(WHEELRIGHT_MOUSE, ev->type == EV_KeyDown); break; case KEY_MOUSE5: mouseSetBit(THUMB2_MOUSE, ev->type == EV_KeyDown); break; default: break; } keySetState(ev->data1, ev->type == EV_KeyDown); if (ev->data2) keySetChar(ev->data2); } }