//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================

// in_win.c -- windows 95 mouse and joystick code
// 02/21/97 JCB Added extended DirectInput code to support external controllers.

#include "input_mouse.h"

#ifdef SUPPORT_GOLDSOURCE_INPUT

#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "keydefs.h"
#include "view.h"

#ifndef _WIN32
#define USE_SDL2
#endif

#ifdef USE_SDL2
#define ARRAYSIZE(p)		( sizeof(p) /sizeof(p[0]) )
#include <dlfcn.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_gamecontroller.h>
int (*pfnSDL_SetRelativeMouseMode)(SDL_bool);
Uint32 (*pfnSDL_GetRelativeMouseState)(int* x, int* y);
int (*pfnSDL_NumJoysticks)(void);
SDL_bool (*pfnSDL_IsGameController)(int);
SDL_GameController* (*pfnSDL_GameControllerOpen)(int);
Sint16 (*pfnSDL_GameControllerGetAxis)(SDL_GameController*, SDL_GameControllerAxis);
Uint8 (*pfnSDL_GameControllerGetButton)(SDL_GameController*, SDL_GameControllerButton);
void (*pfnSDL_JoystickUpdate)(void);
const char* (*pfnSDL_GameControllerName)(SDL_GameController*);

int safe_pfnSDL_SetRelativeMouseMode(SDL_bool mode)
{
    if (pfnSDL_SetRelativeMouseMode)
        return pfnSDL_SetRelativeMouseMode(mode);
    return -1;
}
Uint32 safe_pfnSDL_GetRelativeMouseState(int* x, int* y)
{
    if (pfnSDL_GetRelativeMouseState)
        return pfnSDL_GetRelativeMouseState(x, y);
    return 0;
}
int safe_pfnSDL_NumJoysticks()
{
    if (pfnSDL_NumJoysticks)
        return pfnSDL_NumJoysticks();
    return -1;
}
SDL_bool safe_pfnSDL_IsGameController(int joystick_index)
{
    if (pfnSDL_IsGameController)
        return pfnSDL_IsGameController(joystick_index);
    return SDL_FALSE;
}
SDL_GameController* safe_pfnSDL_GameControllerOpen(int joystick_index)
{
    if (pfnSDL_GameControllerOpen)
        return pfnSDL_GameControllerOpen(joystick_index);
    return NULL;
}
Sint16 safe_pfnSDL_GameControllerGetAxis(SDL_GameController* gamecontroller, SDL_GameControllerAxis axis)
{
    if (pfnSDL_GameControllerGetAxis)
        return pfnSDL_GameControllerGetAxis(gamecontroller, axis);
    return 0;
}
Uint8 safe_pfnSDL_GameControllerGetButton(SDL_GameController* gamecontroller, SDL_GameControllerButton button)
{
    if (pfnSDL_GameControllerGetButton)
        return pfnSDL_GameControllerGetButton(gamecontroller, button);
    return 0;
}
void safe_pfnSDL_JoystickUpdate()
{
    if (pfnSDL_JoystickUpdate)
        pfnSDL_JoystickUpdate();
}
const char* safe_pfnSDL_GameControllerName(SDL_GameController* gamecontroller)
{
    if (pfnSDL_GameControllerName)
        return pfnSDL_GameControllerName(gamecontroller);
    return NULL;
}

struct SDLFunction
{
    void** ppfnFunc;
    const char* name;
};
static SDLFunction sdlFunctions[] = {
	{(void**)&pfnSDL_SetRelativeMouseMode, "SDL_SetRelativeMouseMode"},
	{(void**)&pfnSDL_GetRelativeMouseState, "SDL_GetRelativeMouseState"},
	{(void**)&pfnSDL_NumJoysticks, "SDL_NumJoysticks"},
	{(void**)&pfnSDL_IsGameController, "SDL_IsGameController"},
	{(void**)&pfnSDL_GameControllerOpen, "SDL_GameControllerOpen"},
	{(void**)&pfnSDL_GameControllerGetAxis, "SDL_GameControllerGetAxis"},
	{(void**)&pfnSDL_GameControllerGetButton, "SDL_GameControllerGetButton"},
	{(void**)&pfnSDL_JoystickUpdate, "SDL_JoystickUpdate"},
	{(void**)&pfnSDL_GameControllerName, "SDL_GameControllerName"}
};
#endif

#ifdef _WIN32
#include <process.h>
#else
typedef unsigned int DWORD;
#endif

#define MOUSE_BUTTON_COUNT 5

// use IN_SetVisibleMouse to set:
int iVisibleMouse = 0;

extern cl_enginefunc_t gEngfuncs;

extern int iMouseInUse;

extern kbutton_t    in_strafe;
extern kbutton_t    in_mlook;
extern kbutton_t    in_speed;
extern kbutton_t    in_jlook;

extern cvar_t   *m_pitch;
extern cvar_t   *m_yaw;
extern cvar_t   *m_forward;
extern cvar_t   *m_side;

extern cvar_t *lookstrafe;
extern cvar_t *lookspring;
extern cvar_t *cl_pitchdown;
extern cvar_t *cl_pitchup;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_movespeedkey;

#ifdef _WIN32
static double s_flRawInputUpdateTime = 0.0f;
static bool m_bRawInput = false;
static bool m_bMouseThread = false;
bool isMouseRelative = false;
#endif

#ifdef _WIN32
#include "progdefs.h"
extern globalvars_t *gpGlobals;
#endif

extern Vector dead_viewangles;

void V_StopPitchDrift( void )
{

}

// mouse variables
cvar_t      *m_filter;
extern cvar_t      *sensitivity;

// Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale)
static cvar_t *m_customaccel;
//Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity
// If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
// Custom mouse acceleration value.
static cvar_t *m_customaccel_scale;
//Max mouse move scale factor, 0 for no limit
static cvar_t *m_customaccel_max;
//Mouse move is raised to this power before being scaled by scale factor
static cvar_t *m_customaccel_exponent;

#ifdef _WIN32
// if threaded mouse is enabled then the time to sleep between polls
static cvar_t *m_mousethread_sleep;
#endif

float       mouse_x, mouse_y;

static int  restore_spi;
static int  originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
static int  mouseactive = 0;
static int  mouseparmsvalid;
static int  mouseshowtoggle = 1;

// joystick defines and variables
// where should defines be moved?
#define JOY_ABSOLUTE_AXIS   0x00000000      // control like a joystick
#define JOY_RELATIVE_AXIS   0x00000010      // control like a mouse, spinner, trackball
#define JOY_MAX_AXES        6               // X, Y, Z, R, U, V
#define JOY_AXIS_X          0
#define JOY_AXIS_Y          1
#define JOY_AXIS_Z          2
#define JOY_AXIS_R          3
#define JOY_AXIS_U          4
#define JOY_AXIS_V          5

enum _ControlList
{
    AxisNada = 0,
    AxisForward,
    AxisLook,
    AxisSide,
    AxisTurn
};

#if !defined(USE_SDL2) && defined(_WIN32)
DWORD dwAxisFlags[JOY_MAX_AXES] =
{
    JOY_RETURNX,
    JOY_RETURNY,
    JOY_RETURNZ,
    JOY_RETURNR,
    JOY_RETURNU,
    JOY_RETURNV
};
#endif

DWORD   dwAxisMap[ JOY_MAX_AXES ];
DWORD   dwControlMap[ JOY_MAX_AXES ];
#if defined(USE_SDL2)
int pdwRawValue[ JOY_MAX_AXES ];
#elif defined(_WIN32)
PDWORD pdwRawValue[ JOY_MAX_AXES ];
#endif
DWORD       joy_oldbuttonstate, joy_oldpovstate;

int         joy_id;
DWORD       joy_numbuttons;

#ifdef USE_SDL2
SDL_GameController *s_pJoystick = NULL;
#elif defined(_WIN32)
DWORD		joy_flags;
static JOYINFOEX	ji;
#endif

// none of these cvars are saved over a session
// this means that advanced controller configuration needs to be executed
// each time.  this avoids any problems with getting back to a default usage
// or when changing from one controller to another.  this way at least something
// works.
extern cvar_t  *in_joystick;
cvar_t  *joy_name;
cvar_t  *joy_advanced;
cvar_t  *joy_advaxisx;
cvar_t  *joy_advaxisy;
cvar_t  *joy_advaxisz;
cvar_t  *joy_advaxisr;
cvar_t  *joy_advaxisu;
cvar_t  *joy_advaxisv;
cvar_t  *joy_forwardthreshold;
cvar_t  *joy_sidethreshold;
cvar_t  *joy_pitchthreshold;
cvar_t  *joy_yawthreshold;
cvar_t  *joy_forwardsensitivity;
cvar_t  *joy_sidesensitivity;
cvar_t  *joy_pitchsensitivity;
cvar_t  *joy_yawsensitivity;
cvar_t  *joy_wwhack1;
cvar_t  *joy_wwhack2;

int         joy_avail, joy_advancedinit, joy_haspov;

#ifdef _WIN32
unsigned int s_hMouseThreadId = 0;
HANDLE  s_hMouseThread = 0;
HANDLE  s_hMouseQuitEvent = 0;
HANDLE  s_hMouseThreadActiveLock = 0;
#endif

/*
===========
Force_CenterView_f
===========
*/
void Force_CenterView_f (void)
{
    vec3_t viewangles;

    if (!iMouseInUse)
    {
        gEngfuncs.GetViewAngles( (float *)viewangles );
        viewangles[PITCH] = 0;
        gEngfuncs.SetViewAngles( (float *)viewangles );
    }
}

#ifdef _WIN32

LONG mouseThreadActive = 0;
LONG mouseThreadCenterX = 0;
LONG mouseThreadCenterY = 0;
LONG mouseThreadDeltaX = 0;
LONG mouseThreadDeltaY = 0;
LONG mouseThreadSleep = 0;

bool MouseThread_ActiveLock_Enter( void )
{
    if(!m_bMouseThread)
        return true;

    return WAIT_OBJECT_0 == WaitForSingleObject( s_hMouseThreadActiveLock,  INFINITE);
}

void MouseThread_ActiveLock_Exit( void )
{
    if(!m_bMouseThread)
        return;

    SetEvent( s_hMouseThreadActiveLock );
}

unsigned __stdcall MouseThread_Function( void * pArg )
{
    while ( true )
    {
        DWORD sleepVal = (DWORD)InterlockedExchangeAdd(&mouseThreadSleep, 0);
        if(0 > sleepVal) sleepVal = 0;
        else if(1000 < sleepVal) sleepVal = 1000;
        if(WAIT_OBJECT_0 == WaitForSingleObject( s_hMouseQuitEvent, sleepVal))
        {
            break;
        }

        if( MouseThread_ActiveLock_Enter() )
        {
            if ( InterlockedExchangeAdd(&mouseThreadActive, 0) )
            {
                POINT       mouse_pos;
                POINT       center_pos;

                center_pos.x = InterlockedExchangeAdd(&mouseThreadCenterX, 0);
                center_pos.y = InterlockedExchangeAdd(&mouseThreadCenterY, 0);
                GetCursorPos(&mouse_pos);

                mouse_pos.x -= center_pos.x;
                mouse_pos.y -= center_pos.y;

                if(mouse_pos.x || mouse_pos.y) SetCursorPos( center_pos.x, center_pos.y );

                InterlockedExchangeAdd(&mouseThreadDeltaX, mouse_pos.x);
                InterlockedExchangeAdd(&mouseThreadDeltaY, mouse_pos.y);
            }

            MouseThread_ActiveLock_Exit();
        }
    }

    return 0;
}

/// <summary>Updates mouseThreadActive using the global variables mouseactive, iVisibleMouse and m_bRawInput. Should be called after any of these is changed.</summary>
/// <remarks>Has to be interlocked manually by programmer! Use MouseThread_ActiveLock_Enter and MouseThread_ActiveLock_Exit.</remarks>
void UpdateMouseThreadActive(void)
{
    InterlockedExchange(&mouseThreadActive, mouseactive && !iVisibleMouse && !m_bRawInput);
}

#endif

void IN_SetMouseMode(bool enable)
{
    static bool currentMouseMode = false;

    if(enable == currentMouseMode)
        return;

    if(enable)
    {
#ifdef _WIN32
        if (mouseparmsvalid)
            restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0);

        m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) != 0;
        if(m_bRawInput)
        {
#ifdef USE_SDL2
            safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
            isMouseRelative = true;
        }
#else
        safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif

        currentMouseMode = true;
    }
    else
    {
#ifdef _WIN32
        if(isMouseRelative)
        {
#ifdef USE_SDL2
            safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
            isMouseRelative = false;
        }

        if (restore_spi)
            SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0);
#else
        safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif

        currentMouseMode = false;
    }
}

void IN_SetVisibleMouse(bool visible)
{
#ifdef _WIN32
    bool lockEntered = MouseThread_ActiveLock_Enter();
#endif

    iVisibleMouse = visible;

    IN_SetMouseMode(!visible);

#ifdef _WIN32
    UpdateMouseThreadActive();
    if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
}

void IN_ResetMouse( void );

/*
===========
IN_ActivateMouse
===========
*/
void GoldSourceInput::IN_ActivateMouse (void)
{
    if (mouseinitialized)
    {
#ifdef _WIN32
        bool lockEntered = MouseThread_ActiveLock_Enter();
#endif

        IN_SetMouseMode(true);

        mouseactive = 1;

#ifdef _WIN32
        UpdateMouseThreadActive();
        if(lockEntered) MouseThread_ActiveLock_Exit();
#endif

        // now is a good time to reset mouse positon:
        IN_ResetMouse();
    }
}


/*
===========
IN_DeactivateMouse
===========
*/
void GoldSourceInput::IN_DeactivateMouse (void)
{
    if (mouseinitialized)
    {
#ifdef _WIN32
        bool lockEntered = MouseThread_ActiveLock_Enter();
#endif

        IN_SetMouseMode(false);

        mouseactive = 0;

#ifdef _WIN32
        UpdateMouseThreadActive();
        if(lockEntered) MouseThread_ActiveLock_Exit();
#endif
    }
}

/*
===========
IN_StartupMouse
===========
*/
void GoldSourceInput::IN_StartupMouse (void)
{
    if ( gEngfuncs.CheckParm ("-nomouse", NULL ) )
        return;

    mouseinitialized = 1;
#ifdef _WIN32
    mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0);

    if (mouseparmsvalid)
    {
        if ( gEngfuncs.CheckParm ("-noforcemspd", NULL ) )
            newmouseparms[2] = originalmouseparms[2];

        if ( gEngfuncs.CheckParm ("-noforcemaccel", NULL ) )
        {
            newmouseparms[0] = originalmouseparms[0];
            newmouseparms[1] = originalmouseparms[1];
        }

        if ( gEngfuncs.CheckParm ("-noforcemparms", NULL ) )
        {
            newmouseparms[0] = originalmouseparms[0];
            newmouseparms[1] = originalmouseparms[1];
            newmouseparms[2] = originalmouseparms[2];
        }
    }
#endif

    mouse_buttons = MOUSE_BUTTON_COUNT;
}

/*
===========
IN_Shutdown
===========
*/
void GoldSourceInput::IN_Shutdown (void)
{
    IN_DeactivateMouse ();

#ifdef _WIN32
    if ( s_hMouseQuitEvent )
    {
        SetEvent( s_hMouseQuitEvent );
    }

    if ( s_hMouseThread )
    {
        if(WAIT_OBJECT_0 != WaitForSingleObject( s_hMouseThread, 5000 ))
        {
            TerminateThread( s_hMouseThread, 0 );
        }
        CloseHandle( s_hMouseThread );
        s_hMouseThread = (HANDLE)0;
    }

    if ( s_hMouseQuitEvent )
    {
        CloseHandle( s_hMouseQuitEvent );
        s_hMouseQuitEvent = (HANDLE)0;
    }

    if( s_hMouseThreadActiveLock )
    {
        CloseHandle( s_hMouseThreadActiveLock );
        s_hMouseThreadActiveLock = (HANDLE)0;
    }
#endif

#ifdef USE_SDL2
    for (int j=0; j<ARRAYSIZE(sdlFunctions); ++j) {
        *(sdlFunctions[j].ppfnFunc) = NULL;
    }
    dlclose(sdl2Lib);
    sdl2Lib = NULL;
#endif
}

/*
===========
IN_GetMousePos

Ask for mouse position from engine
===========
*/
void IN_GetMousePos( int *mx, int *my )
{
    gEngfuncs.GetMousePosition( mx, my );
}

/*
===========
IN_ResetMouse

FIXME: Call through to engine?
===========
*/
void IN_ResetMouse( void )
{
    // no work to do in SDL
#ifdef _WIN32
    // reset only if mouse is active and not in visible mode:
    if(mouseactive && !iVisibleMouse)
    {
        if ( !m_bRawInput && gEngfuncs.GetWindowCenterX && gEngfuncs.GetWindowCenterY )
        {
            bool lockEntered = MouseThread_ActiveLock_Enter();

            int centerX = gEngfuncs.GetWindowCenterX();
            int centerY = gEngfuncs.GetWindowCenterY();

            SetCursorPos ( centerX, centerY );
            InterlockedExchange( &mouseThreadCenterX, centerX );
            InterlockedExchange( &mouseThreadCenterY, centerY );
            InterlockedExchange( &mouseThreadDeltaX, 0 );
            InterlockedExchange( &mouseThreadDeltaY, 0 );

            if(lockEntered) MouseThread_ActiveLock_Exit();
        }
    }
#endif
}

/*
===========
IN_MouseEvent
===========
*/
void GoldSourceInput::IN_MouseEvent (int mstate)
{
    int     i;

    if ( iMouseInUse || iVisibleMouse )
        return;

    // perform button actions
    for (i=0 ; i<mouse_buttons ; i++)
    {
        if ( (mstate & (1<<i)) &&
            !(mouse_oldbuttonstate & (1<<i)) )
        {
            gEngfuncs.Key_Event (K_MOUSE1 + i, 1);
        }

        if ( !(mstate & (1<<i)) &&
            (mouse_oldbuttonstate & (1<<i)) )
        {
            gEngfuncs.Key_Event (K_MOUSE1 + i, 0);
        }
    }

    mouse_oldbuttonstate = mstate;
}

//-----------------------------------------------------------------------------
// Purpose: Allows modulation of mouse scaling/senstivity value and application
//  of custom algorithms.
// Input  : *x -
//          *y -
//-----------------------------------------------------------------------------
void IN_ScaleMouse( float *x, float *y )
{
    float mx = *x;
    float my = *y;

    // This is the default sensitivity
    float mouse_senstivity = ( gHUD.GetSensitivity() != 0 ) ? gHUD.GetSensitivity() : sensitivity->value;

    // Using special accleration values
    if ( m_customaccel->value != 0 )
    {
        float raw_mouse_movement_distance = sqrt( mx * mx + my * my );
        float acceleration_scale = m_customaccel_scale->value;
        float accelerated_sensitivity_max = m_customaccel_max->value;
        float accelerated_sensitivity_exponent = m_customaccel_exponent->value;
        float accelerated_sensitivity = ( (float)pow( raw_mouse_movement_distance, accelerated_sensitivity_exponent ) * acceleration_scale + mouse_senstivity );

        if ( accelerated_sensitivity_max > 0.0001f &&
            accelerated_sensitivity > accelerated_sensitivity_max )
        {
            accelerated_sensitivity = accelerated_sensitivity_max;
        }

        *x *= accelerated_sensitivity;
        *y *= accelerated_sensitivity;

        // Further re-scale by yaw and pitch magnitude if user requests alternate mode 2
        // This means that they will need to up their value for m_customaccel_scale greatly (>40x) since m_pitch/yaw default
        //  to 0.022
        if ( m_customaccel->value == 2 )
        {
            *x *= m_yaw->value;
            *y *= m_pitch->value;
        }
    }
    else
    {
        // Just apply the default
        *x *= mouse_senstivity;
        *y *= mouse_senstivity;
    }
}

void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
{
    bool active = mouseactive && !iVisibleMouse;
    int mx, my;

    if(active)
    {
        int deltaX, deltaY;
#ifdef _WIN32
        if ( !m_bRawInput )
        {
            if ( m_bMouseThread )
            {
                // update mouseThreadSleep:
                InterlockedExchange(&mouseThreadSleep, (LONG)m_mousethread_sleep->value);

                bool lockEntered = MouseThread_ActiveLock_Enter();

                current_pos.x = InterlockedExchange( &mouseThreadDeltaX, 0 );
                current_pos.y = InterlockedExchange( &mouseThreadDeltaY, 0 );

                if(lockEntered) MouseThread_ActiveLock_Exit();
            }
            else
            {
                GetCursorPos (&current_pos);
            }
        }
        else
#endif
        {
#ifdef USE_SDL2
            safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
            current_pos.x = deltaX;
            current_pos.y = deltaY;
#else
            GetCursorPos (&current_pos);
            deltaX = current_pos.x - gEngfuncs.GetWindowCenterX();
            deltaY = current_pos.y - gEngfuncs.GetWindowCenterY();
#endif
        }

#ifdef _WIN32
        if ( !m_bRawInput )
        {
            if ( m_bMouseThread )
            {
                mx = current_pos.x;
                my = current_pos.y;
            }
            else
            {
                mx = current_pos.x - gEngfuncs.GetWindowCenterX() + mx_accum;
                my = current_pos.y - gEngfuncs.GetWindowCenterY() + my_accum;
            }
        }
        else
#endif
        {
            mx = deltaX + mx_accum;
            my = deltaY + my_accum;
        }

        mx_accum = 0;
        my_accum = 0;

        // reset mouse position if required, so there is room to move:
#ifdef _WIN32
        // do not reset if mousethread would do it:
        if ( m_bRawInput || !m_bMouseThread )
#else
        if(true)
#endif
            IN_ResetMouse();

#ifdef _WIN32
        // update m_bRawInput occasionally:
        if ( gpGlobals && gpGlobals->time - s_flRawInputUpdateTime > 1.0f )
        {
            s_flRawInputUpdateTime = gpGlobals->time;

            bool lockEntered = MouseThread_ActiveLock_Enter();

            m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) != 0;

            if(m_bRawInput && !isMouseRelative)
            {
#ifdef USE_SDL2
                safe_pfnSDL_SetRelativeMouseMode(SDL_TRUE);
#endif
                isMouseRelative = true;
            }
            else if(!m_bRawInput && isMouseRelative)
            {
#ifdef USE_SDL2
                safe_pfnSDL_SetRelativeMouseMode(SDL_FALSE);
#endif
                isMouseRelative = false;
            }

            UpdateMouseThreadActive();
            if(lockEntered) MouseThread_ActiveLock_Exit();
        }
#endif
    }
    else
    {
        mx = my = 0;
    }

    if(pOutX) *pOutX = mx;
    if(pOutY) *pOutY = my;
}

/*
===========
IN_MouseMove
===========
*/
void GoldSourceInput::IN_MouseMove ( float frametime, usercmd_t *cmd)
{
    int     mx, my;
    vec3_t viewangles;

    gEngfuncs.GetViewAngles( (float *)viewangles );

    if ( in_mlook.state & 1)
    {
        V_StopPitchDrift ();
    }

    //jjb - this disbles normal mouse control if the user is trying to
    //      move the camera, or if the mouse cursor is visible or if we're in intermission
    if ( !iMouseInUse && !gHUD.m_iIntermission && !iVisibleMouse )
    {
        IN_GetMouseDelta( &mx, &my );

        if (m_filter && m_filter->value)
        {
            mouse_x = (mx + old_mouse_x) * 0.5;
            mouse_y = (my + old_mouse_y) * 0.5;
        }
        else
        {
            mouse_x = mx;
            mouse_y = my;
        }

        old_mouse_x = mx;
        old_mouse_y = my;

        // Apply custom mouse scaling/acceleration
        IN_ScaleMouse( &mouse_x, &mouse_y );

        // add mouse X/Y movement to cmd
        if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
            cmd->sidemove += m_side->value * mouse_x;
        else
            viewangles[YAW] -= m_yaw->value * mouse_x;

        if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
        {
            viewangles[PITCH] += m_pitch->value * mouse_y;
            if (viewangles[PITCH] > cl_pitchdown->value)
                viewangles[PITCH] = cl_pitchdown->value;
            if (viewangles[PITCH] < -cl_pitchup->value)
                viewangles[PITCH] = -cl_pitchup->value;
        }
        else
        {
            if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() )
            {
                cmd->upmove -= m_forward->value * mouse_y;
            }
            else
            {
                cmd->forwardmove -= m_forward->value * mouse_y;
            }
        }
    }

    gEngfuncs.SetViewAngles( (float *)viewangles );

/*
//#define TRACE_TEST
#if defined( TRACE_TEST )
    {
        int mx, my;
        void V_Move( int mx, int my );
        IN_GetMousePos( &mx, &my );
        V_Move( mx, my );
    }
#endif
*/
}

/*
===========
IN_Accumulate
===========
*/
void GoldSourceInput::IN_Accumulate (void)
{
    //only accumulate mouse if we are not moving the camera with the mouse
    if ( !iMouseInUse && !iVisibleMouse)
    {
        if (mouseactive)
        {
#ifdef _WIN32
            if ( !m_bRawInput )
            {
                if ( !m_bMouseThread )
                {
                    GetCursorPos (&current_pos);

                    mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
                    my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
                }
            }
            else
#endif
            {
#ifdef USE_SDL2
                int deltaX, deltaY;
                safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
                mx_accum += deltaX;
                my_accum += deltaY;
#else
                GetCursorPos (&current_pos);

                mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
                my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
#endif
            }

            // force the mouse to the center, so there's room to move
#ifdef _WIN32
            // do not reset if mousethread would do it:
            if ( m_bRawInput || !m_bMouseThread )
#else
            if(true)
#endif
                IN_ResetMouse();

        }
    }

}

/*
===================
IN_ClearStates
===================
*/
void GoldSourceInput::IN_ClearStates (void)
{
    if ( !mouseactive )
        return;

    mx_accum = 0;
    my_accum = 0;
    mouse_oldbuttonstate = 0;
}

/*
===============
IN_StartupJoystick
===============
*/
void IN_StartupJoystick (void)
{
    // abort startup if user requests no joystick
    if ( gEngfuncs.CheckParm ("-nojoy", NULL ) )
        return;

    // assume no joystick
    joy_avail = 0;
#ifdef USE_SDL2
    int nJoysticks = safe_pfnSDL_NumJoysticks();
    if ( nJoysticks > 0 )
    {
        for ( int i = 0; i < nJoysticks; i++ )
        {
            if ( safe_pfnSDL_IsGameController( i ) )
            {
                s_pJoystick = safe_pfnSDL_GameControllerOpen( i );
                if ( s_pJoystick )
                {
                    //save the joystick's number of buttons and POV status
                    joy_numbuttons = SDL_CONTROLLER_BUTTON_MAX;
                    joy_haspov = 0;

                    // old button and POV states default to no buttons pressed
                    joy_oldbuttonstate = joy_oldpovstate = 0;

                    // mark the joystick as available and advanced initialization not completed
                    // this is needed as cvars are not available during initialization
                    gEngfuncs.Con_Printf ("joystick found\n\n", safe_pfnSDL_GameControllerName(s_pJoystick));
                    joy_avail = 1;
                    joy_advancedinit = 0;
                    break;
                }
            }
        }
    }
    else
    {
        gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
    }
#elif defined(_WIN32)
    int numdevs;
    JOYCAPS jc;
    MMRESULT mmr;
    // verify joystick driver is present
    if ((numdevs = joyGetNumDevs ()) == 0)
    {
        gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
        return;
    }

    // cycle through the joystick ids for the first valid one
    for (joy_id=0 ; joy_id<numdevs ; joy_id++)
    {
        memset (&ji, 0, sizeof(ji));
        ji.dwSize = sizeof(ji);
        ji.dwFlags = JOY_RETURNCENTERED;

        if ((mmr = joyGetPosEx (joy_id, &ji)) == JOYERR_NOERROR)
            break;
    }

    // abort startup if we didn't find a valid joystick
    if (mmr != JOYERR_NOERROR)
    {
        gEngfuncs.Con_DPrintf ("joystick not found -- no valid joysticks (%x)\n\n", mmr);
        return;
    }

    // get the capabilities of the selected joystick
    // abort startup if command fails
    memset (&jc, 0, sizeof(jc));
    if ((mmr = joyGetDevCaps (joy_id, &jc, sizeof(jc))) != JOYERR_NOERROR)
    {
        gEngfuncs.Con_DPrintf ("joystick not found -- invalid joystick capabilities (%x)\n\n", mmr);
        return;
    }

    // save the joystick's number of buttons and POV status
    joy_numbuttons = jc.wNumButtons;
    joy_haspov = jc.wCaps & JOYCAPS_HASPOV;

    // old button and POV states default to no buttons pressed
    joy_oldbuttonstate = joy_oldpovstate = 0;

    // mark the joystick as available and advanced initialization not completed
    // this is needed as cvars are not available during initialization
    gEngfuncs.Con_Printf ("joystick found\n\n", mmr);
    joy_avail = 1;
    joy_advancedinit = 0;
#else
    gEngfuncs.Con_DPrintf ("joystick not found -- implement joystick without SDL2\n\n");
#endif
}

#ifdef USE_SDL2
int RawValuePointer (int axis)
{
    switch (axis)
    {
    default:
    case JOY_AXIS_X:
        return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTX );
    case JOY_AXIS_Y:
        return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTY );
    case JOY_AXIS_Z:
        return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTX );
    case JOY_AXIS_R:
        return safe_pfnSDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTY );

    }
}
#elif defined(_WIN32)
PDWORD RawValuePointer (int axis)
{
    switch (axis)
    {
    case JOY_AXIS_X:
        return &ji.dwXpos;
    case JOY_AXIS_Y:
        return &ji.dwYpos;
    case JOY_AXIS_Z:
        return &ji.dwZpos;
    case JOY_AXIS_R:
        return &ji.dwRpos;
    case JOY_AXIS_U:
        return &ji.dwUpos;
    case JOY_AXIS_V:
        return &ji.dwVpos;
    }
    // FIX: need to do some kind of error
    return &ji.dwXpos;
}
#endif

/*
===========
Joy_AdvancedUpdate_f
===========
*/
void Joy_AdvancedUpdate_f (void)
{

    // called once by IN_ReadJoystick and by user whenever an update is needed
    // cvars are now available
    int i;
    DWORD dwTemp;

    // initialize all the maps
    for (i = 0; i < JOY_MAX_AXES; i++)
    {
        dwAxisMap[i] = AxisNada;
        dwControlMap[i] = JOY_ABSOLUTE_AXIS;
        pdwRawValue[i] = RawValuePointer(i);
    }

    if( joy_advanced->value == 0.0)
    {
        // default joystick initialization
        // 2 axes only with joystick control
        dwAxisMap[JOY_AXIS_X] = AxisTurn;
        // dwControlMap[JOY_AXIS_X] = JOY_ABSOLUTE_AXIS;
        dwAxisMap[JOY_AXIS_Y] = AxisForward;
        // dwControlMap[JOY_AXIS_Y] = JOY_ABSOLUTE_AXIS;
    }
    else
    {
        if ( strcmp ( joy_name->string, "joystick") != 0 )
        {
            // notify user of advanced controller
            gEngfuncs.Con_Printf ("\n%s configured\n\n", joy_name->string);
        }

        // advanced initialization here
        // data supplied by user via joy_axisn cvars
        dwTemp = (DWORD) joy_advaxisx->value;
        dwAxisMap[JOY_AXIS_X] = dwTemp & 0x0000000f;
        dwControlMap[JOY_AXIS_X] = dwTemp & JOY_RELATIVE_AXIS;
        dwTemp = (DWORD) joy_advaxisy->value;
        dwAxisMap[JOY_AXIS_Y] = dwTemp & 0x0000000f;
        dwControlMap[JOY_AXIS_Y] = dwTemp & JOY_RELATIVE_AXIS;
        dwTemp = (DWORD) joy_advaxisz->value;
        dwAxisMap[JOY_AXIS_Z] = dwTemp & 0x0000000f;
        dwControlMap[JOY_AXIS_Z] = dwTemp & JOY_RELATIVE_AXIS;
        dwTemp = (DWORD) joy_advaxisr->value;
        dwAxisMap[JOY_AXIS_R] = dwTemp & 0x0000000f;
        dwControlMap[JOY_AXIS_R] = dwTemp & JOY_RELATIVE_AXIS;
        dwTemp = (DWORD) joy_advaxisu->value;
        dwAxisMap[JOY_AXIS_U] = dwTemp & 0x0000000f;
        dwControlMap[JOY_AXIS_U] = dwTemp & JOY_RELATIVE_AXIS;
        dwTemp = (DWORD) joy_advaxisv->value;
        dwAxisMap[JOY_AXIS_V] = dwTemp & 0x0000000f;
        dwControlMap[JOY_AXIS_V] = dwTemp & JOY_RELATIVE_AXIS;
    }

#if !defined(USE_SDL2) && defined(_WIN32)
    // compute the axes to collect from DirectInput
    joy_flags = JOY_RETURNCENTERED | JOY_RETURNBUTTONS | JOY_RETURNPOV;
    for (i = 0; i < JOY_MAX_AXES; i++)
    {
        if (dwAxisMap[i] != AxisNada)
        {
            joy_flags |= dwAxisFlags[i];
        }
    }
#endif
}


/*
===========
IN_Commands
===========
*/
void GoldSourceInput::IN_Commands (void)
{
    int     i, key_index;

    if (!joy_avail)
    {
        return;
    }

    DWORD   buttonstate, povstate;

    // loop through the joystick buttons
    // key a joystick event or auxillary event for higher number buttons for each state change
#ifdef USE_SDL2
    buttonstate = 0;
    for ( i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++ )
    {
        if ( safe_pfnSDL_GameControllerGetButton( s_pJoystick, (SDL_GameControllerButton)i ) )
        {
            buttonstate |= 1<<i;
        }
    }

    for (i = 0; i < JOY_MAX_AXES; i++)
    {
        pdwRawValue[i] = RawValuePointer(i);
    }
#elif defined(_WIN32)
    buttonstate = ji.dwButtons;
#endif

    for (i=0 ; i < (int)joy_numbuttons ; i++)
    {
        if ( (buttonstate & (1<<i)) && !(joy_oldbuttonstate & (1<<i)) )
        {
            key_index = (i < 4) ? K_JOY1 : K_AUX1;
            gEngfuncs.Key_Event (key_index + i, 1);
        }

        if ( !(buttonstate & (1<<i)) && (joy_oldbuttonstate & (1<<i)) )
        {
            key_index = (i < 4) ? K_JOY1 : K_AUX1;
            gEngfuncs.Key_Event (key_index + i, 0);
        }
    }
    joy_oldbuttonstate = buttonstate;

    if (joy_haspov)
    {
        // convert POV information into 4 bits of state information
        // this avoids any potential problems related to moving from one
        // direction to another without going through the center position
        povstate = 0;
#if !defined(USE_SDL2) && defined(_WIN32)
        if(ji.dwPOV != JOY_POVCENTERED)
        {
            if (ji.dwPOV == JOY_POVFORWARD)
                povstate |= 0x01;
            if (ji.dwPOV == JOY_POVRIGHT)
                povstate |= 0x02;
            if (ji.dwPOV == JOY_POVBACKWARD)
                povstate |= 0x04;
            if (ji.dwPOV == JOY_POVLEFT)
                povstate |= 0x08;
        }
#endif
        // determine which bits have changed and key an auxillary event for each change
        for (i=0 ; i < 4 ; i++)
        {
            if ( (povstate & (1<<i)) && !(joy_oldpovstate & (1<<i)) )
            {
                gEngfuncs.Key_Event (K_AUX29 + i, 1);
            }

            if ( !(povstate & (1<<i)) && (joy_oldpovstate & (1<<i)) )
            {
                gEngfuncs.Key_Event (K_AUX29 + i, 0);
            }
        }
        joy_oldpovstate = povstate;
    }
}


/*
===============
IN_ReadJoystick
===============
*/
int IN_ReadJoystick (void)
{
#ifdef USE_SDL2
    safe_pfnSDL_JoystickUpdate();
    return 1;
#elif defined(_WIN32)
    memset (&ji, 0, sizeof(ji));
    ji.dwSize = sizeof(ji);
    ji.dwFlags = joy_flags;

    if (joyGetPosEx (joy_id, &ji) == JOYERR_NOERROR)
    {
        // this is a hack -- there is a bug in the Logitech WingMan Warrior DirectInput Driver
        // rather than having 32768 be the zero point, they have the zero point at 32668
        // go figure -- anyway, now we get the full resolution out of the device
        if (joy_wwhack1->value != 0.0)
        {
            ji.dwUpos += 100;
        }
        return 1;
    }
    else
    {
        // read error occurred
        // turning off the joystick seems too harsh for 1 read error,\
        // but what should be done?
        // Con_Printf ("IN_ReadJoystick: no response\n");
        // joy_avail = 0;
        return 0;
    }
#else
    return 0;
#endif
}


/*
===========
IN_JoyMove
===========
*/
void IN_JoyMove ( float frametime, usercmd_t *cmd )
{
    float   speed, aspeed;
    float   fAxisValue, fTemp;
    int     i;
    vec3_t viewangles;

    gEngfuncs.GetViewAngles( (float *)viewangles );


    // complete initialization if first time in
    // this is needed as cvars are not available at initialization time
    if( joy_advancedinit != 1 )
    {
        Joy_AdvancedUpdate_f();
        joy_advancedinit = 1;
    }

    // verify joystick is available and that the user wants to use it
    if (!joy_avail || !in_joystick->value)
    {
        return;
    }

    // collect the joystick data, if possible
    if (IN_ReadJoystick () != 1)
    {
        return;
    }

    if (in_speed.state & 1)
        speed = cl_movespeedkey->value;
    else
        speed = 1;

    aspeed = speed * frametime;

    // loop through the axes
    for (i = 0; i < JOY_MAX_AXES; i++)
    {
        // get the floating point zero-centered, potentially-inverted data for the current axis
#ifdef USE_SDL2
        fAxisValue = (float)pdwRawValue[i];
#elif defined(_WIN32)
        fAxisValue = (float) *pdwRawValue[i];
        fAxisValue -= 32768.0;
#endif

        if (joy_wwhack2->value != 0.0)
        {
            if (dwAxisMap[i] == AxisTurn)
            {
                // this is a special formula for the Logitech WingMan Warrior
                // y=ax^b; where a = 300 and b = 1.3
                // also x values are in increments of 800 (so this is factored out)
                // then bounds check result to level out excessively high spin rates
                fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
                if (fTemp > 14000.0)
                    fTemp = 14000.0;
                // restore direction information
                fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp;
            }
        }

        // convert range from -32768..32767 to -1..1
        fAxisValue /= 32768.0;

        switch (dwAxisMap[i])
        {
        case AxisForward:
            if ((joy_advanced->value == 0.0) && (in_jlook.state & 1))
            {
                // user wants forward control to become look control
                if (fabs(fAxisValue) > joy_pitchthreshold->value)
                {
                    // if mouse invert is on, invert the joystick pitch value
                    // only absolute control support here (joy_advanced is 0)
                    if (m_pitch->value < 0.0)
                    {
                        viewangles[PITCH] -= (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
                    }
                    else
                    {
                        viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
                    }
                    V_StopPitchDrift();
                }
                else
                {
                    // no pitch movement
                    // disable pitch return-to-center unless requested by user
                    // *** this code can be removed when the lookspring bug is fixed
                    // *** the bug always has the lookspring feature on
                    if(lookspring->value == 0.0)
                    {
                        V_StopPitchDrift();
                    }
                }
            }
            else
            {
                // user wants forward control to be forward control
                if (fabs(fAxisValue) > joy_forwardthreshold->value)
                {
                    cmd->forwardmove += (fAxisValue * joy_forwardsensitivity->value) * speed * cl_forwardspeed->value;
                }
            }
            break;

        case AxisSide:
            if (fabs(fAxisValue) > joy_sidethreshold->value)
            {
                cmd->sidemove += (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
            }
            break;

        case AxisTurn:
            if ((in_strafe.state & 1) || (lookstrafe->value && (in_jlook.state & 1)))
            {
                // user wants turn control to become side control
                if (fabs(fAxisValue) > joy_sidethreshold->value)
                {
                    cmd->sidemove -= (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
                }
            }
            else
            {
                // user wants turn control to be turn control
                if (fabs(fAxisValue) > joy_yawthreshold->value)
                {
                    if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
                    {
                        viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * aspeed * cl_yawspeed->value;
                    }
                    else
                    {
                        viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * speed * 180.0;
                    }

                }
            }
            break;

        case AxisLook:
            if (in_jlook.state & 1)
            {
                if (fabs(fAxisValue) > joy_pitchthreshold->value)
                {
                    // pitch movement detected and pitch movement desired by user
                    if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
                    {
                        viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
                    }
                    else
                    {
                        viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * speed * 180.0;
                    }
                    V_StopPitchDrift();
                }
                else
                {
                    // no pitch movement
                    // disable pitch return-to-center unless requested by user
                    // *** this code can be removed when the lookspring bug is fixed
                    // *** the bug always has the lookspring feature on
                    if( lookspring->value == 0.0 )
                    {
                        V_StopPitchDrift();
                    }
                }
            }
            break;

        default:
            break;
        }
    }

    // bounds check pitch
    if (viewangles[PITCH] > cl_pitchdown->value)
        viewangles[PITCH] = cl_pitchdown->value;
    if (viewangles[PITCH] < -cl_pitchup->value)
        viewangles[PITCH] = -cl_pitchup->value;

    gEngfuncs.SetViewAngles( (float *)viewangles );
}

/*
===========
IN_Move
===========
*/
void GoldSourceInput::IN_Move ( float frametime, usercmd_t *cmd)
{
    if ( !iMouseInUse && mouseactive )
    {
        IN_MouseMove ( frametime, cmd);
    }

    IN_JoyMove ( frametime, cmd);
}

/*
===========
IN_Init
===========
*/
void GoldSourceInput::IN_Init (void)
{
    m_filter                = gEngfuncs.pfnRegisterVariable ( "m_filter","0", FCVAR_ARCHIVE );
    sensitivity             = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting.

    in_joystick             = gEngfuncs.pfnRegisterVariable ( "joystick","0", FCVAR_ARCHIVE );
    joy_name                = gEngfuncs.pfnRegisterVariable ( "joyname", "joystick", 0 );
    joy_advanced            = gEngfuncs.pfnRegisterVariable ( "joyadvanced", "0", 0 );
    joy_advaxisx            = gEngfuncs.pfnRegisterVariable ( "joyadvaxisx", "0", 0 );
    joy_advaxisy            = gEngfuncs.pfnRegisterVariable ( "joyadvaxisy", "0", 0 );
    joy_advaxisz            = gEngfuncs.pfnRegisterVariable ( "joyadvaxisz", "0", 0 );
    joy_advaxisr            = gEngfuncs.pfnRegisterVariable ( "joyadvaxisr", "0", 0 );
    joy_advaxisu            = gEngfuncs.pfnRegisterVariable ( "joyadvaxisu", "0", 0 );
    joy_advaxisv            = gEngfuncs.pfnRegisterVariable ( "joyadvaxisv", "0", 0 );
    joy_forwardthreshold    = gEngfuncs.pfnRegisterVariable ( "joyforwardthreshold", "0.15", 0 );
    joy_sidethreshold       = gEngfuncs.pfnRegisterVariable ( "joysidethreshold", "0.15", 0 );
    joy_pitchthreshold      = gEngfuncs.pfnRegisterVariable ( "joypitchthreshold", "0.15", 0 );
    joy_yawthreshold        = gEngfuncs.pfnRegisterVariable ( "joyyawthreshold", "0.15", 0 );
    joy_forwardsensitivity  = gEngfuncs.pfnRegisterVariable ( "joyforwardsensitivity", "-1.0", 0 );
    joy_sidesensitivity     = gEngfuncs.pfnRegisterVariable ( "joysidesensitivity", "-1.0", 0 );
    joy_pitchsensitivity    = gEngfuncs.pfnRegisterVariable ( "joypitchsensitivity", "1.0", 0 );
    joy_yawsensitivity      = gEngfuncs.pfnRegisterVariable ( "joyyawsensitivity", "-1.0", 0 );
    joy_wwhack1             = gEngfuncs.pfnRegisterVariable ( "joywwhack1", "0.0", 0 );
    joy_wwhack2             = gEngfuncs.pfnRegisterVariable ( "joywwhack2", "0.0", 0 );

    m_customaccel           = gEngfuncs.pfnRegisterVariable ( "m_customaccel", "0", FCVAR_ARCHIVE );
    m_customaccel_scale     = gEngfuncs.pfnRegisterVariable ( "m_customaccel_scale", "0.04", FCVAR_ARCHIVE );
    m_customaccel_max       = gEngfuncs.pfnRegisterVariable ( "m_customaccel_max", "0", FCVAR_ARCHIVE );
    m_customaccel_exponent  = gEngfuncs.pfnRegisterVariable ( "m_customaccel_exponent", "1", FCVAR_ARCHIVE );

#ifdef _WIN32
    m_bRawInput             = CVAR_GET_FLOAT( "m_rawinput" ) != 0;
    m_bMouseThread          = gEngfuncs.CheckParm ("-mousethread", NULL ) != NULL;
    m_mousethread_sleep     = gEngfuncs.pfnRegisterVariable ( "m_mousethread_sleep", "1", FCVAR_ARCHIVE ); // default to less than 1000 Hz

    m_bMouseThread = m_bMouseThread && NULL != m_mousethread_sleep;

    if (m_bMouseThread)
    {
        // init mouseThreadSleep:
#if 0 // _beginthreadex is not defined on VS 6?
        InterlockedExchange(&mouseThreadSleep, (LONG)m_mousethread_sleep->value);

        s_hMouseQuitEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
        s_hMouseThreadActiveLock = CreateEvent( NULL, FALSE, TRUE, NULL );
        if ( s_hMouseQuitEvent && s_hMouseThreadActiveLock)
        {
            s_hMouseThread = (HANDLE)_beginthreadex( NULL, 0, MouseThread_Function, NULL, 0, &s_hMouseThreadId );
        }

        m_bMouseThread = NULL != s_hMouseThread;
#else
        m_bMouseThread = 0;
#endif

        // at this early stage this won't print anything:
        // gEngfuncs.Con_DPrintf ("Mouse thread %s.\n", m_bMouseThread ? "initalized" : "failed to initalize");
    }
#endif

#ifdef USE_SDL2
#ifdef __APPLE__
#define SDL2_FULL_LIBNAME "libsdl2-2.0.0.dylib"
#else
#define SDL2_FULL_LIBNAME "libSDL2-2.0.so.0"
#endif
	sdl2Lib = dlopen(SDL2_FULL_LIBNAME, RTLD_NOW|RTLD_LOCAL);
	if (sdl2Lib) {
		for (int j=0; j<ARRAYSIZE(sdlFunctions); ++j) {
			*(sdlFunctions[j].ppfnFunc) = dlsym(sdl2Lib, sdlFunctions[j].name);
			if (*sdlFunctions[j].ppfnFunc == NULL) {
				gEngfuncs.Con_Printf("Could not load SDL2 function %s: %s\n", sdlFunctions[j].name, dlerror());
			}
		}
	} else {
		gEngfuncs.Con_Printf("Could not load SDL2: %s\n", dlerror());
	}
#endif
    gEngfuncs.pfnAddCommand ("force_centerview", Force_CenterView_f);
    gEngfuncs.pfnAddCommand ("joyadvancedupdate", Joy_AdvancedUpdate_f);

    IN_StartupMouse ();
    IN_StartupJoystick ();
}

#endif