Xash3D FWGS engine.
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/*
input.c - win32 input devices
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "input.h"
#include "client.h"
#include "vgui_draw.h"
#define PRINTSCREEN_ID 1
#define WND_HEADSIZE wnd_caption // some offset
#define WND_BORDER 3 // sentinel border in pixels
HICON in_mousecursor;
qboolean in_mouseactive; // false when not focus app
qboolean in_restore_spi;
qboolean in_mouseinitialized;
int in_mouse_oldbuttonstate;
qboolean in_mouse_suspended;
qboolean in_mouse_savedpos;
int in_mouse_buttons;
RECT window_rect, real_rect;
POINT in_lastvalidpos;
uint in_mouse_wheel;
int wnd_caption;
static byte scan_to_key[128] =
{
0,27,'1','2','3','4','5','6','7','8','9','0','-','=',K_BACKSPACE,9,
'q','w','e','r','t','y','u','i','o','p','[',']', 13 , K_CTRL,
'a','s','d','f','g','h','j','k','l',';','\'','`',
K_SHIFT,'\\','z','x','c','v','b','n','m',',','.','/',K_SHIFT,
'*',K_ALT,' ',K_CAPSLOCK,
K_F1,K_F2,K_F3,K_F4,K_F5,K_F6,K_F7,K_F8,K_F9,K_F10,
K_PAUSE,0,K_HOME,K_UPARROW,K_PGUP,K_KP_MINUS,K_LEFTARROW,K_KP_5,
K_RIGHTARROW,K_KP_PLUS,K_END,K_DOWNARROW,K_PGDN,K_INS,K_DEL,
0,0,0,K_F11,K_F12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
};
// extra mouse buttons
static int mouse_buttons[] =
{
MK_LBUTTON,
MK_RBUTTON,
MK_MBUTTON,
MK_XBUTTON1,
MK_XBUTTON2,
MK_XBUTTON3,
MK_XBUTTON4,
MK_XBUTTON5
};
/*
=======
Host_MapKey
Map from windows to engine keynums
=======
*/
static int Host_MapKey( int key )
{
int result, modified;
qboolean is_extended = false;
modified = ( key >> 16 ) & 255;
if( modified > 127 ) return 0;
if( key & ( 1 << 24 ))
is_extended = true;
result = scan_to_key[modified];
if( !is_extended )
{
switch( result )
{
case K_HOME: return K_KP_HOME;
case K_UPARROW: return K_KP_UPARROW;
case K_PGUP: return K_KP_PGUP;
case K_LEFTARROW: return K_KP_LEFTARROW;
case K_RIGHTARROW: return K_KP_RIGHTARROW;
case K_END: return K_KP_END;
case K_DOWNARROW: return K_KP_DOWNARROW;
case K_PGDN: return K_KP_PGDN;
case K_INS: return K_KP_INS;
case K_DEL: return K_KP_DEL;
default: return result;
}
}
else
{
switch( result )
{
case K_PAUSE: return K_KP_NUMLOCK;
case 0x0D: return K_KP_ENTER;
case 0x2F: return K_KP_SLASH;
case 0xAF: return K_KP_PLUS;
default: return result;
}
}
}
/*
===========
IN_StartupMouse
===========
*/
void IN_StartupMouse( void )
{
if( host.type == HOST_DEDICATED ) return;
if( Sys_CheckParm( "-nomouse" )) return;
in_mouse_buttons = 8;
in_mouseinitialized = true;
in_mouse_wheel = RegisterWindowMessage( "MSWHEEL_ROLLMSG" );
}
static qboolean IN_CursorInRect( void )
{
POINT curpos;
if( !in_mouseinitialized || !in_mouseactive )
return false;
// find mouse movement
GetCursorPos( &curpos );
if( curpos.x < real_rect.left + WND_BORDER )
return false;
if( curpos.x > real_rect.right - WND_BORDER * 3 )
return false;
if( curpos.y < real_rect.top + WND_HEADSIZE + WND_BORDER )
return false;
if( curpos.y > real_rect.bottom - WND_BORDER * 3 )
return false;
return true;
}
static void IN_ActivateCursor( void )
{
if( cls.key_dest == key_menu )
{
SetCursor( in_mousecursor );
}
}
void IN_SetCursor( void *hCursor )
{
in_mousecursor = hCursor;
IN_ActivateCursor();
}
/*
===========
IN_MouseSavePos
Save mouse pos before state change e.g. changelevel
===========
*/
void IN_MouseSavePos( void )
{
if( !in_mouseactive )
return;
GetCursorPos( &in_lastvalidpos );
in_mouse_savedpos = true;
}
/*
===========
IN_MouseRestorePos
Restore right position for background
===========
*/
void IN_MouseRestorePos( void )
{
if( !in_mouse_savedpos )
return;
SetCursorPos( in_lastvalidpos.x, in_lastvalidpos.y );
in_mouse_savedpos = false;
}
/*
===========
IN_ToggleClientMouse
Called when key_dest is changed
===========
*/
void IN_ToggleClientMouse( int newstate, int oldstate )
{
if( newstate == oldstate ) return;
if( oldstate == key_game )
{
clgame.dllFuncs.IN_DeactivateMouse();
}
else if( newstate == key_game )
{
// reset mouse pos, so cancel effect in game
SetCursorPos( host.window_center_x, host.window_center_y );
clgame.dllFuncs.IN_ActivateMouse();
}
if( newstate == key_menu && ( !CL_IsBackgroundMap() || CL_IsBackgroundDemo( )))
{
in_mouseactive = false;
ClipCursor( NULL );
ReleaseCapture();
while( ShowCursor( true ) < 0 );
}
}
/*
===========
IN_ActivateMouse
Called when the window gains focus or changes in some way
===========
*/
void IN_ActivateMouse( qboolean force )
{
int width, height;
static int oldstate;
if( !in_mouseinitialized )
return;
if( CL_Active() && host.mouse_visible && !force )
return; // VGUI controls
if( cls.key_dest == key_menu && !Cvar_VariableInteger( "fullscreen" ))
{
// check for mouse leave-entering
if( !in_mouse_suspended && !UI_MouseInRect( ))
in_mouse_suspended = true;
if( oldstate != in_mouse_suspended )
{
if( in_mouse_suspended )
{
ClipCursor( NULL );
ReleaseCapture();
while( ShowCursor( true ) < 0 );
UI_ShowCursor( false );
}
}
oldstate = in_mouse_suspended;
if( in_mouse_suspended && IN_CursorInRect( ))
{
in_mouse_suspended = false;
in_mouseactive = false; // re-initialize mouse
UI_ShowCursor( true );
}
}
if( in_mouseactive ) return;
in_mouseactive = true;
if( UI_IsVisible( )) return;
if( cls.key_dest == key_game )
{
clgame.dllFuncs.IN_ActivateMouse();
}
width = GetSystemMetrics( SM_CXSCREEN );
height = GetSystemMetrics( SM_CYSCREEN );
GetWindowRect( host.hWnd, &window_rect );
if( window_rect.left < 0 ) window_rect.left = 0;
if( window_rect.top < 0 ) window_rect.top = 0;
if( window_rect.right >= width ) window_rect.right = width - 1;
if( window_rect.bottom >= height - 1 ) window_rect.bottom = height - 1;
host.window_center_x = (window_rect.right + window_rect.left) / 2;
host.window_center_y = (window_rect.top + window_rect.bottom) / 2;
SetCursorPos( host.window_center_x, host.window_center_y );
SetCapture( host.hWnd );
ClipCursor( &window_rect );
while( ShowCursor( false ) >= 0 );
}
/*
===========
IN_DeactivateMouse
Called when the window loses focus
===========
*/
void IN_DeactivateMouse( void )
{
if( !in_mouseinitialized || !in_mouseactive )
return;
if( cls.key_dest == key_game )
{
clgame.dllFuncs.IN_DeactivateMouse();
}
in_mouseactive = false;
ClipCursor( NULL );
ReleaseCapture();
while( ShowCursor( true ) < 0 );
}
/*
================
IN_MouseMove
================
*/
void IN_MouseMove( void )
{
POINT current_pos;
if( !in_mouseinitialized || !in_mouseactive || !UI_IsVisible( ))
return;
// find mouse movement
GetCursorPos( &current_pos );
ScreenToClient( host.hWnd, &current_pos );
VGui_MouseMove( current_pos.x, current_pos.y );
// if the menu is visible, move the menu cursor
UI_MouseMove( current_pos.x, current_pos.y );
IN_ActivateCursor();
}
/*
===========
IN_MouseEvent
===========
*/
void IN_MouseEvent( int mstate )
{
int i;
if( !in_mouseinitialized || !in_mouseactive )
return;
if( cls.key_dest == key_game )
{
clgame.dllFuncs.IN_MouseEvent( mstate );
return;
}
// perform button actions
for( i = 0; i < in_mouse_buttons; i++ )
{
if( FBitSet( mstate, BIT( i )) && !FBitSet( in_mouse_oldbuttonstate, BIT( i )))
{
Key_Event( K_MOUSE1 + i, true );
}
if( !FBitSet( mstate, BIT( i )) && FBitSet( in_mouse_oldbuttonstate, BIT( i )))
{
Key_Event( K_MOUSE1 + i, false );
}
}
in_mouse_oldbuttonstate = mstate;
}
/*
===========
IN_Shutdown
===========
*/
void IN_Shutdown( void )
{
IN_DeactivateMouse( );
}
/*
===========
IN_Init
===========
*/
void IN_Init( void )
{
IN_StartupMouse( );
}
/*
==================
Host_InputFrame
Called every frame, even if not generating commands
==================
*/
void Host_InputFrame( void )
{
qboolean shutdownMouse = false;
Sys_SendKeyEvents ();
if( !in_mouseinitialized )
return;
if( host.status != HOST_FRAME )
{
IN_DeactivateMouse();
return;
}
// release mouse during pause or console typeing
if( cl.paused && cls.key_dest == key_game )
shutdownMouse = true;
if( shutdownMouse && !Cvar_VariableInteger( "fullscreen" ))
{
IN_DeactivateMouse();
return;
}
IN_ActivateMouse( false );
IN_MouseMove();
}