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/*
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input.c - win32 input devices
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Copyright (C) 2007 Uncle Mike
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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 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "input.h"
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#include "client.h"
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#include "vgui_draw.h"
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#include "gl_local.h"
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#ifdef XASH_SDL
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#include <SDL.h>
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#endif
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#ifdef _WIN32
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#include "windows.h"
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#endif
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void* in_mousecursor;
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qboolean in_mouseactive; // false when not focus app
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qboolean in_mouseinitialized;
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qboolean in_mouse_suspended;
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POINT in_lastvalidpos;
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qboolean in_mouse_savedpos;
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static struct inputstate_s
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{
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float lastpitch, lastyaw;
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} inputstate;
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extern convar_t *vid_fullscreen;
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convar_t *m_enginemouse;
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convar_t *m_pitch;
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convar_t *m_yaw;
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convar_t *m_enginesens;
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convar_t *m_ignore;
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convar_t *cl_forwardspeed;
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convar_t *cl_sidespeed;
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convar_t *cl_backspeed;
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convar_t *look_filter;
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/*
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===========
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IN_StartupMouse
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===========
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*/
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void IN_StartupMouse( void )
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{
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m_ignore = Cvar_Get( "m_ignore", DEFAULT_M_IGNORE, FCVAR_ARCHIVE , "ignore mouse events" );
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m_enginemouse = Cvar_Get( "m_enginemouse", "0", FCVAR_ARCHIVE, "read mouse events in engine instead of client" );
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m_enginesens = Cvar_Get( "m_enginesens", "0.3", FCVAR_ARCHIVE, "mouse sensitivity, when m_enginemouse enabled" );
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m_pitch = Cvar_Get( "m_pitch", "0.022", FCVAR_ARCHIVE, "mouse pitch value" );
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m_yaw = Cvar_Get( "m_yaw", "0.022", FCVAR_ARCHIVE, "mouse yaw value" );
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look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE, "filter look events making it smoother" );
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// You can use -nomouse argument to prevent using mouse from client
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// -noenginemouse will disable all mouse input
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if( Sys_CheckParm( "-noenginemouse" )) return;
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in_mouseinitialized = true;
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}
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static void IN_ActivateCursor( void )
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{
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if( cls.key_dest == key_menu )
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{
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#ifdef XASH_SDL
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SDL_SetCursor( in_mousecursor );
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#endif
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}
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}
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void IN_SetCursor( void *hCursor )
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{
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in_mousecursor = hCursor;
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IN_ActivateCursor();
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}
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/*
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===========
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IN_MouseSavePos
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Save mouse pos before state change e.g. changelevel
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===========
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*/
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void IN_MouseSavePos( void )
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{
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if( !in_mouseactive )
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return;
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#ifdef XASH_SDL
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SDL_GetMouseState( &in_lastvalidpos.x, &in_lastvalidpos.y );
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in_mouse_savedpos = true;
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#endif
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}
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/*
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===========
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IN_MouseRestorePos
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Restore right position for background
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===========
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*/
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void IN_MouseRestorePos( void )
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{
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if( !in_mouse_savedpos )
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return;
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#ifdef XASH_SDL
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SDL_WarpMouseInWindow( host.hWnd, in_lastvalidpos.x, in_lastvalidpos.y );
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#endif
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in_mouse_savedpos = false;
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}
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/*
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===========
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IN_ToggleClientMouse
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Called when key_dest is changed
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===========
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*/
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void IN_ToggleClientMouse( int newstate, int oldstate )
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{
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if( newstate == oldstate ) return;
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if( oldstate == key_game )
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{
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clgame.dllFuncs.IN_DeactivateMouse();
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}
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else if( newstate == key_game )
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{
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// reset mouse pos, so cancel effect in game
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#ifdef XASH_SDL
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if( touch_enable->value )
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{
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SDL_SetRelativeMouseMode( SDL_FALSE );
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SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
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}
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else
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{
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SDL_WarpMouseInWindow( host.hWnd, host.window_center_x, host.window_center_y );
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SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
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if( clgame.dllFuncs.pfnLookEvent )
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SDL_SetRelativeMouseMode( SDL_TRUE );
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}
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#endif // XASH_SDL
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if( cls.initialized )
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clgame.dllFuncs.IN_ActivateMouse();
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}
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if( ( newstate == key_menu || newstate == key_console || newstate == key_message ) && ( !CL_IsBackgroundMap() || CL_IsBackgroundDemo( )))
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{
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#ifdef XASH_SDL
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SDL_SetWindowGrab(host.hWnd, SDL_FALSE);
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if( clgame.dllFuncs.pfnLookEvent )
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SDL_SetRelativeMouseMode( SDL_FALSE );
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#endif
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#ifdef __ANDROID__
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Android_ShowMouse( true );
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#endif
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#ifdef USE_EVDEV
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Evdev_SetGrab( false );
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#endif
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}
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else
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{
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#ifdef __ANDROID__
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Android_ShowMouse( false );
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#endif
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#ifdef USE_EVDEV
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Evdev_SetGrab( true );
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#endif
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}
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}
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/*
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===========
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IN_ActivateMouse
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Called when the window gains focus or changes in some way
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===========
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*/
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void IN_ActivateMouse( qboolean force )
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{
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int width, height;
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static int oldstate;
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if( !in_mouseinitialized )
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return;
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if( CL_Active() && host.mouse_visible && !force )
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return; // VGUI controls
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if( cls.key_dest == key_menu && !Cvar_VariableInteger( "fullscreen" ))
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{
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// check for mouse leave-entering
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if( !in_mouse_suspended && !UI_MouseInRect( ))
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in_mouse_suspended = true;
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if( oldstate != in_mouse_suspended )
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{
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if( in_mouse_suspended )
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{
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#ifdef XASH_SDL
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SDL_ShowCursor( false );
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#endif
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UI_ShowCursor( false );
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}
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}
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oldstate = in_mouse_suspended;
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if( in_mouse_suspended )
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{
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in_mouse_suspended = false;
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in_mouseactive = false; // re-initialize mouse
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UI_ShowCursor( true );
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}
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}
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if( in_mouseactive ) return;
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in_mouseactive = true;
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if( UI_IsVisible( )) return;
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if( cls.key_dest == key_game )
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{
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clgame.dllFuncs.IN_ActivateMouse();
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#ifdef XASH_SDL
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SDL_GetRelativeMouseState( 0, 0 ); // Reset mouse position
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#endif
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}
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}
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/*
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===========
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IN_DeactivateMouse
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Called when the window loses focus
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===========
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*/
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void IN_DeactivateMouse( void )
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{
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if( !in_mouseinitialized || !in_mouseactive )
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return;
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if( cls.key_dest == key_game )
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{
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clgame.dllFuncs.IN_DeactivateMouse();
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}
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in_mouseactive = false;
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#ifdef XASH_SDL
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SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
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#endif
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}
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/*
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================
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IN_MouseMove
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================
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*/
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void IN_MouseMove( void )
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{
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POINT current_pos;
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if( !in_mouseinitialized || !in_mouseactive || !UI_IsVisible( ))
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return;
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// find mouse movement
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#ifdef XASH_SDL
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SDL_GetMouseState( ¤t_pos.x, ¤t_pos.y );
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#endif
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VGui_MouseMove( current_pos.x, current_pos.y );
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// HACKHACK: show cursor in UI, as mainui doesn't call
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// platform-dependent SetCursor anymore
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#ifdef XASH_SDL
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if( UI_IsVisible() )
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SDL_ShowCursor( SDL_TRUE );
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#endif
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// if the menu is visible, move the menu cursor
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UI_MouseMove( current_pos.x, current_pos.y );
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IN_ActivateCursor();
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}
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/*
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===========
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IN_MouseEvent
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===========
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*/
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void IN_MouseEvent( void )
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{
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int i;
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if( !in_mouseinitialized || !in_mouseactive )
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return;
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if( m_ignore->value )
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return;
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if( cls.key_dest == key_game )
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{
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#if defined( XASH_SDL )
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static qboolean ignore; // igonre mouse warp event
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int x, y;
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SDL_GetMouseState(&x, &y);
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if( host.mouse_visible )
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SDL_ShowCursor( SDL_TRUE );
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else
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SDL_ShowCursor( SDL_FALSE );
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if( x < host.window_center_x / 2 ||
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y < host.window_center_y / 2 ||
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x > host.window_center_x + host.window_center_x / 2 ||
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y > host.window_center_y + host.window_center_y / 2 )
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{
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SDL_WarpMouseInWindow(host.hWnd, host.window_center_x, host.window_center_y);
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ignore = 1; // next mouse event will be mouse warp
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return;
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}
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if ( !ignore )
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{
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if( !m_enginemouse->value )
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{
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// a1ba: mouse keys are now separated
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// so pass 0 here
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clgame.dllFuncs.IN_MouseEvent( 0 );
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}
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}
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else
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{
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SDL_GetRelativeMouseState( 0, 0 ); // reset relative state
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ignore = 0;
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}
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#endif
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return;
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}
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else
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{
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#if defined(XASH_SDL) && !defined(_WIN32)
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SDL_SetRelativeMouseMode( SDL_FALSE );
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SDL_ShowCursor( SDL_TRUE );
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#endif
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IN_MouseMove();
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}
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}
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/*
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===========
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IN_Shutdown
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===========
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*/
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void IN_Shutdown( void )
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{
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IN_DeactivateMouse( );
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#ifdef XASH_USE_EVDEV
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Evdev_Shutdown();
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#endif
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}
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/*
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===========
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IN_Init
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===========
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*/
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void IN_Init( void )
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{
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cl_forwardspeed = Cvar_Get( "cl_forwardspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL, "Default forward move speed" );
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cl_backspeed = Cvar_Get( "cl_backspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL, "Default back move speed" );
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cl_sidespeed = Cvar_Get( "cl_sidespeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL, "Default side move speed" );
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if( !Host_IsDedicated() )
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{
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IN_StartupMouse( );
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Joy_Init(); // common joystick support init
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#ifdef XASH_USE_EVDEV
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Evdev_Init();
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#endif
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}
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}
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/*
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================
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IN_JoyMove
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Common function for engine joystick movement
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-1 < forwardmove < 1, -1 < sidemove < 1
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================
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*/
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#define F (1U << 0) // Forward
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#define B (1U << 1) // Back
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#define L (1U << 2) // Left
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#define R (1U << 3) // Right
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#define T (1U << 4) // Forward stop
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#define S (1U << 5) // Side stop
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void IN_JoyAppendMove( usercmd_t *cmd, float forwardmove, float sidemove )
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{
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static uint moveflags = T | S;
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if( forwardmove ) cmd->forwardmove = forwardmove * cl_forwardspeed->value;
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if( sidemove ) cmd->sidemove = sidemove * cl_sidespeed->value;
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if( forwardmove )
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{
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moveflags &= ~T;
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}
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else if( !( moveflags & T ) )
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{
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Cmd_ExecuteString( "-back" );
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Cmd_ExecuteString( "-forward" );
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moveflags |= T;
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}
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if( sidemove )
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{
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moveflags &= ~S;
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}
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else if( !( moveflags & S ) )
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{
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Cmd_ExecuteString( "-moveleft" );
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Cmd_ExecuteString( "-moveright" );
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moveflags |= S;
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}
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if ( forwardmove > 0.7 && !( moveflags & F ))
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{
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moveflags |= F;
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Cmd_ExecuteString( "+forward" );
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}
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else if ( forwardmove < 0.7 && ( moveflags & F ))
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{
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moveflags &= ~F;
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Cmd_ExecuteString( "-forward" );
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}
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if ( forwardmove < -0.7 && !( moveflags & B ))
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{
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moveflags |= B;
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Cmd_ExecuteString( "+back" );
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}
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else if ( forwardmove > -0.7 && ( moveflags & B ))
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{
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moveflags &= ~B;
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Cmd_ExecuteString( "-back" );
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}
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if ( sidemove > 0.9 && !( moveflags & R ))
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{
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moveflags |= R;
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Cmd_ExecuteString( "+moveright" );
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}
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else if ( sidemove < 0.9 && ( moveflags & R ))
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{
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moveflags &= ~R;
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Cmd_ExecuteString( "-moveright" );
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}
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if ( sidemove < -0.9 && !( moveflags & L ))
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{
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moveflags |= L;
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Cmd_ExecuteString( "+moveleft" );
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}
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else if ( sidemove > -0.9 && ( moveflags & L ))
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{
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moveflags &= ~L;
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Cmd_ExecuteString( "-moveleft" );
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}
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}
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/*
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================
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IN_EngineAppendMove
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Called from cl_main.c after generating command in client
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================
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*/
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void IN_EngineAppendMove( float frametime, usercmd_t *cmd, qboolean active )
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{
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float forward, side, dpitch, dyaw;
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if( clgame.dllFuncs.pfnLookEvent )
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return;
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if( cls.key_dest != key_game || cl.paused || cl.intermission )
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return;
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forward = side = dpitch = dyaw = 0;
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if(active)
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{
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float sensitivity = ( (float)RI.fov_x / (float)90.0f );
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#if XASH_INPUT == INPUT_SDL
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if( m_enginemouse->value && !m_ignore->value )
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{
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int mouse_x, mouse_y;
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SDL_GetRelativeMouseState( &mouse_x, &mouse_y );
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RI.viewangles[PITCH] += mouse_y * m_pitch->value * sensitivity;
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RI.viewangles[YAW] -= mouse_x * m_yaw->value * sensitivity;
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}
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#endif
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#ifdef __ANDROID__
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if( !m_ignore->value )
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{
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float mouse_x, mouse_y;
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Android_MouseMove( &mouse_x, &mouse_y );
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RI.viewangles[PITCH] += mouse_y * m_pitch->value * sensitivity;
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RI.viewangles[YAW] -= mouse_x * m_yaw->value * sensitivity;
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}
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#endif
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Joy_FinalizeMove( &forward, &side, &dyaw, &dpitch );
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IN_TouchMove( &forward, &side, &dyaw, &dpitch );
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IN_JoyAppendMove( cmd, forward, side );
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#ifdef USE_EVDEV
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IN_EvdevMove( &dyaw, &dpitch );
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#endif
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if( look_filter->value )
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{
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dpitch = ( inputstate.lastpitch + dpitch ) / 2;
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dyaw = ( inputstate.lastyaw + dyaw ) / 2;
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inputstate.lastpitch = dpitch;
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inputstate.lastyaw = dyaw;
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}
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RI.viewangles[YAW] += dyaw * sensitivity;
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RI.viewangles[PITCH] += dpitch * sensitivity;
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RI.viewangles[PITCH] = bound( -90, RI.viewangles[PITCH], 90 );
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}
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}
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/*
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==================
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Host_InputFrame
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Called every frame, even if not generating commands
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==================
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*/
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void Host_InputFrame( void )
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{
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qboolean shutdownMouse = false;
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float forward = 0, side = 0, pitch = 0, yaw = 0;
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Sys_SendKeyEvents ();
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#ifdef XASH_USE_EVDEV
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IN_EvdevFrame();
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#endif
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if( clgame.dllFuncs.pfnLookEvent )
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{
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int dx, dy;
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#ifndef __ANDROID__
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if( in_mouseinitialized && !m_ignore->value )
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{
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SDL_GetRelativeMouseState( &dx, &dy );
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pitch += dy * m_pitch->value, yaw -= dx * m_yaw->value; //mouse speed
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}
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#endif
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#ifdef __ANDROID__
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if( !m_ignore->value )
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{
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float mouse_x, mouse_y;
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Android_MouseMove( &mouse_x, &mouse_y );
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pitch += mouse_y * m_pitch->value, yaw -= mouse_x * m_yaw->value; //mouse speed
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}
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#endif
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Joy_FinalizeMove( &forward, &side, &yaw, &pitch );
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IN_TouchMove( &forward, &side, &yaw, &pitch );
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#ifdef USE_EVDEV
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IN_EvdevMove( &yaw, &pitch );
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#endif
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if( look_filter->value )
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|
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{
|
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|
pitch = ( inputstate.lastpitch + pitch ) / 2;
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yaw = ( inputstate.lastyaw + yaw ) / 2;
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|
inputstate.lastpitch = pitch;
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inputstate.lastyaw = yaw;
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|
}
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if( cls.key_dest == key_game )
|
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|
{
|
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|
clgame.dllFuncs.pfnLookEvent( yaw, pitch );
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|
|
clgame.dllFuncs.pfnMoveEvent( forward, side );
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}
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}
|
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|
Cbuf_Execute ();
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if( !in_mouseinitialized )
|
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return;
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|
if( host.status != HOST_FRAME )
|
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|
{
|
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|
IN_DeactivateMouse();
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|
return;
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|
|
}
|
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|
|
// release mouse during pause or console typeing
|
|
|
|
if( cl.paused && cls.key_dest == key_game )
|
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|
|
shutdownMouse = true;
|
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|
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|
|
if( shutdownMouse && !Cvar_VariableInteger( "fullscreen" ))
|
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|
|
{
|
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|
|
IN_DeactivateMouse();
|
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|
|
return;
|
|
|
|
}
|
|
|
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|
|
IN_ActivateMouse( false );
|
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|
|
IN_MouseMove();
|
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|
|
}
|