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engine: client: rework mouse input, use IN_MouseEvent for clientdll, don't emit mouse events when mouse is visible or touch emulate is used

pull/2/head
Alibek Omarov 4 years ago committed by a1batross
parent
commit
284eeea3c3
  1. 126
      engine/client/input.c
  2. 2
      engine/client/input.h
  3. 33
      engine/platform/sdl/events.c

126
engine/client/input.c

@ -18,7 +18,7 @@ GNU General Public License for more details. @@ -18,7 +18,7 @@ GNU General Public License for more details.
#include "client.h"
#include "vgui_draw.h"
#ifdef XASH_SDL
#if XASH_SDL
#include <SDL.h>
#endif
@ -30,6 +30,8 @@ qboolean in_mouseinitialized; @@ -30,6 +30,8 @@ qboolean in_mouseinitialized;
qboolean in_mouse_suspended;
POINT in_lastvalidpos;
qboolean in_mouse_savedpos;
static uint in_mouse_oldbuttonstate;
static int in_mouse_buttons = 5; // SDL maximum
static struct inputstate_s
{
float lastpitch, lastyaw;
@ -131,7 +133,7 @@ static void IN_ActivateCursor( void ) @@ -131,7 +133,7 @@ static void IN_ActivateCursor( void )
{
if( cls.key_dest == key_menu )
{
#ifdef XASH_SDL
#if XASH_SDL
SDL_SetCursor( in_mousecursor );
#endif
}
@ -196,24 +198,24 @@ void IN_ToggleClientMouse( int newstate, int oldstate ) @@ -196,24 +198,24 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
else if( newstate == key_game )
{
// reset mouse pos, so cancel effect in game
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
#if XASH_SDL >= 2
if( CVAR_TO_BOOL( touch_enable ) )
{
SDL_SetRelativeMouseMode( SDL_FALSE );
SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
}
else
#endif
#endif // XASH_SDL >= 2
{
Platform_SetMousePos( host.window_center_x, host.window_center_y );
#if XASH_SDL
SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
#if XASH_SDL >= 2
if ( clgame.dllFuncs.pfnLookEvent || ( clgame.client_dll_uses_sdl && CVAR_TO_BOOL( m_rawinput ) ) )
{
SDL_SetRelativeMouseMode( SDL_TRUE );
}
#endif
#endif // XASH_SDL >= 2
#endif // XASH_SDL
}
if( cls.initialized )
@ -222,14 +224,14 @@ void IN_ToggleClientMouse( int newstate, int oldstate ) @@ -222,14 +224,14 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
if( ( newstate == key_menu || newstate == key_console || newstate == key_message ) && ( !CL_IsBackgroundMap() || CL_IsBackgroundDemo( )))
{
#ifdef XASH_SDL
#if XASH_SDL
SDL_SetWindowGrab(host.hWnd, SDL_FALSE);
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
#if XASH_SDL >= 2
if ( clgame.dllFuncs.pfnLookEvent || ( clgame.client_dll_uses_sdl && CVAR_TO_BOOL( m_rawinput ) ) )
{
SDL_SetRelativeMouseMode( SDL_FALSE );
}
#endif
#endif // XASH_SDL >= 2
#endif // XASH_SDL
#if XASH_ANDROID
Android_ShowMouse( true );
@ -258,8 +260,7 @@ Called when the window gains focus or changes in some way @@ -258,8 +260,7 @@ Called when the window gains focus or changes in some way
*/
void IN_ActivateMouse( qboolean force )
{
int width, height;
static int oldstate;
static qboolean oldstate;
if( !in_mouseinitialized )
return;
@ -277,7 +278,7 @@ void IN_ActivateMouse( qboolean force ) @@ -277,7 +278,7 @@ void IN_ActivateMouse( qboolean force )
{
if( in_mouse_suspended )
{
#ifdef XASH_SDL
#if XASH_SDL
/// TODO: Platform_ShowCursor
if( !touch_emulate )
SDL_ShowCursor( SDL_FALSE );
@ -303,10 +304,11 @@ void IN_ActivateMouse( qboolean force ) @@ -303,10 +304,11 @@ void IN_ActivateMouse( qboolean force )
if( cls.key_dest == key_game )
{
clgame.dllFuncs.IN_ActivateMouse();
#ifdef XASH_SDL
SDL_GetRelativeMouseState( 0, 0 ); // Reset mouse position
#if XASH_SDL
SDL_SetRelativeMouseMode( SDL_TRUE );
SDL_GetRelativeMouseState( 0, 0 );
#endif
clgame.dllFuncs.IN_ActivateMouse();
}
}
@ -322,15 +324,17 @@ void IN_DeactivateMouse( void ) @@ -322,15 +324,17 @@ void IN_DeactivateMouse( void )
if( !in_mouseinitialized || !in_mouseactive )
return;
#if XASH_SDL
SDL_SetRelativeMouseMode( SDL_FALSE );
SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
#endif // XASH_SDL
if( cls.key_dest == key_game )
{
clgame.dllFuncs.IN_DeactivateMouse();
}
in_mouseactive = false;
#ifdef XASH_SDL
SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
#endif // XASH_SDL
}
/*
@ -342,9 +346,14 @@ void IN_MouseMove( void ) @@ -342,9 +346,14 @@ void IN_MouseMove( void )
{
POINT current_pos;
if( !in_mouseinitialized || !in_mouseactive || !UI_IsVisible( ))
if( !in_mouseinitialized || !in_mouseactive )
return;
#if XASH_SDL >= 2
if( cls.key_dest == key_game && !host.mouse_visible && touch_emulate->value == 0.0f )
SDL_SetRelativeMouseMode( SDL_TRUE );
#endif // XASH_SDL >= 2
// find mouse movement
Platform_GetMousePos( &current_pos.x, &current_pos.y );
@ -352,7 +361,7 @@ void IN_MouseMove( void ) @@ -352,7 +361,7 @@ void IN_MouseMove( void )
// HACKHACK: show cursor in UI, as mainui doesn't call
// platform-dependent SetCursor anymore
#ifdef XASH_SDL
#if XASH_SDL
if( UI_IsVisible() )
SDL_ShowCursor( SDL_TRUE );
#endif
@ -368,74 +377,49 @@ void IN_MouseMove( void ) @@ -368,74 +377,49 @@ void IN_MouseMove( void )
IN_MouseEvent
===========
*/
void IN_MouseEvent( void )
void IN_MouseEvent( uint mstate )
{
int i;
// touch emu: handle motion
if( CVAR_TO_BOOL( touch_emulate ))
{
if( Key_IsDown( K_SHIFT ) )
Touch_KeyEvent( K_MOUSE2, 2 );
else
Touch_KeyEvent( K_MOUSE1, 2 );
}
if( !in_mouseinitialized || !in_mouseactive )
return;
if( m_ignore->value )
return;
if( cls.key_dest == key_game )
{
#if defined( XASH_SDL )
static qboolean ignore; // igonre mouse warp event
int x, y;
Platform_GetMousePos(&x, &y);
if( host.mouse_visible )
SDL_ShowCursor( SDL_TRUE );
else if( !CVAR_TO_BOOL( touch_emulate ) )
SDL_ShowCursor( SDL_FALSE );
// perform button actions
for( i = 0; i < in_mouse_buttons; i++ )
{
if( FBitSet( mstate, BIT( i )) && !FBitSet( in_mouse_oldbuttonstate, BIT( i )))
{
VGui_KeyEvent( K_MOUSE1 + i, true );
}
if( x < host.window_center_x / 2 ||
y < host.window_center_y / 2 ||
x > host.window_center_x + host.window_center_x / 2 ||
y > host.window_center_y + host.window_center_y / 2 )
if( !FBitSet( mstate, BIT( i )) && FBitSet( in_mouse_oldbuttonstate, BIT( i )))
{
Platform_SetMousePos( host.window_center_x, host.window_center_y );
ignore = 1; // next mouse event will be mouse warp
VGui_KeyEvent( K_MOUSE1 + i, false );
}
}
clgame.dllFuncs.IN_MouseEvent( mstate );
in_mouse_oldbuttonstate = mstate;
return;
}
if ( !ignore )
// perform button actions
for( i = 0; i < in_mouse_buttons; i++ )
{
if( !m_enginemouse->value )
if( FBitSet( mstate, BIT( i )) && !FBitSet( in_mouse_oldbuttonstate, BIT( i )))
{
// a1ba: mouse keys are now separated
// so pass 0 here
clgame.dllFuncs.IN_MouseEvent( 0 );
}
Key_Event( K_MOUSE1 + i, true );
}
else
if( !FBitSet( mstate, BIT( i )) && FBitSet( in_mouse_oldbuttonstate, BIT( i )))
{
SDL_GetRelativeMouseState( 0, 0 ); // reset relative state
ignore = 0;
}
#endif
return;
Key_Event( K_MOUSE1 + i, false );
}
else
{
#if XASH_SDL && !XASH_WIN32
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
SDL_SetRelativeMouseMode( SDL_FALSE );
#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
SDL_ShowCursor( SDL_TRUE );
#endif // XASH_SDL && !XASH_WIN32
IN_MouseMove();
}
in_mouse_oldbuttonstate = mstate;
}
/*
@ -626,7 +610,9 @@ void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active ) @@ -626,7 +610,9 @@ void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active )
{
float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f );
IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ), m_enginemouse->value );
IN_CollectInput( &forward, &side, &pitch, &yaw,
!host.mouse_visible && in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ),
m_enginemouse->value );
IN_JoyAppendMove( cmd, forward, side );

2
engine/client/input.h

@ -33,7 +33,7 @@ extern qboolean in_mouseinitialized; @@ -33,7 +33,7 @@ extern qboolean in_mouseinitialized;
void IN_Init( void );
void Host_InputFrame( void );
void IN_Shutdown( void );
void IN_MouseEvent( void );
void IN_MouseEvent( uint mstate );
void IN_ActivateMouse( qboolean force );
void IN_DeactivateMouse( void );
void IN_MouseSavePos( void );

33
engine/platform/sdl/events.c

@ -271,30 +271,27 @@ SDLash_MouseEvent @@ -271,30 +271,27 @@ SDLash_MouseEvent
static void SDLash_MouseEvent( SDL_MouseButtonEvent button )
{
int down = button.state != SDL_RELEASED;
qboolean istouch;
uint mstate = 0;
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
istouch = button.which == SDL_TOUCH_MOUSEID;
#else // SDL_VERSION_ATLEAST( 2, 0, 0 )
istouch = false;
#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
if( button.which == SDL_TOUCH_MOUSEID )
return;
switch( button.button )
{
case SDL_BUTTON_LEFT:
SDLash_MouseKey( K_MOUSE1, down, istouch );
break;
case SDL_BUTTON_RIGHT:
SDLash_MouseKey( K_MOUSE2, down, istouch );
if( down ) SetBits( mstate, BIT( 0 ));
break;
case SDL_BUTTON_MIDDLE:
SDLash_MouseKey( K_MOUSE3, down, istouch );
if( down ) SetBits( mstate, BIT( 1 ));
break;
case SDL_BUTTON_RIGHT:
if( down ) SetBits( mstate, BIT( 2 ));
break;
case SDL_BUTTON_X1:
SDLash_MouseKey( K_MOUSE4, down, istouch );
if( down ) SetBits( mstate, BIT( 3 ));
break;
case SDL_BUTTON_X2:
SDLash_MouseKey( K_MOUSE5, down, istouch );
if( down ) SetBits( mstate, BIT( 4 ));
break;
#if ! SDL_VERSION_ATLEAST( 2, 0, 0 )
case SDL_BUTTON_WHEELUP:
@ -307,6 +304,8 @@ static void SDLash_MouseEvent( SDL_MouseButtonEvent button ) @@ -307,6 +304,8 @@ static void SDLash_MouseEvent( SDL_MouseButtonEvent button )
default:
Con_Printf( "Unknown mouse button ID: %d\n", button.button );
}
IN_MouseEvent( mstate );
}
/*
@ -426,13 +425,7 @@ static void SDLash_EventFilter( SDL_Event *event ) @@ -426,13 +425,7 @@ static void SDLash_EventFilter( SDL_Event *event )
{
/* Mouse events */
case SDL_MOUSEMOTION:
if( !host.mouse_visible
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
&& event->motion.which != SDL_TOUCH_MOUSEID )
#else
)
#endif
IN_MouseEvent();
/* ignored */
break;
case SDL_MOUSEBUTTONUP:

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