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686 lines
14 KiB
686 lines
14 KiB
/* |
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input.c - win32 input devices |
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Copyright (C) 2007 Uncle Mike |
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|
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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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|
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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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|
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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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#ifdef XASH_SDL |
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#include <SDL.h> |
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#endif |
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#include "platform/platform.h" |
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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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================ |
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IN_CollectInputDevices |
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Returns a bit mask representing connected devices or, at least, enabled |
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================ |
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*/ |
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uint IN_CollectInputDevices( void ) |
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{ |
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uint ret = 0; |
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if( !m_ignore->value ) // no way to check is mouse connected, so use cvar only |
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ret |= INPUT_DEVICE_MOUSE; |
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if( CVAR_TO_BOOL(touch_enable) ) |
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ret |= INPUT_DEVICE_TOUCH; |
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if( Joy_IsActive() ) // connected or enabled |
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ret |= INPUT_DEVICE_JOYSTICK; |
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Con_Reportf( "Connected devices: %s%s%s%s\n", |
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FBitSet( ret, INPUT_DEVICE_MOUSE ) ? "mouse " : "", |
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FBitSet( ret, INPUT_DEVICE_TOUCH ) ? "touch " : "", |
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FBitSet( ret, INPUT_DEVICE_JOYSTICK ) ? "joy " : "", |
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FBitSet( ret, INPUT_DEVICE_VR ) ? "vr " : ""); |
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return ret; |
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} |
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/* |
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================= |
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IN_LockInputDevices |
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tries to lock any possibilty to connect another input device after |
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player is connected to the server |
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================= |
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*/ |
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void IN_LockInputDevices( qboolean lock ) |
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{ |
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extern convar_t *joy_enable; // private to input system |
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if( lock ) |
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{ |
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SetBits( m_ignore->flags, FCVAR_READ_ONLY ); |
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SetBits( joy_enable->flags, FCVAR_READ_ONLY ); |
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SetBits( touch_enable->flags, FCVAR_READ_ONLY ); |
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} |
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else |
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{ |
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ClearBits( m_ignore->flags, FCVAR_READ_ONLY ); |
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ClearBits( joy_enable->flags, FCVAR_READ_ONLY ); |
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ClearBits( touch_enable->flags, FCVAR_READ_ONLY ); |
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} |
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} |
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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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Platform_GetMousePos( &in_lastvalidpos.x, &in_lastvalidpos.y ); |
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in_mouse_savedpos = true; |
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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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Platform_SetMousePos( in_lastvalidpos.x, in_lastvalidpos.y ); |
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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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if( cls.initialized ) |
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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( CVAR_TO_BOOL(touch_enable) ) |
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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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Platform_SetMousePos( 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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/// TODO: Platform_ShowCursor |
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if( !touch_emulate ) |
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SDL_ShowCursor( SDL_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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Platform_GetMousePos( ¤t_pos.x, ¤t_pos.y ); |
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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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// touch emu: handle motion |
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if( CVAR_TO_BOOL( touch_emulate )) |
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Touch_KeyEvent( K_MOUSE1, 2 ); |
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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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Platform_GetMousePos(&x, &y); |
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if( host.mouse_visible ) |
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SDL_ShowCursor( SDL_TRUE ); |
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else if( !CVAR_TO_BOOL( touch_emulate ) ) |
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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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Platform_SetMousePos( 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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Touch_Shutdown(); |
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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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Touch_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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*/ |
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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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static 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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void IN_CollectInput( float *forward, float *side, float *pitch, float *yaw, qboolean includeMouse, qboolean includeSdlMouse ) |
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{ |
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if( includeMouse ) |
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{ |
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#if XASH_INPUT == INPUT_SDL |
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if( includeSdlMouse ) |
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{ |
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int x, y; |
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SDL_GetRelativeMouseState( &x, &y ); |
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*pitch += y * m_pitch->value; |
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*yaw -= x * m_yaw->value; |
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} |
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#endif // INPUT_SDL |
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#ifdef __ANDROID__ |
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{ |
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float x, y; |
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Android_MouseMove( &x, &y ); |
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*pitch += y * m_pitch->value; |
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*yaw -= x * m_yaw->value; |
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} |
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#endif // ANDROID |
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#ifdef USE_EVDEV |
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IN_EvdevMove( yaw, pitch ); |
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#endif |
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} |
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Joy_FinalizeMove( forward, side, yaw, pitch ); |
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Touch_GetMove( forward, side, yaw, pitch ); |
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if( look_filter->value ) |
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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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|
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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, void *cmd1, qboolean active ) |
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{ |
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float forward, side, pitch, yaw; |
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usercmd_t *cmd = cmd1; |
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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 = pitch = yaw = 0; |
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if( active ) |
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{ |
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float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f ); |
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ), m_enginemouse->value ); |
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|
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IN_JoyAppendMove( cmd, forward, side ); |
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|
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if( pitch || yaw ) |
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{ |
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cmd->viewangles[YAW] += yaw * sensitivity; |
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cmd->viewangles[PITCH] += pitch * sensitivity; |
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cmd->viewangles[PITCH] = bound( -90, cmd->viewangles[PITCH], 90 ); |
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VectorCopy(cmd->viewangles, cl.viewangles); |
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} |
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} |
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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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|
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Called every frame, even if not generating commands |
|
================== |
|
*/ |
|
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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|
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Sys_SendKeyEvents (); |
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|
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#ifdef XASH_USE_EVDEV |
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IN_EvdevFrame(); |
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#endif |
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|
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if( clgame.dllFuncs.pfnLookEvent ) |
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{ |
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ), true ); |
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|
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if( cls.key_dest == key_game ) |
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{ |
|
clgame.dllFuncs.pfnLookEvent( yaw, pitch ); |
|
clgame.dllFuncs.pfnMoveEvent( forward, side ); |
|
} |
|
} |
|
|
|
Cbuf_Execute (); |
|
|
|
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(); |
|
}
|
|
|