Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Mouse input routines
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#if defined( WIN32 ) && !defined( _X360 )
#define _WIN32_WINNT 0x0502
#include <windows.h>
#endif
#include "cbase.h"
#include "hud.h"
#include "cdll_int.h"
#include "kbutton.h"
#include "basehandle.h"
#include "usercmd.h"
#include "input.h"
#include "iviewrender.h"
#include "iclientmode.h"
#include "tier0/icommandline.h"
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
#include "vgui/Cursor.h"
#include "cdll_client_int.h"
#include "cdll_util.h"
#include "tier1/convar_serverbounded.h"
#include "cam_thirdperson.h"
#include "inputsystem/iinputsystem.h"
#include "touch.h"
// up / down
#define PITCH 0
// left / right
#define YAW 1
extern ConVar cl_sidespeed;
extern ConVar cl_forwardspeed;
extern ConVar sensitivity;
extern ConVar lookstrafe;
extern ConVar thirdperson_platformer;
extern ConVar touch_pitch;
extern ConVar touch_yaw;
extern ConVar default_fov;
#ifdef PORTAL
extern bool g_bUpsideDown;
#endif
ConVar touch_enable_accel( "touch_enable_accel", "0", FCVAR_ARCHIVE );
ConVar touch_accel( "touch_accel", "1.f", FCVAR_ARCHIVE );
ConVar touch_reverse( "touch_reverse", "0", FCVAR_ARCHIVE );
ConVar touch_sensitivity( "touch_sensitivity", "3.0", FCVAR_ARCHIVE, "touch look sensitivity" );
void CInput::TouchScale( float &dx, float &dy )
{
dx *= touch_yaw.GetFloat();
dy *= touch_pitch.GetFloat();
float sensitivity = touch_sensitivity.GetFloat() * gHUD.GetFOVSensitivityAdjust() * ( touch_reverse.GetBool() ? -1.f : 1.f );
if( touch_enable_accel.GetBool() )
{
float raw_touch_movement_distance_squared = dx * dx + dy * dy;
float fExp = MAX(0.0f, (touch_accel.GetFloat() - 1.0f) / 2.0f);
float accelerated_sensitivity = powf( raw_touch_movement_distance_squared, fExp ) * sensitivity;
dx *= accelerated_sensitivity;
dy *= accelerated_sensitivity;
}
else
{
dx *= sensitivity;
dy *= sensitivity;
}
}
void CInput::ApplyTouch( QAngle &viewangles, CUserCmd *cmd, float dx, float dy )
{
viewangles[YAW] -= dx;
viewangles[PITCH] += dy;
cmd->mousedx = dx;
cmd->mousedy = dy;
}
void CInput::TouchMove( CUserCmd *cmd )
{
QAngle viewangles;
float dx,dy,side,forward,pitch,yaw;
engine->GetViewAngles( viewangles );
view->StopPitchDrift();
gTouch.GetTouchAccumulators( &side, &forward, &yaw, &pitch );
cmd->sidemove -= cl_sidespeed.GetFloat() * side;
cmd->forwardmove += cl_forwardspeed.GetFloat() * forward;
gTouch.GetTouchDelta( yaw, pitch, &dx, &dy );
TouchScale( dx, dy );
// Let the client mode at the mouse input before it's used
g_pClientMode->OverrideMouseInput( &dx, &dy );
// Add mouse X/Y movement to cmd
ApplyTouch( viewangles, cmd, dx, dy );
// Store out the new viewangles.
engine->SetViewAngles( viewangles );
}