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777 lines
22 KiB
777 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Mouse input routines |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#if defined( WIN32 ) && !defined( _X360 ) |
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#define _WIN32_WINNT 0x0502 |
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#include <windows.h> |
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#endif |
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#include "cbase.h" |
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#include "hud.h" |
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#include "cdll_int.h" |
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#include "kbutton.h" |
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#include "basehandle.h" |
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#include "usercmd.h" |
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#include "input.h" |
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#include "iviewrender.h" |
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#include "iclientmode.h" |
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#include "tier0/icommandline.h" |
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#include "vgui/ISurface.h" |
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#include "vgui_controls/Controls.h" |
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#include "vgui/Cursor.h" |
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#include "cdll_client_int.h" |
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#include "cdll_util.h" |
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#include "tier1/convar_serverbounded.h" |
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#include "cam_thirdperson.h" |
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#include "inputsystem/iinputsystem.h" |
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#if defined( _X360 ) |
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#include "xbox/xbox_win32stubs.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// up / down |
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#define PITCH 0 |
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// left / right |
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#define YAW 1 |
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#ifdef PORTAL |
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bool g_bUpsideDown = false; // Set when the player is upside down in Portal to invert the mouse. |
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#endif //#ifdef PORTAL |
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extern ConVar lookstrafe; |
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extern ConVar cl_pitchdown; |
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extern ConVar cl_pitchup; |
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extern const ConVar *sv_cheats; |
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class ConVar_m_pitch : public ConVar_ServerBounded |
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{ |
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public: |
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ConVar_m_pitch() : |
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ConVar_ServerBounded( "m_pitch","0.022", FCVAR_ARCHIVE, "Mouse pitch factor." ) |
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{ |
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} |
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virtual float GetFloat() const |
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{ |
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if ( !sv_cheats ) |
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sv_cheats = cvar->FindVar( "sv_cheats" ); |
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// If sv_cheats is on then it can be anything. |
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float flBaseValue = GetBaseFloatValue(); |
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if ( !sv_cheats || sv_cheats->GetBool() ) |
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return flBaseValue; |
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// If sv_cheats is off than it can only be 0.022 or -0.022 (if they've reversed the mouse in the options). |
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if ( flBaseValue > 0 ) |
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return 0.022f; |
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else |
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return -0.022f; |
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} |
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} cvar_m_pitch; |
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ConVar_ServerBounded *m_pitch = &cvar_m_pitch; |
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extern ConVar cam_idealyaw; |
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extern ConVar cam_idealpitch; |
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extern ConVar thirdperson_platformer; |
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static ConVar m_filter( "m_filter","0", FCVAR_ARCHIVE, "Mouse filtering (set this to 1 to average the mouse over 2 frames)." ); |
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ConVar sensitivity( "sensitivity","3", FCVAR_ARCHIVE, "Mouse sensitivity.", true, 0.0001f, true, 10000000 ); |
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static ConVar m_side( "m_side","0.8", FCVAR_ARCHIVE, "Mouse side factor." ); |
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static ConVar m_yaw( "m_yaw","0.022", FCVAR_ARCHIVE, "Mouse yaw factor." ); |
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static ConVar m_forward( "m_forward","1", FCVAR_ARCHIVE, "Mouse forward factor." ); |
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static ConVar m_customaccel( "m_customaccel", "0", FCVAR_ARCHIVE, "Custom mouse acceleration:" |
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"\n0: custom accelaration disabled" |
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"\n1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)" |
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"\n2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively." |
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"\n3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity" |
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); |
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static ConVar m_customaccel_scale( "m_customaccel_scale", "0.04", FCVAR_ARCHIVE, "Custom mouse acceleration value.", true, 0, false, 0.0f ); |
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static ConVar m_customaccel_max( "m_customaccel_max", "0", FCVAR_ARCHIVE, "Max mouse move scale factor, 0 for no limit" ); |
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static ConVar m_customaccel_exponent( "m_customaccel_exponent", "1", FCVAR_ARCHIVE, "Mouse move is raised to this power before being scaled by scale factor.", true, 1.0f, false, 0.0f); |
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static ConVar m_mousespeed( "m_mousespeed", "1", FCVAR_ARCHIVE, "Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).", true, 0, true, 2 ); |
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static ConVar m_mouseaccel1( "m_mouseaccel1", "0", FCVAR_ARCHIVE, "Windows mouse acceleration initial threshold (2x movement).", true, 0, false, 0.0f ); |
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static ConVar m_mouseaccel2( "m_mouseaccel2", "0", FCVAR_ARCHIVE, "Windows mouse acceleration secondary threshold (4x movement).", true, 0, false, 0.0f ); |
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#ifdef OSX |
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static ConVar m_rawinput( "m_rawinput", "1", FCVAR_ARCHIVE, "Use Raw Input for mouse input."); |
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#else |
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static ConVar m_rawinput( "m_rawinput", "0", FCVAR_ARCHIVE, "Use Raw Input for mouse input."); |
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#endif |
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#if DEBUG |
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ConVar cl_mouselook( "cl_mouselook", "1", FCVAR_ARCHIVE, "Set to 1 to use mouse for look, 0 for keyboard look." ); |
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#else |
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ConVar cl_mouselook( "cl_mouselook", "1", FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server." ); |
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#endif |
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ConVar cl_mouseenable( "cl_mouseenable", "1" ); |
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// From other modules... |
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void GetVGUICursorPos( int& x, int& y ); |
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void SetVGUICursorPos( int x, int y ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Hides cursor and starts accumulation/re-centering |
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//----------------------------------------------------------------------------- |
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void CInput::ActivateMouse (void) |
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{ |
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if ( m_fMouseActive ) |
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return; |
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if ( m_fMouseInitialized ) |
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{ |
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if ( m_fMouseParmsValid ) |
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{ |
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#if defined( PLATFORM_WINDOWS ) |
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m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; |
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#endif |
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} |
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m_fMouseActive = true; |
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ResetMouse(); |
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#if !defined( PLATFORM_WINDOWS ) |
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int dx, dy; |
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engine->GetMouseDelta( dx, dy, true ); |
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#endif |
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// Clear accumulated error, too |
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m_flAccumulatedMouseXMovement = 0; |
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m_flAccumulatedMouseYMovement = 0; |
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// clear raw mouse accumulated data |
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int rawX, rawY; |
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inputsystem->GetRawMouseAccumulators(rawX, rawY); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Gives back the cursor and stops centering of mouse |
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//----------------------------------------------------------------------------- |
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void CInput::DeactivateMouse (void) |
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{ |
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// This gets called whenever the mouse should be inactive. We only respond to it if we had |
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// previously activated the mouse. We'll show the cursor in here. |
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if ( !m_fMouseActive ) |
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return; |
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if ( m_fMouseInitialized ) |
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{ |
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if ( m_fRestoreSPI ) |
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{ |
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#if defined( PLATFORM_WINDOWS ) |
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SystemParametersInfo( SPI_SETMOUSE, 0, m_rgOrigMouseParms, 0 ); |
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#endif |
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} |
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m_fMouseActive = false; |
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vgui::surface()->SetCursor( vgui::dc_arrow ); |
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#if !defined( PLATFORM_WINDOWS ) |
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// now put the mouse back in the middle of the screen |
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ResetMouse(); |
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#endif |
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// Clear accumulated error, too |
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m_flAccumulatedMouseXMovement = 0; |
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m_flAccumulatedMouseYMovement = 0; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CInput::CheckMouseAcclerationVars() |
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{ |
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// Don't change them if the mouse is inactive, invalid, or not using parameters for restore |
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if ( !m_fMouseActive || |
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!m_fMouseInitialized || |
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!m_fMouseParmsValid || |
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!m_fRestoreSPI ) |
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{ |
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return; |
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} |
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int values[ NUM_MOUSE_PARAMS ]; |
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values[ MOUSE_SPEED_FACTOR ] = m_mousespeed.GetInt(); |
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values[ MOUSE_ACCEL_THRESHHOLD1 ] = m_mouseaccel1.GetInt(); |
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values[ MOUSE_ACCEL_THRESHHOLD2 ] = m_mouseaccel2.GetInt(); |
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bool dirty = false; |
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int i; |
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for ( i = 0; i < NUM_MOUSE_PARAMS; i++ ) |
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{ |
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if ( !m_rgCheckMouseParam[ i ] ) |
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continue; |
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if ( values[ i ] != m_rgNewMouseParms[ i ] ) |
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{ |
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dirty = true; |
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m_rgNewMouseParms[ i ] = values[ i ]; |
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char const *name = ""; |
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switch ( i ) |
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{ |
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default: |
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case MOUSE_SPEED_FACTOR: |
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name = "m_mousespeed"; |
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break; |
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case MOUSE_ACCEL_THRESHHOLD1: |
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name = "m_mouseaccel1"; |
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break; |
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case MOUSE_ACCEL_THRESHHOLD2: |
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name = "m_mouseaccel2"; |
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break; |
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} |
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char sz[ 256 ]; |
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Q_snprintf( sz, sizeof( sz ), "Mouse parameter '%s' set to %i\n", name, values[ i ] ); |
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DevMsg( "%s", sz ); |
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} |
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} |
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if ( dirty ) |
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{ |
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// Update them |
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#ifdef WIN32 |
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m_fRestoreSPI = SystemParametersInfo( SPI_SETMOUSE, 0, m_rgNewMouseParms, 0 ) ? true : false; |
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#endif |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: One-time initialization |
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//----------------------------------------------------------------------------- |
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void CInput::Init_Mouse (void) |
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{ |
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if ( CommandLine()->FindParm("-nomouse" ) ) |
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return; |
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m_flPreviousMouseXPosition = 0.0f; |
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m_flPreviousMouseYPosition = 0.0f; |
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m_fMouseInitialized = true; |
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m_fMouseParmsValid = false; |
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if ( CommandLine()->FindParm ("-useforcedmparms" ) ) |
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{ |
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#ifdef WIN32 |
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m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; |
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#else |
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m_fMouseParmsValid = false; |
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#endif |
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if ( m_fMouseParmsValid ) |
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{ |
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if ( CommandLine()->FindParm ("-noforcemspd" ) ) |
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{ |
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m_rgNewMouseParms[ MOUSE_SPEED_FACTOR ] = m_rgOrigMouseParms[ MOUSE_SPEED_FACTOR ]; |
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/* |
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int mouseAccel[3]; |
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SystemParametersInfo(SPI_GETMOUSE, 0, &mouseAccel, 0); mouseAccel[2] = 0; |
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bool ok = SystemParametersInfo(SPI_SETMOUSE, 0, &mouseAccel, SPIF_UPDATEINIFILE); |
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// Now check registry and close/re-open Control Panel > Mouse and see 'Enhance pointer precision' is OFF |
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mouseAccel[2] = 1; |
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ok = SystemParametersInfo(SPI_SETMOUSE, 0, &mouseAccel, SPIF_UPDATEINIFILE); |
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// Now check registry and close/re-open Control Panel > Mouse and see 'Enhance pointer precision' is ON |
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*/ |
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} |
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else |
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{ |
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m_rgCheckMouseParam[ MOUSE_SPEED_FACTOR ] = 1; |
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} |
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if ( CommandLine()->FindParm ("-noforcemaccel" ) ) |
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{ |
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m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD1 ] = m_rgOrigMouseParms[ MOUSE_ACCEL_THRESHHOLD1 ]; |
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m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD2 ] = m_rgOrigMouseParms[ MOUSE_ACCEL_THRESHHOLD2 ]; |
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} |
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else |
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{ |
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m_rgCheckMouseParam[ MOUSE_ACCEL_THRESHHOLD1 ] = true; |
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m_rgCheckMouseParam[ MOUSE_ACCEL_THRESHHOLD2 ] = true; |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the center point of the engine window |
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// Input : int&x - |
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// y - |
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//----------------------------------------------------------------------------- |
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void CInput::GetWindowCenter( int&x, int& y ) |
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{ |
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int w, h; |
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engine->GetScreenSize( w, h ); |
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x = w >> 1; |
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y = h >> 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Recenter the mouse |
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//----------------------------------------------------------------------------- |
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void CInput::ResetMouse( void ) |
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{ |
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int x, y; |
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GetWindowCenter( x, y ); |
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SetMousePos( x, y ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: GetAccumulatedMouse -- the mouse can be sampled multiple times per frame and |
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// these results are accumulated each time. This function gets the accumulated mouse changes and resets the accumulators |
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// Input : *mx - |
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// *my - |
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//----------------------------------------------------------------------------- |
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void CInput::GetAccumulatedMouseDeltasAndResetAccumulators( float *mx, float *my ) |
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{ |
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Assert( mx ); |
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Assert( my ); |
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*mx = m_flAccumulatedMouseXMovement; |
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*my = m_flAccumulatedMouseYMovement; |
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if ( m_rawinput.GetBool() ) |
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{ |
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int rawMouseX, rawMouseY; |
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if ( inputsystem->GetRawMouseAccumulators(rawMouseX, rawMouseY) ) |
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{ |
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*mx = (float)rawMouseX; |
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*my = (float)rawMouseY; |
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} |
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} |
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m_flAccumulatedMouseXMovement = 0; |
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m_flAccumulatedMouseYMovement = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: GetMouseDelta -- Filters the mouse and stores results in old position |
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// Input : mx - |
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// my - |
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// *oldx - |
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// *oldy - |
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// *x - |
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// *y - |
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//----------------------------------------------------------------------------- |
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void CInput::GetMouseDelta( float inmousex, float inmousey, float *pOutMouseX, float *pOutMouseY ) |
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{ |
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// Apply filtering? |
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if ( m_filter.GetBool() ) |
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{ |
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// Average over last two samples |
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*pOutMouseX = ( inmousex + m_flPreviousMouseXPosition ) * 0.5f; |
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*pOutMouseY = ( inmousey + m_flPreviousMouseYPosition ) * 0.5f; |
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} |
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else |
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{ |
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*pOutMouseX = inmousex; |
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*pOutMouseY = inmousey; |
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} |
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// Latch previous |
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m_flPreviousMouseXPosition = inmousex; |
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m_flPreviousMouseYPosition = inmousey; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Multiplies mouse values by sensitivity. Note that for windows mouse settings |
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// the input x,y offsets are already scaled based on that. The custom acceleration, therefore, |
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// is totally engine-specific and applies as a post-process to allow more user tuning. |
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// Input : *x - |
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// *y - |
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//----------------------------------------------------------------------------- |
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void CInput::ScaleMouse( float *x, float *y ) |
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{ |
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float mx = *x; |
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float my = *y; |
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float mouse_sensitivity = ( gHUD.GetSensitivity() != 0 ) |
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? gHUD.GetSensitivity() : sensitivity.GetFloat(); |
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if ( m_customaccel.GetInt() == 1 || m_customaccel.GetInt() == 2 ) |
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{ |
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float raw_mouse_movement_distance = sqrt( mx * mx + my * my ); |
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float acceleration_scale = m_customaccel_scale.GetFloat(); |
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float accelerated_sensitivity_max = m_customaccel_max.GetFloat(); |
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float accelerated_sensitivity_exponent = m_customaccel_exponent.GetFloat(); |
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float accelerated_sensitivity = ( (float)pow( raw_mouse_movement_distance, accelerated_sensitivity_exponent ) * acceleration_scale + mouse_sensitivity ); |
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if ( accelerated_sensitivity_max > 0.0001f && |
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accelerated_sensitivity > accelerated_sensitivity_max ) |
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{ |
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accelerated_sensitivity = accelerated_sensitivity_max; |
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} |
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*x *= accelerated_sensitivity; |
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*y *= accelerated_sensitivity; |
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// Further re-scale by yaw and pitch magnitude if user requests alternate mode 2/4 |
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// This means that they will need to up their value for m_customaccel_scale greatly (>40x) since m_pitch/yaw default |
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// to 0.022 |
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if ( m_customaccel.GetInt() == 2 || m_customaccel.GetInt() == 4 ) |
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{ |
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*x *= m_yaw.GetFloat(); |
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*y *= m_pitch->GetFloat(); |
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} |
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} |
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else if ( m_customaccel.GetInt() == 3 ) |
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{ |
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float raw_mouse_movement_distance_squared = mx * mx + my * my; |
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float fExp = MAX(0.0f, (m_customaccel_exponent.GetFloat() - 1.0f) / 2.0f); |
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float accelerated_sensitivity = powf( raw_mouse_movement_distance_squared, fExp ) * mouse_sensitivity; |
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*x *= accelerated_sensitivity; |
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*y *= accelerated_sensitivity; |
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} |
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else |
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{ |
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*x *= mouse_sensitivity; |
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*y *= mouse_sensitivity; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: ApplyMouse -- applies mouse deltas to CUserCmd |
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// Input : viewangles - |
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// *cmd - |
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// mouse_x - |
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// mouse_y - |
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//----------------------------------------------------------------------------- |
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void CInput::ApplyMouse( QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y ) |
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{ |
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if ( !((in_strafe.state & 1) || lookstrafe.GetInt()) ) |
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{ |
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#ifdef PORTAL |
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if ( g_bUpsideDown ) |
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{ |
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viewangles[ YAW ] += m_yaw.GetFloat() * mouse_x; |
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} |
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else |
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#endif //#ifdef PORTAL |
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{ |
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if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) |
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{ |
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if ( mouse_x ) |
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{ |
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Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); |
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// use the mouse to orbit the camera around the player, and update the idealAngle |
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vTempOffset[ YAW ] -= m_yaw.GetFloat() * mouse_x; |
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cam_idealyaw.SetValue( vTempOffset[ YAW ] - viewangles[ YAW ] ); |
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g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); |
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// why doesn't this work??? CInput::AdjustYaw is why |
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//cam_idealyaw.SetValue( cam_idealyaw.GetFloat() - m_yaw.GetFloat() * mouse_x ); |
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} |
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} |
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else |
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{ |
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// Otherwize, use mouse to spin around vertical axis |
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viewangles[YAW] -= CAM_CapYaw( m_yaw.GetFloat() * mouse_x ); |
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} |
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} |
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} |
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else |
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{ |
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// If holding strafe key or mlooking and have lookstrafe set to true, then apply |
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// horizontal mouse movement to sidemove. |
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cmd->sidemove += m_side.GetFloat() * mouse_x; |
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} |
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// If mouselooking and not holding strafe key, then use vertical mouse |
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// to adjust view pitch. |
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if (!(in_strafe.state & 1)) |
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{ |
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#ifdef PORTAL |
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if ( g_bUpsideDown ) |
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{ |
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viewangles[PITCH] -= m_pitch->GetFloat() * mouse_y; |
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} |
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else |
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#endif //#ifdef PORTAL |
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{ |
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if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) |
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{ |
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if ( mouse_y ) |
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{ |
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Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); |
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// use the mouse to orbit the camera around the player, and update the idealAngle |
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vTempOffset[ PITCH ] += m_pitch->GetFloat() * mouse_y; |
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cam_idealpitch.SetValue( vTempOffset[ PITCH ] - viewangles[ PITCH ] ); |
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g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); |
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// why doesn't this work??? CInput::AdjustYaw is why |
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//cam_idealpitch.SetValue( cam_idealpitch.GetFloat() + m_pitch->GetFloat() * mouse_y ); |
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} |
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} |
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else |
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{ |
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viewangles[PITCH] += CAM_CapPitch( m_pitch->GetFloat() * mouse_y ); |
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} |
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// Check pitch bounds |
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if (viewangles[PITCH] > cl_pitchdown.GetFloat()) |
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{ |
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viewangles[PITCH] = cl_pitchdown.GetFloat(); |
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} |
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if (viewangles[PITCH] < -cl_pitchup.GetFloat()) |
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{ |
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viewangles[PITCH] = -cl_pitchup.GetFloat(); |
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} |
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} |
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} |
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else |
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{ |
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// Otherwise if holding strafe key and noclipping, then move upward |
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/* if ((in_strafe.state & 1) && IsNoClipping() ) |
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{ |
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cmd->upmove -= m_forward.GetFloat() * mouse_y; |
|
} |
|
else */ |
|
{ |
|
// Default is to apply vertical mouse movement as a forward key press. |
|
cmd->forwardmove -= m_forward.GetFloat() * mouse_y; |
|
} |
|
} |
|
|
|
// Finally, add mouse state to usercmd. |
|
// NOTE: Does rounding to int cause any issues? ywb 1/17/04 |
|
cmd->mousedx = (int)mouse_x; |
|
cmd->mousedy = (int)mouse_y; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: AccumulateMouse |
|
//----------------------------------------------------------------------------- |
|
void CInput::AccumulateMouse( void ) |
|
{ |
|
if( !cl_mouseenable.GetBool() ) |
|
{ |
|
return; |
|
} |
|
|
|
if( !cl_mouselook.GetBool() ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( m_rawinput.GetBool() ) |
|
{ |
|
return; |
|
} |
|
|
|
int w, h; |
|
engine->GetScreenSize( w, h ); |
|
|
|
// x,y = screen center |
|
int x = w >> 1; x; |
|
int y = h >> 1; y; |
|
|
|
//only accumulate mouse if we are not moving the camera with the mouse |
|
if ( !m_fCameraInterceptingMouse && vgui::surface()->IsCursorLocked() ) |
|
{ |
|
//Assert( !vgui::surface()->IsCursorVisible() ); |
|
// By design, we follow the old mouse path even when using SDL for Windows, to retain old mouse behavior. |
|
#if defined( PLATFORM_WINDOWS ) |
|
int current_posx, current_posy; |
|
|
|
GetMousePos(current_posx, current_posy); |
|
|
|
m_flAccumulatedMouseXMovement += current_posx - x; |
|
m_flAccumulatedMouseYMovement += current_posy - y; |
|
|
|
#elif defined( USE_SDL ) |
|
int dx, dy; |
|
engine->GetMouseDelta( dx, dy ); |
|
m_flAccumulatedMouseXMovement += dx; |
|
m_flAccumulatedMouseYMovement += dy; |
|
#else |
|
#error |
|
#endif |
|
// force the mouse to the center, so there's room to move |
|
ResetMouse(); |
|
} |
|
else if ( m_fMouseActive ) |
|
{ |
|
// Clamp |
|
int ox, oy; |
|
GetMousePos( ox, oy ); |
|
ox = clamp( ox, 0, w - 1 ); |
|
oy = clamp( oy, 0, h - 1 ); |
|
SetMousePos( ox, oy ); |
|
} |
|
|
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Get raw mouse position |
|
// Input : &ox - |
|
// &oy - |
|
//----------------------------------------------------------------------------- |
|
void CInput::GetMousePos(int &ox, int &oy) |
|
{ |
|
GetVGUICursorPos( ox, oy ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Force raw mouse position |
|
// Input : x - |
|
// y - |
|
//----------------------------------------------------------------------------- |
|
void CInput::SetMousePos(int x, int y) |
|
{ |
|
SetVGUICursorPos(x, y); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: MouseMove -- main entry point for applying mouse |
|
// Input : *cmd - |
|
//----------------------------------------------------------------------------- |
|
void CInput::MouseMove( CUserCmd *cmd ) |
|
{ |
|
float mouse_x, mouse_y; |
|
float mx, my; |
|
QAngle viewangles; |
|
|
|
// Get view angles from engine |
|
engine->GetViewAngles( viewangles ); |
|
|
|
// Validate mouse speed/acceleration settings |
|
CheckMouseAcclerationVars(); |
|
|
|
// Don't drift pitch at all while mouselooking. |
|
view->StopPitchDrift (); |
|
|
|
//jjb - this disables normal mouse control if the user is trying to |
|
// move the camera, or if the mouse cursor is visible |
|
if ( !m_fCameraInterceptingMouse && |
|
!vgui::surface()->IsCursorVisible() ) |
|
{ |
|
// Sample mouse one more time |
|
AccumulateMouse(); |
|
|
|
// Latch accumulated mouse movements and reset accumulators |
|
GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my ); |
|
|
|
// Filter, etc. the delta values and place into mouse_x and mouse_y |
|
GetMouseDelta( mx, my, &mouse_x, &mouse_y ); |
|
|
|
// Apply scaling factor |
|
ScaleMouse( &mouse_x, &mouse_y ); |
|
|
|
// Let the client mode at the mouse input before it's used |
|
g_pClientMode->OverrideMouseInput( &mouse_x, &mouse_y ); |
|
|
|
// Add mouse X/Y movement to cmd |
|
ApplyMouse( viewangles, cmd, mouse_x, mouse_y ); |
|
|
|
// Re-center the mouse. |
|
ResetMouse(); |
|
} |
|
|
|
// Store out the new viewangles. |
|
engine->SetViewAngles( viewangles ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *mx - |
|
// *my - |
|
// *unclampedx - |
|
// *unclampedy - |
|
//----------------------------------------------------------------------------- |
|
void CInput::GetFullscreenMousePos( int *mx, int *my, int *unclampedx /*=NULL*/, int *unclampedy /*=NULL*/ ) |
|
{ |
|
Assert( mx ); |
|
Assert( my ); |
|
|
|
if ( !vgui::surface()->IsCursorVisible() ) |
|
{ |
|
return; |
|
} |
|
|
|
int x, y; |
|
GetWindowCenter( x, y ); |
|
|
|
int current_posx, current_posy; |
|
|
|
GetMousePos(current_posx, current_posy); |
|
|
|
current_posx -= x; |
|
current_posy -= y; |
|
|
|
// Now need to add back in mid point of viewport |
|
// |
|
|
|
int w, h; |
|
vgui::surface()->GetScreenSize( w, h ); |
|
current_posx += w / 2; |
|
current_posy += h / 2; |
|
|
|
if ( unclampedx ) |
|
{ |
|
*unclampedx = current_posx; |
|
} |
|
|
|
if ( unclampedy ) |
|
{ |
|
*unclampedy = current_posy; |
|
} |
|
|
|
// Clamp |
|
current_posx = MAX( 0, current_posx ); |
|
current_posx = MIN( ScreenWidth(), current_posx ); |
|
|
|
current_posy = MAX( 0, current_posy ); |
|
current_posy = MIN( ScreenHeight(), current_posy ); |
|
|
|
*mx = current_posx; |
|
*my = current_posy; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : mx - |
|
// my - |
|
//----------------------------------------------------------------------------- |
|
void CInput::SetFullscreenMousePos( int mx, int my ) |
|
{ |
|
SetMousePos( mx, my ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: ClearStates -- Resets mouse accumulators so you don't get a pop when returning to trapped mouse |
|
//----------------------------------------------------------------------------- |
|
void CInput::ClearStates (void) |
|
{ |
|
if ( !m_fMouseActive ) |
|
return; |
|
|
|
m_flAccumulatedMouseXMovement = 0; |
|
m_flAccumulatedMouseYMovement = 0; |
|
|
|
// clear raw mouse accumulated data |
|
int rawX, rawY; |
|
inputsystem->GetRawMouseAccumulators(rawX, rawY); |
|
}
|
|
|