fteqw/engine/client/in_generic.c

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//Generic input code.
//mostly mouse support, but can also handle a few keyboard events.
#include "quakedef.h"
extern qboolean mouse_active;
static cvar_t m_filter = CVARF("m_filter", "0", CVAR_ARCHIVE);
static cvar_t m_accel = CVARF("m_accel", "0", CVAR_ARCHIVE);
static cvar_t m_forcewheel = CVARD("m_forcewheel", "1", "0: ignore mousewheels in apis where it is abiguous.\n1: Use mousewheel when it is treated as a third axis. Motion above a threshold is ignored, to avoid issues with an unknown threshold.\n2: Like 1, but excess motion is retained. The threshold specifies exact z-axis distance per notice.");
static cvar_t m_forcewheel_threshold = CVARD("m_forcewheel_threshold", "32", "Mousewheel graduations smaller than this will not trigger mousewheel deltas.");
static cvar_t m_strafeonright = CVARFD("m_strafeonright", "1", CVAR_ARCHIVE, "If 1, touching the right half of the touchscreen will strafe/move, while the left side will turn.");
static cvar_t m_fatpressthreshold = CVARFD("m_fatpressthreshold", "0.5", CVAR_ARCHIVE, "How fat your thumb has to be to register a fat press (touchscreens).");
static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "5", CVAR_ARCHIVE, "How far your finger needs to move to be considered a slide event (touchscreens).");
extern cvar_t cl_forcesplitclient; //all devices claim to be a single player
extern cvar_t _windowed_mouse;
int mousecursor_x, mousecursor_y; /*absolute position*/
extern int mousemove_x, mousemove_y;
#define EVENTQUEUELENGTH 128
struct eventlist_s
{
enum
{
IEV_KEYDOWN,
IEV_KEYRELEASE,
IEV_MOUSEABS,
IEV_MOUSEDELTA
} type;
int devid;
union
{
struct
{
float x, y, z;
float tsize; //the size of the touch
} mouse;
struct
{
int scancode, unicode;
} keyboard;
};
} eventlist[EVENTQUEUELENGTH];
volatile int events_avail; /*volatile to make sure the cc doesn't try leaving these cached in a register*/
volatile int events_used;
static struct eventlist_s *in_newevent(void)
{
if (events_avail >= events_used + EVENTQUEUELENGTH)
return NULL;
return &eventlist[events_avail & (EVENTQUEUELENGTH-1)];
}
static void in_finishevent(void)
{
events_avail++;
}
#define MAXPOINTERS 8
struct mouse_s
{
enum
{
M_INVALID,
M_MOUSE, //using deltas
M_TOUCH //using absolutes
} type;
int qdeviceid;
vec2_t oldpos;
vec2_t downpos;
float moveddist; //how far it has moved while held. this provides us with our emulated mouse1 when they release the press
vec2_t delta; //how far its moved recently
vec2_t old_delta; //how far its moved previously, for mouse smoothing
float wheeldelta;
int down;
} ptr[MAXPOINTERS];
void IN_Shutdown(void)
{
INS_Shutdown();
}
void IN_ReInit(void)
{
int i;
events_avail = 0;
events_used = 0;
for (i = 0; i < MAXPOINTERS; i++)
{
ptr[i].type = M_INVALID;
ptr[i].qdeviceid = i;
}
INS_ReInit();
}
void IN_Init(void)
{
Cvar_Register (&m_filter, "input controls");
Cvar_Register (&m_accel, "input controls");
Cvar_Register (&m_forcewheel, "Input Controls");
Cvar_Register (&m_forcewheel_threshold, "Input Controls");
Cvar_Register (&m_strafeonright, "input controls");
Cvar_Register (&m_fatpressthreshold, "input controls");
Cvar_Register (&m_slidethreshold, "input controls");
INS_Init();
}
/*a 'pointer' is either a multitouch pointer, or a separate device
note that mice use the keyboard button api, but separate devices*/
void IN_Commands(void)
{
struct eventlist_s *ev;
INS_Commands();
while (events_used != events_avail)
{
ev = &eventlist[events_used & (EVENTQUEUELENGTH-1)];
switch(ev->type)
{
case IEV_KEYDOWN:
case IEV_KEYRELEASE:
//on touchscreens, mouse1 is used as up/down state. we have to emulate actual mouse clicks based upon distance moved, so we can get movement events.
if (ev->keyboard.scancode == K_MOUSE1 && ev->devid < MAXPOINTERS && (ptr[ev->devid].type == M_TOUCH))
{
if (Key_MouseShouldBeFree())
ptr[ev->devid].down = 0;
else
{
if (ev->type == IEV_KEYDOWN)
{
ptr[ev->devid].down = 1;
ptr[ev->devid].moveddist = 0;
ptr[ev->devid].downpos[0] = ptr[ev->devid].oldpos[0];
ptr[ev->devid].downpos[1] = ptr[ev->devid].oldpos[1];
ptr[ev->devid].delta[0] = 0;
ptr[ev->devid].delta[1] = 0;
if (ev->mouse.tsize > m_fatpressthreshold.value)
{
int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
Key_Event(ev->devid, key, 0, true);
ptr[ev->devid].down = 2;
}
}
else
{
if (ptr[ev->devid].down > 1)
{
int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
Key_Event(ev->devid, key, 0, false);
ptr[ev->devid].down = 1;
}
if (ptr[ev->devid].down)
{
if (ptr[ev->devid].moveddist < m_slidethreshold.value)
{
/*if its on the right, make it a mouse2*/
int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
Key_Event(ev->devid, key, 0, true);
Key_Event(ev->devid, key, 0, false);
}
}
ptr[ev->devid].down = 0;
}
break;
}
}
Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN);
break;
case IEV_MOUSEDELTA:
if (ev->devid < MAXPOINTERS)
{
if (ptr[ev->devid].type != M_MOUSE)
{
ptr[ev->devid].type = M_MOUSE;
}
ptr[ev->devid].delta[0] += ev->mouse.x;
ptr[ev->devid].delta[1] += ev->mouse.y;
if (m_forcewheel.value >= 2)
ptr[ev->devid].wheeldelta -= ev->mouse.z;
else if (m_forcewheel.value)
{
int mfwt = (int)m_forcewheel_threshold.value;
if (ev->mouse.z > mfwt)
ptr[ev->devid].wheeldelta -= mfwt;
else if (ev->mouse.z < -mfwt)
ptr[ev->devid].wheeldelta += mfwt;
}
}
break;
case IEV_MOUSEABS:
/*mouse cursors only really work with one pointer*/
if (ev->devid == 0)
{
float fl;
fl = ev->mouse.x * vid.width / vid.pixelwidth;
mousecursor_x = bound(0, fl, vid.width-1);
fl = ev->mouse.y * vid.height / vid.pixelheight;
mousecursor_y = bound(0, fl, vid.height-1);
}
if (ev->devid < MAXPOINTERS)
{
if (ptr[ev->devid].type != M_TOUCH)
{
//if its now become an absolute device, clear stuff so we don't get confused.
ptr[ev->devid].type = M_TOUCH;
ptr[ev->devid].down = 0;
ptr[ev->devid].moveddist = 0;
ptr[ev->devid].oldpos[0] = ev->mouse.x;
ptr[ev->devid].oldpos[1] = ev->mouse.y;
}
if (ptr[ev->devid].down)
{
ptr[ev->devid].delta[0] += ev->mouse.x - ptr[ev->devid].oldpos[0];
ptr[ev->devid].delta[1] += ev->mouse.y - ptr[ev->devid].oldpos[1];
ptr[ev->devid].moveddist += fabs(ev->mouse.x - ptr[ev->devid].oldpos[0]) + fabs(ev->mouse.y - ptr[ev->devid].oldpos[1]);
}
ptr[ev->devid].oldpos[0] = ev->mouse.x;
ptr[ev->devid].oldpos[1] = ev->mouse.y;
if (ptr[ev->devid].down > 1 && ev->mouse.tsize < m_fatpressthreshold.value)
{
int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
Key_Event(ev->devid, key, 0, false);
ptr[ev->devid].down = 1;
}
if (ptr[ev->devid].down == 1 && ev->mouse.tsize > m_fatpressthreshold.value)
{
int key = (m_strafeonright.ival && ptr[ev->devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1;
Key_Event(ev->devid, key, 0, true);
ptr[ev->devid].down = 2;
}
}
break;
}
events_used++;
}
}
void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum)
{
extern int mousecursor_x, mousecursor_y;
extern int mousemove_x, mousemove_y;
int mx, my;
double mouse_x, mouse_y, mouse_deltadist;
int mfwt;
qboolean strafe_x, strafe_y;
int wpnum;
//small performance boost
if (mouse->type == M_INVALID)
return;
/*each device will be processed when its player comes to be processed*/
wpnum = cl.splitclients;
if (wpnum < 1)
wpnum = 1;
if (cl_forcesplitclient.ival)
wpnum = (cl_forcesplitclient.ival-1) % wpnum;
else
wpnum = mouse->qdeviceid % wpnum;
if (wpnum != pnum)
return;
if (m_forcewheel.value)
{
mfwt = m_forcewheel_threshold.ival;
if (mfwt)
{
while(mouse->wheeldelta <= -mfwt)
{
Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, true);
Key_Event (mouse->qdeviceid, K_MWHEELUP, 0, false);
mouse->wheeldelta += mfwt;
}
while(mouse->wheeldelta >= mfwt)
{
Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, true);
Key_Event (mouse->qdeviceid, K_MWHEELDOWN, 0, false);
mouse->wheeldelta -= mfwt;
}
}
if (m_forcewheel.value < 2)
mouse->wheeldelta = 0;
}
mx = mouse->delta[0];
mouse->delta[0]=0;
my = mouse->delta[1];
mouse->delta[1]=0;
if(in_xflip.value) mx *= -1;
mousemove_x += mx;
mousemove_y += my;
if (Key_MouseShouldBeFree())
{
mousecursor_x += mx;
mousecursor_y += my;
if (mousecursor_y<0)
mousecursor_y=0;
if (mousecursor_x<0)
mousecursor_x=0;
if (mousecursor_x >= vid.width)
mousecursor_x = vid.width - 1;
if (mousecursor_y >= vid.height)
mousecursor_y = vid.height - 1;
mx=my=0;
#ifdef PEXT_CSQC
CSQC_MousePosition(mousecursor_x, mousecursor_y, mouse->qdeviceid);
#endif
}
else
{
#ifdef VM_UI
if (UI_MousePosition(mx, my))
{
mx = 0;
my = 0;
}
#endif
}
if (mouse->type == M_TOUCH)
{
if (m_strafeonright.ival && mouse->downpos[0] > vid.pixelwidth/2 && movements != NULL && (key_dest == key_game))
{
//if they're strafing, calculate the speed to move at based upon their displacement
if (mouse->down)
{
mx = (mouse->oldpos[0] - mouse->downpos[0])*0.1;
my = (mouse->oldpos[1] - mouse->downpos[1])*0.1;
}
else
{
mx = 0;
my = 0;
}
strafe_x = true;
strafe_y = true;
}
else
{
strafe_x = false;
strafe_y = false;
}
}
else
{
strafe_x = (in_strafe.state[pnum] & 1) || (lookstrafe.value && (in_mlook.state[pnum] & 1) );
strafe_y = !((in_mlook.state[pnum] & 1) && !(in_strafe.state[pnum] & 1));
}
#ifdef PEXT_CSQC
if (mx || my)
if (CSQC_MouseMove(mx, my, mouse->qdeviceid))
{
mx = 0;
my = 0;
}
#endif
if (m_filter.value)
{
double fraction = bound(0, m_filter.value, 2) * 0.5;
mouse_x = (mx*(1-fraction) + mouse->old_delta[0]*fraction);
mouse_y = (my*(1-fraction) + mouse->old_delta[1]*fraction);
}
else
{
mouse_x = mx;
mouse_y = my;
}
mouse->old_delta[0] = mx;
mouse->old_delta[1] = my;
if (m_accel.value)
{
mouse_deltadist = sqrt(mx*mx + my*my);
mouse_x *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
mouse_y *= (mouse_deltadist*m_accel.value + sensitivity.value*in_sensitivityscale);
}
else
{
mouse_x *= sensitivity.value*in_sensitivityscale;
mouse_y *= sensitivity.value*in_sensitivityscale;
}
if (cl.playerview[pnum].stats[STAT_VIEWZOOM])
{
mouse_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
mouse_y *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
}
if (!movements)
{
return;
}
// add mouse X/Y movement to cmd
if (strafe_x)
movements[1] += m_side.value * mouse_x;
else
{
// if ((int)((cl.viewangles[pnum][PITCH]+89.99)/180) & 1)
// mouse_x *= -1;
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
}
if (in_mlook.state[pnum] & 1)
V_StopPitchDrift (pnum);
if (!strafe_y)
{
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
}
else
{
if ((in_strafe.state[pnum] & 1) && noclip_anglehack)
movements[2] -= m_forward.value * mouse_y;
else
movements[0] -= m_forward.value * mouse_y;
}
}
void IN_Move (float *movements, int pnum)
{
int i;
INS_Move(movements, pnum);
for (i = 0; i < MAXPOINTERS; i++)
IN_MoveMouse(&ptr[i], movements, pnum);
}
void IN_KeyEvent(int devid, int down, int keycode, int unicode)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->type = down?IEV_KEYDOWN:IEV_KEYRELEASE;
ev->devid = 0;
ev->keyboard.scancode = keycode;
ev->keyboard.unicode = unicode;
in_finishevent();
}
/*
devid is the mouse device id. generally idependant from keyboards.
for multitouch, devid might be the touch identifier, which will persist until released.
x is horizontal, y is vertical.
z is height... generally its used as a mousewheel instead, but there are some '3d' mice out there, so its provided in this api.
*/
void IN_MouseMove(int devid, int abs, float x, float y, float z, float size)
{
struct eventlist_s *ev = in_newevent();
if (!ev)
return;
ev->devid = devid;
ev->type = abs?IEV_MOUSEABS:IEV_MOUSEDELTA;
ev->mouse.x = x;
ev->mouse.y = y;
ev->mouse.z = z;
ev->mouse.tsize = size;
in_finishevent();
}