//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", "0.2", CVAR_ARCHIVE, "How fat your thumb has to be to register a fat press (touchscreens)."); static cvar_t m_touchmajoraxis = CVARFD("m_touchmajoraxis", "1", CVAR_ARCHIVE, "When using a touchscreen, use only the major axis for strafing."); static cvar_t m_slidethreshold = CVARFD("m_slidethreshold", "10", CVAR_ARCHIVE, "How far your finger needs to move to be considered a slide event (touchscreens)."); extern cvar_t _windowed_mouse; #define EVENTQUEUELENGTH 128 struct eventlist_s { enum { IEV_KEYDOWN, IEV_KEYRELEASE, IEV_MOUSEABS, IEV_MOUSEDELTA, IEV_JOYAXIS } type; int devid; union { struct { float x, y, z; float tsize; //the size of the touch } mouse; struct { int scancode, unicode; } keyboard; struct { int axis; float value; } joy; }; } 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; //so we can just use pointers. 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]; int touchcursor; //the cursor follows whichever finger was most recently pressed in preference to any mouse also on the same system #define MAXJOYAXIS 6 #define MAXJOYSTICKS 4 struct joy_s { int qdeviceid; int axis[MAXJOYAXIS]; } joy[MAXJOYSTICKS]; void IN_Shutdown(void) { INS_Shutdown(); } void IN_ReInit(void) { int i; for (i = 0; i < MAXPOINTERS; i++) { ptr[i].type = M_INVALID; ptr[i].qdeviceid = i; } for (i = 0; i < MAXJOYSTICKS; i++) { joy[i].qdeviceid = i; } INS_ReInit(); } struct remapctx { char *type; char *devicename; int newdevid; }; static void IN_DeviceIDs_DoRemap(void *vctx, char *type, char *devicename, int *qdevid) { struct remapctx *ctx = vctx; if (!strcmp(ctx->type, type)) if (!strcmp(ctx->devicename, devicename)) *qdevid = ctx->newdevid; } void IN_DeviceIDs_Enumerate(void *ctx, char *type, char *devicename, int *qdevid) { if (!qdevid) Con_Printf("%s (%s): %s\n", type, devicename, "device cannot be remapped"); else Con_Printf("%s (%s): %i\n", type, devicename, *qdevid); } void IN_DeviceIDs_f(void) { struct remapctx ctx; if (Cmd_Argc() > 3) { ctx.type = Cmd_Argv(1); ctx.devicename = Cmd_Argv(2); ctx.newdevid = atoi(Cmd_Argv(3)); INS_EnumerateDevices(&ctx, IN_DeviceIDs_DoRemap); } else INS_EnumerateDevices(NULL, IN_DeviceIDs_Enumerate); } void IN_Init(void) { events_avail = 0; events_used = 0; 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"); Cvar_Register (&m_touchmajoraxis, "input controls"); Cmd_AddCommand ("in_deviceids", IN_DeviceIDs_f); INS_Init(); } //tells the keys.c code whether the cursor is currently active, causing mouse clicks instead of binds. qboolean IN_MouseDevIsTouch(int devid) { if (devid < MAXPOINTERS) return ptr[devid].type == M_TOUCH; return false; } //there was no ui to click on at least... //translates MOUSE1 press events into begin-look-or-strafe events. //translates to MOUSE2 accordingly //returns 0 if it ate it completely. int IN_TranslateMButtonPress(int devid) { int ret; if (!ptr[devid].down) { //set the cursor-pressed state, so we begin to look/strafe around ptr[devid].down = 1; ptr[devid].moveddist = 0; ptr[devid].downpos[0] = ptr[devid].oldpos[0]; ptr[devid].downpos[1] = ptr[devid].oldpos[1]; ptr[devid].delta[0] = 0; ptr[devid].delta[1] = 0; ret = 0; //eat it } else { //this is the key binding that the press should use ret = (m_strafeonright.ival && ptr[devid].downpos[0] > vid.pixelwidth/2)?K_MOUSE2:K_MOUSE1; } return ret; } /*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 (ev->type == IEV_KEYDOWN) { float fl; touchcursor = ev->devid; fl = ptr[ev->devid].oldpos[0] * vid.width / vid.pixelwidth; mousecursor_x = bound(0, fl, vid.width-1); fl = ptr[ev->devid].oldpos[1] * vid.height / vid.pixelheight; mousecursor_y = bound(0, fl, vid.height-1); } else if (touchcursor == ev->devid) touchcursor = 0; //revert it to the mouse, or whatever device was 0. if (Key_MouseShouldBeFree()) ptr[ev->devid].down = 0; else if (ptr[ev->devid].down) { if (ev->type == IEV_KEYDOWN) Key_Event(ev->devid, ev->keyboard.scancode, ev->keyboard.unicode, ev->type == IEV_KEYDOWN); else { if (ptr[ev->devid].down == 1 && ptr[ev->devid].moveddist < m_slidethreshold.value) { ptr[ev->devid].down = 2; Key_Event(ev->devid, K_MOUSE1, 0, true); } Key_Event(ev->devid, K_MOUSE1, 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_JOYAXIS: if (ev->devid < MAXJOYSTICKS && ev->joy.axis < MAXJOYAXIS) { #ifdef CSQC_DAT if (CSQC_JoystickAxis(ev->joy.axis, ev->joy.value, ev->devid)) joy[ev->devid].axis[ev->joy.axis] = 0; else #endif joy[ev->devid].axis[ev->joy.axis] = ev->joy.value; } 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 == touchcursor) { 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) { ptr[ev->devid].down = 1; Key_Event(ev->devid, K_MOUSE1, 0, false); } if (ptr[ev->devid].down == 1 && ev->mouse.tsize > m_fatpressthreshold.value) { ptr[ev->devid].down = 2; Key_Event(ev->devid, K_MOUSE1, 0, true); } } break; } events_used++; } } void IN_MoveMouse(struct mouse_s *mouse, float *movements, int pnum) { 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_forceseat.ival) wpnum = (cl_forceseat.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()) { if ((mx || my) && mouse->type != M_TOUCH) { 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; } } else { if (mouse->type != M_TOUCH) { mousecursor_x += mx; mousecursor_y += my; } #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_Has(~kdm_game)) { //if they're strafing, calculate the speed to move at based upon their displacement if (mouse->down) { mx = mouse->oldpos[0] - (vid.pixelwidth*3)/4; my = mouse->oldpos[1] - (vid.pixelheight*3)/4; //mx = (mouse->oldpos[0] - mouse->downpos[0])*0.1; //my = (mouse->oldpos[1] - mouse->downpos[1])*0.1; } else { mx = 0; my = 0; } if (m_touchmajoraxis.ival) { //major axis only if (fabs(mx) > fabs(my)) my = 0; else mx = 0; } strafe_x = true; strafe_y = true; } else { strafe_x = false; strafe_y = false; //boost sensitivity so that the default works okay. mx *= 1.75; my *= 1.75; } } 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 (mouse->type == M_TOUCH) { if (CSQC_MousePosition(mouse->oldpos[0], mouse->oldpos[1], mouse->qdeviceid)) { mx = 0; my = 0; } } else { if (mx || my) if (CSQC_MouseMove(mx, my, mouse->qdeviceid)) { mx = 0; my = 0; } //if game is not focused, kill any mouse look if (Key_Dest_Has(~kdm_game)) { 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 (&cl.playerview[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; } } static float joydeadzone(float mag, float deadzone) { if (mag > 1) //erg? mag = 1; if (mag > deadzone) { mag -= deadzone; mag = mag / (1.f-deadzone); } else mag = 0; return mag; } void IN_MoveJoystick(struct joy_s *joy, float *movements, int pnum, float frametime) { float mag; vec3_t jlook, jstrafe; int wpnum; /*each device will be processed when its player comes to be processed*/ wpnum = cl.splitclients; if (wpnum < 1) wpnum = 1; if (cl_forceseat.ival) wpnum = (cl_forceseat.ival-1) % wpnum; else wpnum = joy->qdeviceid % wpnum; if (wpnum != pnum) return; jlook[0] = joy->axis[0]; jlook[1] = joy->axis[1]; jlook[2] = joy->axis[2]; jstrafe[0] = joy->axis[3]; jstrafe[1] = joy->axis[4]; jstrafe[2] = joy->axis[5]; //uses a radial deadzone for x+y axis, and separate out the z axis, just because most controllers are 2d affairs with any 3rd axis being a separate knob. //deadzone values are stolen from microsoft's xinput documentation. they seem quite large to me - I guess that means that xbox controllers are just dodgy imprecise crap with excessive amounts of friction and finger grease. mag = joydeadzone(sqrt(jlook[0]*jlook[0] + jlook[1]*jlook[1]), 0.239); mag = pow(mag, 2); jlook[0] *= mag; jlook[1] *= mag; mag = joydeadzone(fabs(jlook[2]), 0.00092); jlook[2] *= mag; mag = joydeadzone(sqrt(jstrafe[0]*jstrafe[0] + jstrafe[1]*jstrafe[1]), 0.265); mag = pow(mag, 2); jstrafe[0] *= mag; jstrafe[1] *= mag; mag = joydeadzone(fabs(jstrafe[2]), 0.00092); jstrafe[2] *= mag; if (Key_Dest_Has(~kdm_game)) { VectorClear(jlook); VectorClear(jstrafe); } VectorScale(jlook, frametime, jlook); VectorScale(jstrafe, frametime, jstrafe); if (!movements) //if this is null, gamecode should still get inputs, just no camera looking or anything. return; //angle changes cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * jlook[0]; cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * jlook[1]; // cl.playerview[pnum].viewanglechange[ROLL] += m_roll.value * jlook[2]; //this would be too weird. if (in_mlook.state[pnum] & 1) V_StopPitchDrift (&cl.playerview[pnum]); //movement movements[1] += m_side.value * jstrafe[0]; //x=right=1 movements[0] -= m_forward.value * jstrafe[1]; //y=forward=0 movements[2] += m_side.value * jstrafe[2]; //z=up=2 } void IN_Move (float *movements, int pnum, float frametime) { int i; INS_Move(movements, pnum); for (i = 0; i < MAXPOINTERS; i++) IN_MoveMouse(&ptr[i], movements, pnum); for (i = 0; i < MAXJOYSTICKS; i++) IN_MoveJoystick(&joy[i], movements, pnum, frametime); } void IN_JoystickAxisEvent(int devid, int axis, float value) { struct eventlist_s *ev = in_newevent(); if (!ev) return; ev->type = IEV_JOYAXIS; ev->devid = devid; ev->joy.axis = axis; ev->joy.value = value; in_finishevent(); } 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 = devid; 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(); }