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inputw32.cpp
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//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// in_win.c -- windows 95 mouse and joystick code
// 02/21/97 JCB Added extended DirectInput code to support external controllers.
#include "port.h"
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "../public/keydefs.h"
#include "view.h"
#include "Exports.h"
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_gamecontroller.h>
#define MOUSE_BUTTON_COUNT 5
// Set this to 1 to show mouse cursor. Experimental
int g_iVisibleMouse = 0;
extern cl_enginefunc_t gEngfuncs;
extern int iMouseInUse;
extern kbutton_t in_strafe;
extern kbutton_t in_mlook;
extern kbutton_t in_speed;
extern kbutton_t in_jlook;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *lookstrafe;
extern cvar_t *lookspring;
extern cvar_t *cl_pitchdown;
extern cvar_t *cl_pitchup;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_movespeedkey;
static double s_flRawInputUpdateTime = 0.0f;
static bool m_bRawInput = false;
static bool m_bMouseThread = false;
extern globalvars_t *gpGlobals;
// mouse variables
cvar_t *m_filter;
cvar_t *sensitivity;
// Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale)
static cvar_t *m_customaccel;
//Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity
// If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
// Custom mouse acceleration value.
static cvar_t *m_customaccel_scale;
//Max mouse move scale factor, 0 for no limit
static cvar_t *m_customaccel_max;
//Mouse move is raised to this power before being scaled by scale factor
static cvar_t *m_customaccel_exponent;
// if threaded mouse is enabled then the time to sleep between polls
static cvar_t *m_mousethread_sleep;
int mouse_buttons;
int mouse_oldbuttonstate;
POINT current_pos;
int old_mouse_x, old_mouse_y, mx_accum, my_accum;
float mouse_x, mouse_y;
static int restore_spi;
static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
static int mouseactive = 0;
int mouseinitialized;
static int mouseparmsvalid;
static int mouseshowtoggle = 1;
// joystick defines and variables
// where should defines be moved?
#define JOY_ABSOLUTE_AXIS 0x00000000 // control like a joystick
#define JOY_RELATIVE_AXIS 0x00000010 // control like a mouse, spinner, trackball
#define JOY_MAX_AXES 6 // X, Y, Z, R, U, V
#define JOY_AXIS_X 0
#define JOY_AXIS_Y 1
#define JOY_AXIS_Z 2
#define JOY_AXIS_R 3
#define JOY_AXIS_U 4
#define JOY_AXIS_V 5
enum _ControlList
{
AxisNada = 0,
AxisForward,
AxisLook,
AxisSide,
AxisTurn
};
DWORD dwAxisMap[ JOY_MAX_AXES ];
DWORD dwControlMap[ JOY_MAX_AXES ];
int pdwRawValue[ JOY_MAX_AXES ];
DWORD joy_oldbuttonstate, joy_oldpovstate;
int joy_id;
DWORD joy_numbuttons;
SDL_GameController *s_pJoystick = NULL;
// none of these cvars are saved over a session
// this means that advanced controller configuration needs to be executed
// each time. this avoids any problems with getting back to a default usage
// or when changing from one controller to another. this way at least something
// works.
cvar_t *in_joystick;
cvar_t *joy_name;
cvar_t *joy_advanced;
cvar_t *joy_advaxisx;
cvar_t *joy_advaxisy;
cvar_t *joy_advaxisz;
cvar_t *joy_advaxisr;
cvar_t *joy_advaxisu;
cvar_t *joy_advaxisv;
cvar_t *joy_forwardthreshold;
cvar_t *joy_sidethreshold;
cvar_t *joy_pitchthreshold;
cvar_t *joy_yawthreshold;
cvar_t *joy_forwardsensitivity;
cvar_t *joy_sidesensitivity;
cvar_t *joy_pitchsensitivity;
cvar_t *joy_yawsensitivity;
cvar_t *joy_wwhack1;
cvar_t *joy_wwhack2;
int joy_avail, joy_advancedinit, joy_haspov;
#ifdef _WIN32
DWORD s_hMouseThreadId = 0;
HANDLE s_hMouseThread = 0;
HANDLE s_hMouseQuitEvent = 0;
HANDLE s_hMouseDoneQuitEvent = 0;
#endif
/*
===========
Force_CenterView_f
===========
*/
void Force_CenterView_f (void)
{
vec3_t viewangles;
if (!iMouseInUse)
{
gEngfuncs.GetViewAngles( (float *)viewangles );
viewangles[PITCH] = 0;
gEngfuncs.SetViewAngles( (float *)viewangles );
}
}
#ifdef _WIN32
long s_mouseDeltaX = 0;
long s_mouseDeltaY = 0;
POINT old_mouse_pos;
long ThreadInterlockedExchange( long *pDest, long value )
{
return InterlockedExchange( pDest, value );
}
DWORD WINAPI MousePos_ThreadFunction( LPVOID p )
{
s_hMouseDoneQuitEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
while ( 1 )
{
if ( WaitForSingleObject( s_hMouseQuitEvent, (int)m_mousethread_sleep->value ) == WAIT_OBJECT_0 )
{
return 0;
}
if ( mouseactive )
{
POINT mouse_pos;
GetCursorPos(&mouse_pos);
volatile int mx = mouse_pos.x - old_mouse_pos.x + s_mouseDeltaX;
volatile int my = mouse_pos.y - old_mouse_pos.y + s_mouseDeltaY;
ThreadInterlockedExchange( &old_mouse_pos.x, mouse_pos.x );
ThreadInterlockedExchange( &old_mouse_pos.y, mouse_pos.y );
ThreadInterlockedExchange( &s_mouseDeltaX, mx );
ThreadInterlockedExchange( &s_mouseDeltaY, my );
}
}
SetEvent( s_hMouseDoneQuitEvent );
return 0;
}
#endif
/*
===========
IN_ActivateMouse
===========
*/
void CL_DLLEXPORT IN_ActivateMouse (void)
{
if (mouseinitialized)
{
#ifdef _WIN32
if (mouseparmsvalid)
restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0);
#endif
mouseactive = 1;
}
}
/*
===========
IN_DeactivateMouse
===========
*/
void CL_DLLEXPORT IN_DeactivateMouse (void)
{
if (mouseinitialized)
{
#ifdef _WIN32
if (restore_spi)
SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0);
#endif
mouseactive = 0;
}
}
/*
===========
IN_StartupMouse
===========
*/
void IN_StartupMouse (void)
{
if ( gEngfuncs.CheckParm ("-nomouse", NULL ) )
return;
mouseinitialized = 1;
#ifdef _WIN32
mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0);
if (mouseparmsvalid)
{
if ( gEngfuncs.CheckParm ("-noforcemspd", NULL ) )
newmouseparms[2] = originalmouseparms[2];
if ( gEngfuncs.CheckParm ("-noforcemaccel", NULL ) )
{
newmouseparms[0] = originalmouseparms[0];
newmouseparms[1] = originalmouseparms[1];
}
if ( gEngfuncs.CheckParm ("-noforcemparms", NULL ) )
{
newmouseparms[0] = originalmouseparms[0];
newmouseparms[1] = originalmouseparms[1];
newmouseparms[2] = originalmouseparms[2];
}
}
#endif
mouse_buttons = MOUSE_BUTTON_COUNT;
}
/*
===========
IN_Shutdown
===========
*/
void IN_Shutdown (void)
{
IN_DeactivateMouse ();
#ifdef _WIN32
if ( s_hMouseQuitEvent )
{
SetEvent( s_hMouseQuitEvent );
WaitForSingleObject( s_hMouseDoneQuitEvent, 100 );
}
if ( s_hMouseThread )
{
TerminateThread( s_hMouseThread, 0 );
CloseHandle( s_hMouseThread );
s_hMouseThread = (HANDLE)0;
}
if ( s_hMouseQuitEvent )
{
CloseHandle( s_hMouseQuitEvent );
s_hMouseQuitEvent = (HANDLE)0;
}
if ( s_hMouseDoneQuitEvent )
{
CloseHandle( s_hMouseDoneQuitEvent );
s_hMouseDoneQuitEvent = (HANDLE)0;
}
#endif
}
/*
===========
IN_GetMousePos
Ask for mouse position from engine
===========
*/
void IN_GetMousePos( int *mx, int *my )
{
gEngfuncs.GetMousePosition( mx, my );
}
/*
===========
IN_ResetMouse
FIXME: Call through to engine?
===========
*/
void IN_ResetMouse( void )
{
// no work to do in SDL
#ifdef _WIN32
if ( !m_bRawInput && mouseactive && gEngfuncs.GetWindowCenterX && gEngfuncs.GetWindowCenterY )
{
SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
ThreadInterlockedExchange( &old_mouse_pos.x, gEngfuncs.GetWindowCenterX() );
ThreadInterlockedExchange( &old_mouse_pos.y, gEngfuncs.GetWindowCenterY() );
}
if ( gpGlobals && gpGlobals->time - s_flRawInputUpdateTime > 1.0f )
{
s_flRawInputUpdateTime = gpGlobals->time;
m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) != 0;
}
#endif
}
/*
===========
IN_MouseEvent
===========
*/
void CL_DLLEXPORT IN_MouseEvent (int mstate)
{
int i;
if ( iMouseInUse || g_iVisibleMouse )
return;
// perform button actions
for (i=0 ; i<mouse_buttons ; i++)
{
if ( (mstate & (1<<i)) &&
!(mouse_oldbuttonstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_MOUSE1 + i, 1);
}
if ( !(mstate & (1<<i)) &&
(mouse_oldbuttonstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_MOUSE1 + i, 0);
}
}
mouse_oldbuttonstate = mstate;
}
//-----------------------------------------------------------------------------
// Purpose: Allows modulation of mouse scaling/senstivity value and application
// of custom algorithms.
// Input : *x -
// *y -
//-----------------------------------------------------------------------------
void IN_ScaleMouse( float *x, float *y )
{
float mx = *x;
float my = *y;
// This is the default sensitivity
float mouse_senstivity = ( gHUD.GetSensitivity() != 0 ) ? gHUD.GetSensitivity() : sensitivity->value;
// Using special accleration values
if ( m_customaccel->value != 0 )
{
float raw_mouse_movement_distance = sqrt( mx * mx + my * my );
float acceleration_scale = m_customaccel_scale->value;
float accelerated_sensitivity_max = m_customaccel_max->value;
float accelerated_sensitivity_exponent = m_customaccel_exponent->value;
float accelerated_sensitivity = ( (float)pow( raw_mouse_movement_distance, accelerated_sensitivity_exponent ) * acceleration_scale + mouse_senstivity );
if ( accelerated_sensitivity_max > 0.0001f &&
accelerated_sensitivity > accelerated_sensitivity_max )
{
accelerated_sensitivity = accelerated_sensitivity_max;
}
*x *= accelerated_sensitivity;
*y *= accelerated_sensitivity;
// Further re-scale by yaw and pitch magnitude if user requests alternate mode 2
// This means that they will need to up their value for m_customaccel_scale greatly (>40x) since m_pitch/yaw default
// to 0.022
if ( m_customaccel->value == 2 )
{
*x *= m_yaw->value;
*y *= m_pitch->value;
}
}
else
{
// Just apply the default
*x *= mouse_senstivity;
*y *= mouse_senstivity;
}
}
/*
===========
IN_MouseMove
===========
*/
void IN_MouseMove ( float frametime, usercmd_t *cmd)
{
int mx, my;
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
if ( in_mlook.state & 1)
{
V_StopPitchDrift ();
}
//jjb - this disbles normal mouse control if the user is trying to
// move the camera, or if the mouse cursor is visible or if we're in intermission
if ( !iMouseInUse && !gHUD.m_iIntermission && !g_iVisibleMouse )
{
int deltaX, deltaY;
#ifdef _WIN32
if ( !m_bRawInput )
{
if ( m_bMouseThread )
{
ThreadInterlockedExchange( ¤t_pos.x, s_mouseDeltaX );
ThreadInterlockedExchange( ¤t_pos.y, s_mouseDeltaY );
ThreadInterlockedExchange( &s_mouseDeltaX, 0 );
ThreadInterlockedExchange( &s_mouseDeltaY, 0 );
}
else
{
GetCursorPos (¤t_pos);
}
}
else
#endif
{
SDL_GetRelativeMouseState( &deltaX, &deltaY );
current_pos.x = deltaX;
current_pos.y = deltaY;
}
#ifdef _WIN32
if ( !m_bRawInput )
{
if ( m_bMouseThread )
{
mx = current_pos.x;
my = current_pos.y;
}
else
{
mx = current_pos.x - gEngfuncs.GetWindowCenterX() + mx_accum;
my = current_pos.y - gEngfuncs.GetWindowCenterY() + my_accum;
}
}
else
#endif
{
mx = deltaX + mx_accum;
my = deltaY + my_accum;
}
mx_accum = 0;
my_accum = 0;
if (m_filter && m_filter->value)
{
mouse_x = (mx + old_mouse_x) * 0.5;
mouse_y = (my + old_mouse_y) * 0.5;
}
else
{
mouse_x = mx;
mouse_y = my;
}
old_mouse_x = mx;
old_mouse_y = my;
// Apply custom mouse scaling/acceleration
IN_ScaleMouse( &mouse_x, &mouse_y );
// add mouse X/Y movement to cmd
if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
cmd->sidemove += m_side->value * mouse_x;
else
viewangles[YAW] -= m_yaw->value * mouse_x;
if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
{
viewangles[PITCH] += m_pitch->value * mouse_y;
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
}
else
{
if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() )
{
cmd->upmove -= m_forward->value * mouse_y;
}
else
{
cmd->forwardmove -= m_forward->value * mouse_y;
}
}
// if the mouse has moved, force it to the center, so there's room to move
if ( mx || my )
{
IN_ResetMouse();
}
}
gEngfuncs.SetViewAngles( (float *)viewangles );
/*
//#define TRACE_TEST
#if defined( TRACE_TEST )
{
int mx, my;
void V_Move( int mx, int my );
IN_GetMousePos( &mx, &my );
V_Move( mx, my );
}
#endif
*/
}
/*
===========
IN_Accumulate
===========
*/
void CL_DLLEXPORT IN_Accumulate (void)
{
//only accumulate mouse if we are not moving the camera with the mouse
if ( !iMouseInUse && !g_iVisibleMouse)
{
if (mouseactive)
{
#ifdef _WIN32
if ( !m_bRawInput )
{
if ( !m_bMouseThread )
{
GetCursorPos (¤t_pos);
mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
}
}
else
#endif
{
int deltaX, deltaY;
SDL_GetRelativeMouseState( &deltaX, &deltaY );
mx_accum += deltaX;
my_accum += deltaY;
}
// force the mouse to the center, so there's room to move
IN_ResetMouse();
}
}
}
/*
===================
IN_ClearStates
===================
*/
void CL_DLLEXPORT IN_ClearStates (void)
{
if ( !mouseactive )
return;
mx_accum = 0;
my_accum = 0;
mouse_oldbuttonstate = 0;
}
/*
===============
IN_StartupJoystick
===============
*/
void IN_StartupJoystick (void)
{
// abort startup if user requests no joystick
if ( gEngfuncs.CheckParm ("-nojoy", NULL ) )
return;
// assume no joystick
joy_avail = 0;
int nJoysticks = SDL_NumJoysticks();
if ( nJoysticks > 0 )
{
for ( int i = 0; i < nJoysticks; i++ )
{
if ( SDL_IsGameController( i ) )
{
s_pJoystick = SDL_GameControllerOpen( i );
if ( s_pJoystick )
{
//save the joystick's number of buttons and POV status
joy_numbuttons = SDL_CONTROLLER_BUTTON_MAX;
joy_haspov = 0;
// old button and POV states default to no buttons pressed
joy_oldbuttonstate = joy_oldpovstate = 0;
// mark the joystick as available and advanced initialization not completed
// this is needed as cvars are not available during initialization
gEngfuncs.Con_Printf ("joystick found\n\n", SDL_GameControllerName(s_pJoystick));
joy_avail = 1;
joy_advancedinit = 0;
break;
}
}
}
}
else
{
gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
}
}
int RawValuePointer (int axis)
{
switch (axis)
{
default:
case JOY_AXIS_X:
return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTX );
case JOY_AXIS_Y:
return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTY );
case JOY_AXIS_Z:
return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTX );
case JOY_AXIS_R:
return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTY );
}
}
/*
===========
Joy_AdvancedUpdate_f
===========
*/
void Joy_AdvancedUpdate_f (void)
{
// called once by IN_ReadJoystick and by user whenever an update is needed
// cvars are now available
int i;
DWORD dwTemp;
// initialize all the maps
for (i = 0; i < JOY_MAX_AXES; i++)
{
dwAxisMap[i] = AxisNada;
dwControlMap[i] = JOY_ABSOLUTE_AXIS;
pdwRawValue[i] = RawValuePointer(i);
}
if( joy_advanced->value == 0.0)
{
// default joystick initialization
// 2 axes only with joystick control
dwAxisMap[JOY_AXIS_X] = AxisTurn;
// dwControlMap[JOY_AXIS_X] = JOY_ABSOLUTE_AXIS;
dwAxisMap[JOY_AXIS_Y] = AxisForward;
// dwControlMap[JOY_AXIS_Y] = JOY_ABSOLUTE_AXIS;
}
else
{
if ( strcmp ( joy_name->string, "joystick") != 0 )
{
// notify user of advanced controller
gEngfuncs.Con_Printf ("\n%s configured\n\n", joy_name->string);
}
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = (DWORD) joy_advaxisx->value;
dwAxisMap[JOY_AXIS_X] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_X] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisy->value;
dwAxisMap[JOY_AXIS_Y] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_Y] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisz->value;
dwAxisMap[JOY_AXIS_Z] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_Z] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisr->value;
dwAxisMap[JOY_AXIS_R] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_R] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisu->value;
dwAxisMap[JOY_AXIS_U] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_U] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisv->value;
dwAxisMap[JOY_AXIS_V] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_V] = dwTemp & JOY_RELATIVE_AXIS;
}
}
/*
===========
IN_Commands
===========
*/
void IN_Commands (void)
{
int i, key_index;
if (!joy_avail)
{
return;
}
DWORD buttonstate, povstate;
// loop through the joystick buttons
// key a joystick event or auxillary event for higher number buttons for each state change
buttonstate = 0;
for ( i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++ )
{
if ( SDL_GameControllerGetButton( s_pJoystick, (SDL_GameControllerButton)i ) )
{
buttonstate |= 1<<i;
}
}
for (i = 0; i < JOY_MAX_AXES; i++)
{
pdwRawValue[i] = RawValuePointer(i);
}
for (i=0 ; i < (int)joy_numbuttons ; i++)
{
if ( (buttonstate & (1<<i)) && !(joy_oldbuttonstate & (1<<i)) )
{
key_index = (i < 4) ? K_JOY1 : K_AUX1;
gEngfuncs.Key_Event (key_index + i, 1);
}
if ( !(buttonstate & (1<<i)) && (joy_oldbuttonstate & (1<<i)) )
{
key_index = (i < 4) ? K_JOY1 : K_AUX1;
gEngfuncs.Key_Event (key_index + i, 0);
}
}
joy_oldbuttonstate = buttonstate;
if (joy_haspov)
{
// convert POV information into 4 bits of state information
// this avoids any potential problems related to moving from one
// direction to another without going through the center position
povstate = 0;
// determine which bits have changed and key an auxillary event for each change
for (i=0 ; i < 4 ; i++)
{
if ( (povstate & (1<<i)) && !(joy_oldpovstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_AUX29 + i, 1);
}
if ( !(povstate & (1<<i)) && (joy_oldpovstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_AUX29 + i, 0);
}
}
joy_oldpovstate = povstate;
}
}
/*
===============
IN_ReadJoystick
===============
*/
int IN_ReadJoystick (void)
{
SDL_JoystickUpdate();
return 1;
}
/*
===========
IN_JoyMove
===========
*/
void IN_JoyMove ( float frametime, usercmd_t *cmd )
{
float speed, aspeed;
float fAxisValue, fTemp;
int i;
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
// complete initialization if first time in
// this is needed as cvars are not available at initialization time
if( joy_advancedinit != 1 )
{
Joy_AdvancedUpdate_f();
joy_advancedinit = 1;
}
// verify joystick is available and that the user wants to use it
if (!joy_avail || !in_joystick->value)
{
return;
}
// collect the joystick data, if possible
if (IN_ReadJoystick () != 1)
{
return;
}
if (in_speed.state & 1)
speed = cl_movespeedkey->value;
else
speed = 1;
aspeed = speed * frametime;
// loop through the axes
for (i = 0; i < JOY_MAX_AXES; i++)
{
// get the floating point zero-centered, potentially-inverted data for the current axis
fAxisValue = (float)pdwRawValue[i];
if (joy_wwhack2->value != 0.0)
{
if (dwAxisMap[i] == AxisTurn)
{
// this is a special formula for the Logitech WingMan Warrior
// y=ax^b; where a = 300 and b = 1.3
// also x values are in increments of 800 (so this is factored out)
// then bounds check result to level out excessively high spin rates
fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
if (fTemp > 14000.0)
fTemp = 14000.0;
// restore direction information
fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp;
}
}
// convert range from -32768..32767 to -1..1
fAxisValue /= 32768.0;
switch (dwAxisMap[i])
{
case AxisForward:
if ((joy_advanced->value == 0.0) && (in_jlook.state & 1))
{
// user wants forward control to become look control
if (fabs(fAxisValue) > joy_pitchthreshold->value)
{
// if mouse invert is on, invert the joystick pitch value
// only absolute control support here (joy_advanced is 0)
if (m_pitch->value < 0.0)
{
viewangles[PITCH] -= (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
else
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
V_StopPitchDrift();
}
else
{
// no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
if(lookspring->value == 0.0)
{
V_StopPitchDrift();
}
}
}
else
{
// user wants forward control to be forward control
if (fabs(fAxisValue) > joy_forwardthreshold->value)
{
cmd->forwardmove += (fAxisValue * joy_forwardsensitivity->value) * speed * cl_forwardspeed->value;
}
}
break;
case AxisSide:
if (fabs(fAxisValue) > joy_sidethreshold->value)
{
cmd->sidemove += (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
}
break;
case AxisTurn:
if ((in_strafe.state & 1) || (lookstrafe->value && (in_jlook.state & 1)))
{
// user wants turn control to become side control
if (fabs(fAxisValue) > joy_sidethreshold->value)
{
cmd->sidemove -= (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
}
}
else
{
// user wants turn control to be turn control
if (fabs(fAxisValue) > joy_yawthreshold->value)
{
if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
{
viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * aspeed * cl_yawspeed->value;
}
else
{
viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * speed * 180.0;
}
}
}
break;
case AxisLook:
if (in_jlook.state & 1)
{