844 lines
26 KiB
C++
844 lines
26 KiB
C++
//===== Copyright 1996-2005, 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( _GAMECONSOLE )
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#define _WIN32_WINNT 0x0502
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#include <windows.h>
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#endif
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#ifdef OSX
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#include <Carbon/Carbon.h>
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#endif
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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 "inputsystem/iinputsystem.h"
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#include "inputsystem/iinputstacksystem.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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#if defined( _PS3 )
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#include "ps3/ps3_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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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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#if defined PORTAL
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ConVar cl_mouselook_roll_compensation( "cl_mouselook_roll_compensation", "1", 0, "In Portal and Paint, if your view is being rolled, compensate for that. So mouse movements are always relative to the screen." );
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#endif
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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|FCVAR_SS, "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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float flBaseValue;
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// If sv_cheats is on then it can be anything.
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int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
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if ( nSlot != 0 )
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{
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static SplitScreenConVarRef s_m_pitch( "m_pitch" );
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flBaseValue = s_m_pitch.GetFloat( nSlot );
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}
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else
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{
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flBaseValue = GetBaseFloatValue();
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}
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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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ConVar sensitivity( "sensitivity","2.5", FCVAR_ARCHIVE, "Mouse sensitivity.", true, 0.0001f, true, 1000 );
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static ConVar m_side( "m_side","0.8", FCVAR_ARCHIVE, "Mouse side factor.", true, 0.0001f, true, 1000 );
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static ConVar m_yaw( "m_yaw","0.022", FCVAR_ARCHIVE, "Mouse yaw factor.", true, 0.0001f, true, 1000 );
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static ConVar m_forward( "m_forward","1", FCVAR_ARCHIVE, "Mouse forward factor.", true, 0.0001f, true, 1000 );
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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, true, 10 );
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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", "1.05", FCVAR_ARCHIVE, "Mouse move is raised to this power before being scaled by scale factor.", true, 0.0001f, true, 10 );
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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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static ConVar m_rawinput( "m_rawinput", "1", FCVAR_ARCHIVE, "Use Raw Input for mouse input.");
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ConVar cl_mouselook( "cl_mouselook", "1", FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED | FCVAR_SS, "Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server." );
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ConVar cl_mouseenable( "cl_mouseenable", "1", FCVAR_RELEASE );
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void cl_mouseenable_changed_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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if( cl_mouseenable.GetBool() == true )
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input->ClearStates();
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}
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void CInput::InitMouse( void )
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{
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cl_mouseenable.InstallChangeCallback( cl_mouseenable_changed_callback, false );
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}
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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( WIN32 ) && !defined( USE_SDL )
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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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// re-center the mouse if we're controlling the camera with it, otherwise just reset the cursor
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if ( GetPerUser().m_fCameraInterceptingMouse || cl_mouseenable.GetBool() )
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ResetMouse();
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else
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g_pInputSystem->ResetCursorIcon();
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g_pInputStackSystem->SetCursorIcon( m_hInputContext, INPUT_CURSOR_HANDLE_INVALID );
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#if defined( USE_SDL ) || defined( OSX )
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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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ClearStates();
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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( WIN32 ) && !defined( USE_SDL )
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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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g_pInputStackSystem->SetCursorIcon( m_hInputContext, g_pInputSystem->GetStandardCursor( INPUT_CURSOR_ARROW ) );
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#if defined( USE_SDL ) || defined( OSX )
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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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for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
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GetPerUser().m_flAccumulatedMouseXMovement = 0;
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GetPerUser().m_flAccumulatedMouseYMovement = 0;
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}
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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_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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// There are cases when coming back from an alt+tab, the mouse is outside of the client rect. Because of this, our earlier call
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// to SetCursorIcon is overridden, and we're stuck with a cursor on the screen in front of the crosshairs. We should actually be calling
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// ShowCursor to enable/disable the cursor, but that's another story.
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//
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// On WINDOWS_PC this should be ok to call every frame without a perf hit. Inside ResetCursorIcon, we call ::SetCursor.
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// According to the msdn docs for SetCursor:
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// "The cursor is set only if the new cursor is different from the previous cursor; otherwise, the function returns immediately."
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g_pInputSystem->ResetCursorIcon();
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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( int nSlot, float *mx, float *my )
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{
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Assert( mx );
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Assert( my );
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PerUserInput_t &user = GetPerUser( nSlot );
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if ( m_rawinput.GetBool() )
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{
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int rawMouseX, rawMouseY;
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inputsystem->GetRawMouseAccumulators(rawMouseX, rawMouseY);
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*mx = (float)rawMouseX;
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*my = (float)rawMouseY;
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}
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else
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{
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*mx = user.m_flAccumulatedMouseXMovement;
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*my = user.m_flAccumulatedMouseYMovement;
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}
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user.m_flAccumulatedMouseXMovement = 0;
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user.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( int nSlot, float inmousex, float inmousey, float *pOutMouseX, float *pOutMouseY )
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{
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// Apply filtering?
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*pOutMouseX = inmousex;
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*pOutMouseY = 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( int nSlot, 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 flHudSensitivity = GetHud( nSlot ).GetSensitivity();
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float mouse_sensitivity = ( flHudSensitivity != 0 ) ? flHudSensitivity : 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( int nSlot, QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y )
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{
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PerUserInput_t &user = GetPerUser( nSlot );
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//roll the view angles so roll is 0 (the HL2 assumed state) and mouse adjustments are relative to the screen.
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//Assuming roll is unchanging, we want mouse left to translate to screen left at all times (same for right, up, and down)
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#if defined PORTAL //Portal sometimes rolls the player and we want a understandable way of aiming.
|
|
//we want mouse left to translate to screen left at all times (same for right, up, and down)
|
|
//So we'll be transforming mouse inputs by the roll value
|
|
Quaternion quatRoll;
|
|
Quaternion quatInverseRoll;
|
|
QAngle roll( 0.0f, 0.0f, viewangles[ ROLL ] );
|
|
QAngle invroll( 0.0f, 0.0f, -viewangles[ ROLL ] );
|
|
AngleQuaternion( roll, quatRoll );
|
|
AngleQuaternion( invroll, quatInverseRoll );
|
|
#endif
|
|
|
|
if ( !((in_strafe.GetPerUser( nSlot ).state & 1) || lookstrafe.GetInt()) )
|
|
{
|
|
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
|
|
{
|
|
if ( mouse_x )
|
|
{
|
|
// use the mouse to orbit the camera around the player, and update the idealAngle
|
|
user.m_vecCameraOffset[ YAW ] -= m_yaw.GetFloat() * mouse_x;
|
|
cam_idealyaw.SetValue( user.m_vecCameraOffset[ YAW ] - viewangles[ YAW ] );
|
|
|
|
// why doesn't this work??? CInput::AdjustYaw is why
|
|
//cam_idealyaw.SetValue( cam_idealyaw.GetFloat() - m_yaw.GetFloat() * mouse_x );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwize, use mouse to spin around vertical axis
|
|
|
|
#if defined PORTAL
|
|
if( cl_mouselook_roll_compensation.GetBool() ) //for portal, remap yaw/pitch adjustments to be relative to your current view roll so left/right on the mouse is left/right on the screen
|
|
{
|
|
QAngle qAngleTemp( 0.0f, -(m_yaw.GetFloat() * mouse_x), 0.0f );
|
|
|
|
Quaternion quatTemp;
|
|
AngleQuaternion( qAngleTemp, quatTemp );
|
|
|
|
Quaternion qRollUndone[2];
|
|
QuaternionMult( quatTemp, quatInverseRoll, qRollUndone[0] );
|
|
QuaternionMult( quatRoll, qRollUndone[0], qRollUndone[1] );
|
|
QuaternionAngles( qRollUndone[1], qAngleTemp );
|
|
|
|
viewangles[0] += qAngleTemp[0];
|
|
viewangles[1] += qAngleTemp[1];
|
|
viewangles[2] += qAngleTemp[2];
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
viewangles[YAW] -= m_yaw.GetFloat() * mouse_x;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If holding strafe key or mlooking and have lookstrafe set to true, then apply
|
|
// horizontal mouse movement to sidemove.
|
|
cmd->sidemove += m_side.GetFloat() * mouse_x;
|
|
}
|
|
|
|
// If mouselooking and not holding strafe key, then use vertical mouse
|
|
// to adjust view pitch.
|
|
if (!(in_strafe.GetPerUser( nSlot ).state & 1))
|
|
{
|
|
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
|
|
{
|
|
if ( mouse_y )
|
|
{
|
|
// use the mouse to orbit the camera around the player, and update the idealAngle
|
|
user.m_vecCameraOffset[ PITCH ] += m_pitch->GetFloat() * mouse_y;
|
|
cam_idealpitch.SetValue( user.m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] );
|
|
|
|
// why doesn't this work??? CInput::AdjustYaw is why
|
|
//cam_idealpitch.SetValue( cam_idealpitch.GetFloat() + m_pitch->GetFloat() * mouse_y );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#if defined PORTAL
|
|
if( cl_mouselook_roll_compensation.GetBool() ) //for portal, remap yaw/pitch adjustments to be relative to your current view roll so left/right on the mouse is left/right on the screen
|
|
{
|
|
QAngle qAngleTemp( m_pitch->GetFloat() * mouse_y, 0.0f, 0.0f );
|
|
|
|
Quaternion quatTemp;
|
|
AngleQuaternion( qAngleTemp, quatTemp );
|
|
|
|
Quaternion qRollUndone[2];
|
|
QuaternionMult( quatTemp, quatInverseRoll, qRollUndone[0] );
|
|
QuaternionMult( quatRoll, qRollUndone[0], qRollUndone[1] );
|
|
QuaternionAngles( qRollUndone[1], qAngleTemp );
|
|
|
|
viewangles[0] += qAngleTemp[0];
|
|
viewangles[1] += qAngleTemp[1];
|
|
viewangles[2] += qAngleTemp[2];
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
viewangles[PITCH] += m_pitch->GetFloat() * mouse_y;
|
|
}
|
|
|
|
// Check pitch bounds
|
|
if (viewangles[PITCH] > cl_pitchdown.GetFloat())
|
|
{
|
|
viewangles[PITCH] = cl_pitchdown.GetFloat();
|
|
}
|
|
if (viewangles[PITCH] < -cl_pitchup.GetFloat())
|
|
{
|
|
viewangles[PITCH] = -cl_pitchup.GetFloat();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise if holding strafe key and noclipping, then move upward
|
|
/* if ((in_strafe.state & 1) && IsNoClipping() )
|
|
{
|
|
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;
|
|
}
|
|
|
|
extern bool UsingMouselook( int nSlot );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: AccumulateMouse
|
|
//-----------------------------------------------------------------------------
|
|
void CInput::AccumulateMouse( int nSlot )
|
|
{
|
|
if( !cl_mouseenable.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( !UsingMouselook( nSlot ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( m_rawinput.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int w, h;
|
|
engine->GetScreenSize( w, h );
|
|
|
|
// x,y = screen center
|
|
int x = w >> 1;
|
|
int y = h >> 1;
|
|
|
|
//only accumulate mouse if we are not moving the camera with the mouse
|
|
PerUserInput_t &user = GetPerUser( nSlot );
|
|
|
|
if ( !user.m_fCameraInterceptingMouse && vgui::surface()->IsCursorLocked() )
|
|
{
|
|
//Assert( !vgui::surface()->IsCursorVisible() );
|
|
#if defined( USE_SDL ) || defined( OSX )
|
|
int dx, dy;
|
|
engine->GetMouseDelta( dx, dy );
|
|
user.m_flAccumulatedMouseXMovement += dx;
|
|
user.m_flAccumulatedMouseYMovement += dy;
|
|
#elif defined( WIN32 )
|
|
int current_posx, current_posy;
|
|
|
|
GetMousePos(current_posx, current_posy);
|
|
|
|
user.m_flAccumulatedMouseXMovement += current_posx - x;
|
|
user.m_flAccumulatedMouseYMovement += current_posy - y;
|
|
#elif defined( _PS3 )
|
|
#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)
|
|
{
|
|
g_pInputSystem->GetCursorPosition( &ox, &oy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force raw mouse position
|
|
// Input : x -
|
|
// y -
|
|
//-----------------------------------------------------------------------------
|
|
void CInput::SetMousePos( int x, int y )
|
|
{
|
|
g_pInputStackSystem->SetCursorPosition( m_hInputContext, x, y );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: MouseMove -- main entry point for applying mouse
|
|
// Input : *cmd -
|
|
//-----------------------------------------------------------------------------
|
|
void CInput::MouseMove( int nSlot, 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 ( !GetPerUser( nSlot ).m_fCameraInterceptingMouse && g_pInputStackSystem->IsTopmostEnabledContext( m_hInputContext ) && cl_mouseenable.GetBool() )
|
|
{
|
|
// Sample mouse one more time
|
|
AccumulateMouse( nSlot );
|
|
|
|
// Latch accumulated mouse movements and reset accumulators
|
|
GetAccumulatedMouseDeltasAndResetAccumulators( nSlot, &mx, &my );
|
|
|
|
// Filter, etc. the delta values and place into mouse_x and mouse_y
|
|
GetMouseDelta( nSlot, mx, my, &mouse_x, &mouse_y );
|
|
|
|
if ( IsPC() )
|
|
{
|
|
if ( ControllerModeActive() )
|
|
{
|
|
// accumulate mouse movements and if we go over a certain threshold, switch out of controller mode
|
|
m_fAccumulatedMouseMove += fabsf( mouse_x ) + fabsf( mouse_y );
|
|
|
|
//Msg( "total_mouse_move = %f\n", m_fAccumulatedMouseMove );
|
|
if ( m_fAccumulatedMouseMove > 30.0f )
|
|
{
|
|
m_bControllerMode = false;
|
|
m_fAccumulatedMouseMove = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply scaling factor
|
|
ScaleMouse( nSlot, &mouse_x, &mouse_y );
|
|
|
|
// Let the client mode at the mouse input before it's used
|
|
GetClientMode()->OverrideMouseInput( &mouse_x, &mouse_y );
|
|
|
|
// Add mouse X/Y movement to cmd
|
|
ApplyMouse( nSlot, 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 !(INFESTED_DLL) && !(DOTA_CLIENT_DLL)
|
|
if ( g_pInputStackSystem->IsTopmostEnabledContext( m_hInputContext ) )
|
|
return;
|
|
#endif
|
|
|
|
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;
|
|
|
|
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
|
|
{
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
|
|
GetPerUser().m_flAccumulatedMouseXMovement = 0;
|
|
GetPerUser().m_flAccumulatedMouseYMovement = 0;
|
|
}
|
|
|
|
// clear raw mouse accumulated data
|
|
int rawX, rawY;
|
|
inputsystem->GetRawMouseAccumulators(rawX, rawY);
|
|
}
|