//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Mouse input routines // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #if defined( WIN32 ) && !defined( _GAMECONSOLE ) #define _WIN32_WINNT 0x0502 #include #endif #ifdef OSX #include #endif #include "hud.h" #include "cdll_int.h" #include "kbutton.h" #include "basehandle.h" #include "usercmd.h" #include "input.h" #include "iviewrender.h" #include "iclientmode.h" #include "tier0/icommandline.h" #include "vgui/ISurface.h" #include "vgui_controls/Controls.h" #include "vgui/Cursor.h" #include "cdll_client_int.h" #include "cdll_util.h" #include "tier1/convar_serverbounded.h" #include "inputsystem/iinputsystem.h" #include "inputsystem/iinputstacksystem.h" #if defined( _X360 ) #include "xbox/xbox_win32stubs.h" #endif #if defined( _PS3 ) #include "ps3/ps3_win32stubs.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // up / down #define PITCH 0 // left / right #define YAW 1 extern ConVar lookstrafe; extern ConVar cl_pitchdown; extern ConVar cl_pitchup; extern const ConVar *sv_cheats; #if defined PORTAL 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." ); #endif class ConVar_m_pitch : public ConVar_ServerBounded { public: ConVar_m_pitch() : ConVar_ServerBounded( "m_pitch","0.022", FCVAR_ARCHIVE|FCVAR_SS, "Mouse pitch factor." ) { } virtual float GetFloat() const { if ( !sv_cheats ) sv_cheats = cvar->FindVar( "sv_cheats" ); float flBaseValue; // If sv_cheats is on then it can be anything. int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); if ( nSlot != 0 ) { static SplitScreenConVarRef s_m_pitch( "m_pitch" ); flBaseValue = s_m_pitch.GetFloat( nSlot ); } else { flBaseValue = GetBaseFloatValue(); } if ( !sv_cheats || sv_cheats->GetBool() ) return flBaseValue; // If sv_cheats is off than it can only be 0.022 or -0.022 (if they've reversed the mouse in the options). if ( flBaseValue > 0 ) return 0.022f; else return -0.022f; } } cvar_m_pitch; ConVar_ServerBounded *m_pitch = &cvar_m_pitch; extern ConVar cam_idealyaw; extern ConVar cam_idealpitch; extern ConVar thirdperson_platformer; ConVar sensitivity( "sensitivity","2.5", FCVAR_ARCHIVE, "Mouse sensitivity.", true, 0.0001f, true, 1000 ); static ConVar m_side( "m_side","0.8", FCVAR_ARCHIVE, "Mouse side factor.", true, 0.0001f, true, 1000 ); static ConVar m_yaw( "m_yaw","0.022", FCVAR_ARCHIVE, "Mouse yaw factor.", true, 0.0001f, true, 1000 ); static ConVar m_forward( "m_forward","1", FCVAR_ARCHIVE, "Mouse forward factor.", true, 0.0001f, true, 1000 ); static ConVar m_customaccel( "m_customaccel", "0", FCVAR_ARCHIVE, "Custom mouse acceleration:" "\n0: custom accelaration disabled" "\n1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)" "\n2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively." "\n3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity" ); static ConVar m_customaccel_scale( "m_customaccel_scale", "0.04", FCVAR_ARCHIVE, "Custom mouse acceleration value.", true, 0, true, 10 ); static ConVar m_customaccel_max( "m_customaccel_max", "0", FCVAR_ARCHIVE, "Max mouse move scale factor, 0 for no limit" ); 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 ); 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 ); static ConVar m_mouseaccel1( "m_mouseaccel1", "0", FCVAR_ARCHIVE, "Windows mouse acceleration initial threshold (2x movement).", true, 0, false, 0.0f ); static ConVar m_mouseaccel2( "m_mouseaccel2", "0", FCVAR_ARCHIVE, "Windows mouse acceleration secondary threshold (4x movement).", true, 0, false, 0.0f ); static ConVar m_rawinput( "m_rawinput", "1", FCVAR_ARCHIVE, "Use Raw Input for mouse input."); 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." ); ConVar cl_mouseenable( "cl_mouseenable", "1", FCVAR_RELEASE ); void cl_mouseenable_changed_callback( IConVar *var, const char *pOldValue, float flOldValue ) { if( cl_mouseenable.GetBool() == true ) input->ClearStates(); } void CInput::InitMouse( void ) { cl_mouseenable.InstallChangeCallback( cl_mouseenable_changed_callback, false ); } //----------------------------------------------------------------------------- // Purpose: Hides cursor and starts accumulation/re-centering //----------------------------------------------------------------------------- void CInput::ActivateMouse (void) { if ( m_fMouseActive ) return; if ( m_fMouseInitialized ) { if ( m_fMouseParmsValid ) { #if defined( WIN32 ) && !defined( USE_SDL ) m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; #endif } m_fMouseActive = true; // re-center the mouse if we're controlling the camera with it, otherwise just reset the cursor if ( GetPerUser().m_fCameraInterceptingMouse || cl_mouseenable.GetBool() ) ResetMouse(); else g_pInputSystem->ResetCursorIcon(); g_pInputStackSystem->SetCursorIcon( m_hInputContext, INPUT_CURSOR_HANDLE_INVALID ); #if defined( USE_SDL ) || defined( OSX ) int dx, dy; engine->GetMouseDelta( dx, dy, true ); #endif ClearStates(); } } //----------------------------------------------------------------------------- // Purpose: Gives back the cursor and stops centering of mouse //----------------------------------------------------------------------------- void CInput::DeactivateMouse (void) { // This gets called whenever the mouse should be inactive. We only respond to it if we had // previously activated the mouse. We'll show the cursor in here. if ( !m_fMouseActive ) return; if ( m_fMouseInitialized ) { if ( m_fRestoreSPI ) { #if defined( WIN32 ) && !defined( USE_SDL ) SystemParametersInfo( SPI_SETMOUSE, 0, m_rgOrigMouseParms, 0 ); #endif } m_fMouseActive = false; g_pInputStackSystem->SetCursorIcon( m_hInputContext, g_pInputSystem->GetStandardCursor( INPUT_CURSOR_ARROW ) ); #if defined( USE_SDL ) || defined( OSX ) // now put the mouse back in the middle of the screen ResetMouse(); #endif // Clear accumulated error, too for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh ); GetPerUser().m_flAccumulatedMouseXMovement = 0; GetPerUser().m_flAccumulatedMouseYMovement = 0; } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInput::CheckMouseAcclerationVars() { // Don't change them if the mouse is inactive, invalid, or not using parameters for restore if ( !m_fMouseActive || !m_fMouseInitialized || !m_fMouseParmsValid || !m_fRestoreSPI ) { return; } int values[ NUM_MOUSE_PARAMS ]; values[ MOUSE_SPEED_FACTOR ] = m_mousespeed.GetInt(); values[ MOUSE_ACCEL_THRESHHOLD1 ] = m_mouseaccel1.GetInt(); values[ MOUSE_ACCEL_THRESHHOLD2 ] = m_mouseaccel2.GetInt(); bool dirty = false; int i; for ( i = 0; i < NUM_MOUSE_PARAMS; i++ ) { if ( !m_rgCheckMouseParam[ i ] ) continue; if ( values[ i ] != m_rgNewMouseParms[ i ] ) { dirty = true; m_rgNewMouseParms[ i ] = values[ i ]; char const *name = ""; switch ( i ) { default: case MOUSE_SPEED_FACTOR: name = "m_mousespeed"; break; case MOUSE_ACCEL_THRESHHOLD1: name = "m_mouseaccel1"; break; case MOUSE_ACCEL_THRESHHOLD2: name = "m_mouseaccel2"; break; } char sz[ 256 ]; Q_snprintf( sz, sizeof( sz ), "Mouse parameter '%s' set to %i\n", name, values[ i ] ); DevMsg( "%s", sz ); } } if ( dirty ) { // Update them #ifdef WIN32 m_fRestoreSPI = SystemParametersInfo( SPI_SETMOUSE, 0, m_rgNewMouseParms, 0 ) ? true : false; #endif } } //----------------------------------------------------------------------------- // Purpose: One-time initialization //----------------------------------------------------------------------------- void CInput::Init_Mouse (void) { if ( CommandLine()->FindParm("-nomouse" ) ) return; m_fMouseInitialized = true; m_fMouseParmsValid = false; if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; #endif if ( m_fMouseParmsValid ) { if ( CommandLine()->FindParm ("-noforcemspd" ) ) { m_rgNewMouseParms[ MOUSE_SPEED_FACTOR ] = m_rgOrigMouseParms[ MOUSE_SPEED_FACTOR ]; /* int mouseAccel[3]; SystemParametersInfo(SPI_GETMOUSE, 0, &mouseAccel, 0); mouseAccel[2] = 0; bool ok = SystemParametersInfo(SPI_SETMOUSE, 0, &mouseAccel, SPIF_UPDATEINIFILE); // Now check registry and close/re-open Control Panel > Mouse and see 'Enhance pointer precision' is OFF mouseAccel[2] = 1; ok = SystemParametersInfo(SPI_SETMOUSE, 0, &mouseAccel, SPIF_UPDATEINIFILE); // Now check registry and close/re-open Control Panel > Mouse and see 'Enhance pointer precision' is ON */ } else { m_rgCheckMouseParam[ MOUSE_SPEED_FACTOR ] = 1; } if ( CommandLine()->FindParm ("-noforcemaccel" ) ) { m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD1 ] = m_rgOrigMouseParms[ MOUSE_ACCEL_THRESHHOLD1 ]; m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD2 ] = m_rgOrigMouseParms[ MOUSE_ACCEL_THRESHHOLD2 ]; } else { m_rgCheckMouseParam[ MOUSE_ACCEL_THRESHHOLD1 ] = true; m_rgCheckMouseParam[ MOUSE_ACCEL_THRESHHOLD2 ] = true; } } } } //----------------------------------------------------------------------------- // Purpose: Get the center point of the engine window // Input : int&x - // y - //----------------------------------------------------------------------------- void CInput::GetWindowCenter( int&x, int& y ) { int w, h; engine->GetScreenSize( w, h ); x = w >> 1; y = h >> 1; } //----------------------------------------------------------------------------- // Purpose: Recenter the mouse //----------------------------------------------------------------------------- void CInput::ResetMouse( void ) { int x, y; GetWindowCenter( x, y ); SetMousePos( x, y ); // There are cases when coming back from an alt+tab, the mouse is outside of the client rect. Because of this, our earlier call // to SetCursorIcon is overridden, and we're stuck with a cursor on the screen in front of the crosshairs. We should actually be calling // ShowCursor to enable/disable the cursor, but that's another story. // // On WINDOWS_PC this should be ok to call every frame without a perf hit. Inside ResetCursorIcon, we call ::SetCursor. // According to the msdn docs for SetCursor: // "The cursor is set only if the new cursor is different from the previous cursor; otherwise, the function returns immediately." g_pInputSystem->ResetCursorIcon(); } //----------------------------------------------------------------------------- // Purpose: GetAccumulatedMouse -- the mouse can be sampled multiple times per frame and // these results are accumulated each time. This function gets the accumulated mouse changes and resets the accumulators // Input : *mx - // *my - //----------------------------------------------------------------------------- void CInput::GetAccumulatedMouseDeltasAndResetAccumulators( int nSlot, float *mx, float *my ) { Assert( mx ); Assert( my ); PerUserInput_t &user = GetPerUser( nSlot ); if ( m_rawinput.GetBool() ) { int rawMouseX, rawMouseY; inputsystem->GetRawMouseAccumulators(rawMouseX, rawMouseY); *mx = (float)rawMouseX; *my = (float)rawMouseY; } else { *mx = user.m_flAccumulatedMouseXMovement; *my = user.m_flAccumulatedMouseYMovement; } user.m_flAccumulatedMouseXMovement = 0; user.m_flAccumulatedMouseYMovement = 0; } //----------------------------------------------------------------------------- // Purpose: GetMouseDelta -- Filters the mouse and stores results in old position // Input : mx - // my - // *oldx - // *oldy - // *x - // *y - //----------------------------------------------------------------------------- void CInput::GetMouseDelta( int nSlot, float inmousex, float inmousey, float *pOutMouseX, float *pOutMouseY ) { // Apply filtering? *pOutMouseX = inmousex; *pOutMouseY = inmousey; } //----------------------------------------------------------------------------- // Purpose: Multiplies mouse values by sensitivity. Note that for windows mouse settings // the input x,y offsets are already scaled based on that. The custom acceleration, therefore, // is totally engine-specific and applies as a post-process to allow more user tuning. // Input : *x - // *y - //----------------------------------------------------------------------------- void CInput::ScaleMouse( int nSlot, float *x, float *y ) { float mx = *x; float my = *y; float flHudSensitivity = GetHud( nSlot ).GetSensitivity(); float mouse_sensitivity = ( flHudSensitivity != 0 ) ? flHudSensitivity : sensitivity.GetFloat(); if ( m_customaccel.GetInt() == 1 || m_customaccel.GetInt() == 2 ) { float raw_mouse_movement_distance = sqrt( mx * mx + my * my ); float acceleration_scale = m_customaccel_scale.GetFloat(); float accelerated_sensitivity_max = m_customaccel_max.GetFloat(); float accelerated_sensitivity_exponent = m_customaccel_exponent.GetFloat(); float accelerated_sensitivity = ( (float)pow( raw_mouse_movement_distance, accelerated_sensitivity_exponent ) * acceleration_scale + mouse_sensitivity ); 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 2/4 // 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.GetInt() == 2 || m_customaccel.GetInt() == 4 ) { *x *= m_yaw.GetFloat(); *y *= m_pitch->GetFloat(); } } else if ( m_customaccel.GetInt() == 3 ) { float raw_mouse_movement_distance_squared = mx * mx + my * my; float fExp = MAX( 0.0f, ((m_customaccel_exponent.GetFloat() - 1.0f) / 2.0f) ); float accelerated_sensitivity = powf( raw_mouse_movement_distance_squared, fExp ) * mouse_sensitivity; *x *= accelerated_sensitivity; *y *= accelerated_sensitivity; } else { *x *= mouse_sensitivity; *y *= mouse_sensitivity; } } //----------------------------------------------------------------------------- // Purpose: ApplyMouse -- applies mouse deltas to CUserCmd // Input : viewangles - // *cmd - // mouse_x - // mouse_y - //----------------------------------------------------------------------------- void CInput::ApplyMouse( int nSlot, QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y ) { PerUserInput_t &user = GetPerUser( nSlot ); //roll the view angles so roll is 0 (the HL2 assumed state) and mouse adjustments are relative to the screen. //Assuming roll is unchanging, we want mouse left to translate to screen left at all times (same for right, up, and down) #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); }