Counter Strike : Global Offensive Source Code
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//===== 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 <windows.h>
#endif
#ifdef OSX
#include <Carbon/Carbon.h>
#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);
}