diff options
Diffstat (limited to 'game/client/in_mouse.cpp')
| -rw-r--r-- | game/client/in_mouse.cpp | 777 |
1 files changed, 777 insertions, 0 deletions
diff --git a/game/client/in_mouse.cpp b/game/client/in_mouse.cpp new file mode 100644 index 0000000..b2178be --- /dev/null +++ b/game/client/in_mouse.cpp @@ -0,0 +1,777 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Mouse input routines +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//===========================================================================// +#if defined( WIN32 ) && !defined( _X360 ) +#define _WIN32_WINNT 0x0502 +#include <windows.h> +#endif +#include "cbase.h" +#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 "cam_thirdperson.h" +#include "inputsystem/iinputsystem.h" + +#if defined( _X360 ) +#include "xbox/xbox_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 + +#ifdef PORTAL + bool g_bUpsideDown = false; // Set when the player is upside down in Portal to invert the mouse. +#endif //#ifdef PORTAL + +extern ConVar lookstrafe; +extern ConVar cl_pitchdown; +extern ConVar cl_pitchup; +extern const ConVar *sv_cheats; + +class ConVar_m_pitch : public ConVar_ServerBounded +{ +public: + ConVar_m_pitch() : + ConVar_ServerBounded( "m_pitch","0.022", FCVAR_ARCHIVE, "Mouse pitch factor." ) + { + } + + virtual float GetFloat() const + { + if ( !sv_cheats ) + sv_cheats = cvar->FindVar( "sv_cheats" ); + + // If sv_cheats is on then it can be anything. + float 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; + +static ConVar m_filter( "m_filter","0", FCVAR_ARCHIVE, "Mouse filtering (set this to 1 to average the mouse over 2 frames)." ); +ConVar sensitivity( "sensitivity","3", FCVAR_ARCHIVE, "Mouse sensitivity.", true, 0.0001f, true, 10000000 ); + +static ConVar m_side( "m_side","0.8", FCVAR_ARCHIVE, "Mouse side factor." ); +static ConVar m_yaw( "m_yaw","0.022", FCVAR_ARCHIVE, "Mouse yaw factor." ); +static ConVar m_forward( "m_forward","1", FCVAR_ARCHIVE, "Mouse forward factor." ); + +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, false, 0.0f ); +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", FCVAR_ARCHIVE, "Mouse move is raised to this power before being scaled by scale factor.", true, 1.0f, false, 0.0f); + +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 ); + +#ifdef OSX +static ConVar m_rawinput( "m_rawinput", "1", FCVAR_ARCHIVE, "Use Raw Input for mouse input."); +#else +static ConVar m_rawinput( "m_rawinput", "0", FCVAR_ARCHIVE, "Use Raw Input for mouse input."); +#endif + +#if DEBUG +ConVar cl_mouselook( "cl_mouselook", "1", FCVAR_ARCHIVE, "Set to 1 to use mouse for look, 0 for keyboard look." ); +#else +ConVar cl_mouselook( "cl_mouselook", "1", FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server." ); +#endif + +ConVar cl_mouseenable( "cl_mouseenable", "1" ); + +// From other modules... +void GetVGUICursorPos( int& x, int& y ); +void SetVGUICursorPos( int x, int y ); + +//----------------------------------------------------------------------------- +// Purpose: Hides cursor and starts accumulation/re-centering +//----------------------------------------------------------------------------- +void CInput::ActivateMouse (void) +{ + if ( m_fMouseActive ) + return; + + if ( m_fMouseInitialized ) + { + if ( m_fMouseParmsValid ) + { +#if defined( PLATFORM_WINDOWS ) + m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; +#endif + } + m_fMouseActive = true; + + ResetMouse(); +#if !defined( PLATFORM_WINDOWS ) + int dx, dy; + engine->GetMouseDelta( dx, dy, true ); +#endif + + // Clear accumulated error, too + m_flAccumulatedMouseXMovement = 0; + m_flAccumulatedMouseYMovement = 0; + + // clear raw mouse accumulated data + int rawX, rawY; + inputsystem->GetRawMouseAccumulators(rawX, rawY); + } +} + +//----------------------------------------------------------------------------- +// 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( PLATFORM_WINDOWS ) + SystemParametersInfo( SPI_SETMOUSE, 0, m_rgOrigMouseParms, 0 ); +#endif + } + m_fMouseActive = false; + vgui::surface()->SetCursor( vgui::dc_arrow ); +#if !defined( PLATFORM_WINDOWS ) + // now put the mouse back in the middle of the screen + ResetMouse(); +#endif + + // Clear accumulated error, too + m_flAccumulatedMouseXMovement = 0; + 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_flPreviousMouseXPosition = 0.0f; + m_flPreviousMouseYPosition = 0.0f; + + 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 ); +} + + +//----------------------------------------------------------------------------- +// 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( float *mx, float *my ) +{ + Assert( mx ); + Assert( my ); + + *mx = m_flAccumulatedMouseXMovement; + *my = m_flAccumulatedMouseYMovement; + + if ( m_rawinput.GetBool() ) + { + int rawMouseX, rawMouseY; + if ( inputsystem->GetRawMouseAccumulators(rawMouseX, rawMouseY) ) + { + *mx = (float)rawMouseX; + *my = (float)rawMouseY; + } + } + + m_flAccumulatedMouseXMovement = 0; + m_flAccumulatedMouseYMovement = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: GetMouseDelta -- Filters the mouse and stores results in old position +// Input : mx - +// my - +// *oldx - +// *oldy - +// *x - +// *y - +//----------------------------------------------------------------------------- +void CInput::GetMouseDelta( float inmousex, float inmousey, float *pOutMouseX, float *pOutMouseY ) +{ + // Apply filtering? + if ( m_filter.GetBool() ) + { + // Average over last two samples + *pOutMouseX = ( inmousex + m_flPreviousMouseXPosition ) * 0.5f; + *pOutMouseY = ( inmousey + m_flPreviousMouseYPosition ) * 0.5f; + } + else + { + *pOutMouseX = inmousex; + *pOutMouseY = inmousey; + } + + // Latch previous + m_flPreviousMouseXPosition = inmousex; + m_flPreviousMouseYPosition = 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( float *x, float *y ) +{ + float mx = *x; + float my = *y; + + float mouse_sensitivity = ( gHUD.GetSensitivity() != 0 ) + ? gHUD.GetSensitivity() : 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( QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y ) +{ + if ( !((in_strafe.state & 1) || lookstrafe.GetInt()) ) + { +#ifdef PORTAL + if ( g_bUpsideDown ) + { + viewangles[ YAW ] += m_yaw.GetFloat() * mouse_x; + } + else +#endif //#ifdef PORTAL + { + if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) + { + if ( mouse_x ) + { + Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); + + // use the mouse to orbit the camera around the player, and update the idealAngle + vTempOffset[ YAW ] -= m_yaw.GetFloat() * mouse_x; + cam_idealyaw.SetValue( vTempOffset[ YAW ] - viewangles[ YAW ] ); + + g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); + + // 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 + viewangles[YAW] -= CAM_CapYaw( 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.state & 1)) + { +#ifdef PORTAL + if ( g_bUpsideDown ) + { + viewangles[PITCH] -= m_pitch->GetFloat() * mouse_y; + } + else +#endif //#ifdef PORTAL + { + if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) + { + if ( mouse_y ) + { + Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); + + // use the mouse to orbit the camera around the player, and update the idealAngle + vTempOffset[ PITCH ] += m_pitch->GetFloat() * mouse_y; + cam_idealpitch.SetValue( vTempOffset[ PITCH ] - viewangles[ PITCH ] ); + + g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); + + // why doesn't this work??? CInput::AdjustYaw is why + //cam_idealpitch.SetValue( cam_idealpitch.GetFloat() + m_pitch->GetFloat() * mouse_y ); + } + } + else + { + viewangles[PITCH] += CAM_CapPitch( 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; +} + +//----------------------------------------------------------------------------- +// Purpose: AccumulateMouse +//----------------------------------------------------------------------------- +void CInput::AccumulateMouse( void ) +{ + if( !cl_mouseenable.GetBool() ) + { + return; + } + + if( !cl_mouselook.GetBool() ) + { + return; + } + + if ( m_rawinput.GetBool() ) + { + return; + } + + int w, h; + engine->GetScreenSize( w, h ); + + // x,y = screen center + int x = w >> 1; x; + int y = h >> 1; y; + + //only accumulate mouse if we are not moving the camera with the mouse + if ( !m_fCameraInterceptingMouse && vgui::surface()->IsCursorLocked() ) + { + //Assert( !vgui::surface()->IsCursorVisible() ); + // By design, we follow the old mouse path even when using SDL for Windows, to retain old mouse behavior. +#if defined( PLATFORM_WINDOWS ) + int current_posx, current_posy; + + GetMousePos(current_posx, current_posy); + + m_flAccumulatedMouseXMovement += current_posx - x; + m_flAccumulatedMouseYMovement += current_posy - y; + +#elif defined( USE_SDL ) + int dx, dy; + engine->GetMouseDelta( dx, dy ); + m_flAccumulatedMouseXMovement += dx; + m_flAccumulatedMouseYMovement += dy; +#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) +{ + GetVGUICursorPos( ox, oy ); +} + +//----------------------------------------------------------------------------- +// Purpose: Force raw mouse position +// Input : x - +// y - +//----------------------------------------------------------------------------- +void CInput::SetMousePos(int x, int y) +{ + SetVGUICursorPos(x, y); +} + +//----------------------------------------------------------------------------- +// Purpose: MouseMove -- main entry point for applying mouse +// Input : *cmd - +//----------------------------------------------------------------------------- +void CInput::MouseMove( 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 ( !m_fCameraInterceptingMouse && + !vgui::surface()->IsCursorVisible() ) + { + // Sample mouse one more time + AccumulateMouse(); + + // Latch accumulated mouse movements and reset accumulators + GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my ); + + // Filter, etc. the delta values and place into mouse_x and mouse_y + GetMouseDelta( mx, my, &mouse_x, &mouse_y ); + + // Apply scaling factor + ScaleMouse( &mouse_x, &mouse_y ); + + // Let the client mode at the mouse input before it's used + g_pClientMode->OverrideMouseInput( &mouse_x, &mouse_y ); + + // Add mouse X/Y movement to cmd + ApplyMouse( 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 ( !vgui::surface()->IsCursorVisible() ) + { + return; + } + + 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; + + m_flAccumulatedMouseXMovement = 0; + m_flAccumulatedMouseYMovement = 0; + + // clear raw mouse accumulated data + int rawX, rawY; + inputsystem->GetRawMouseAccumulators(rawX, rawY); +} |