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authorIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
committerIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
commit425decdf7e9284d15aa726e3ae96b9942fb0e3ea (patch)
tree6c0dd7edfefff1be7b9e75fe0b3a0a85fe1595f3 /src/sdl/sdl_input.cpp
parentccb0b2e4d6674a7a00c9bf491f08fc73b6898c54 (diff)
create tremded branch
Diffstat (limited to 'src/sdl/sdl_input.cpp')
-rw-r--r--src/sdl/sdl_input.cpp1336
1 files changed, 1336 insertions, 0 deletions
diff --git a/src/sdl/sdl_input.cpp b/src/sdl/sdl_input.cpp
new file mode 100644
index 0000000..1e1056a
--- /dev/null
+++ b/src/sdl/sdl_input.cpp
@@ -0,0 +1,1336 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2013 Darklegion Development
+Copyright (C) 2015-2019 GrangerHub
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 3 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, see <https://www.gnu.org/licenses/>
+
+===========================================================================
+*/
+
+#include <cstdarg>
+#include <cstdio>
+#include <cstdlib>
+
+#ifdef USE_LOCAL_HEADERS
+# include "SDL.h"
+#else
+# include <SDL.h>
+#endif
+
+#include "client/client.h"
+#include "sys/sys_local.h"
+
+static cvar_t *in_keyboardDebug = NULL;
+
+static SDL_GameController *gamepad = NULL;
+static SDL_Joystick *stick = NULL;
+
+static bool mouseAvailable = false;
+static bool mouseActive = false;
+
+static cvar_t *in_mouse = NULL;
+static cvar_t *in_nograb;
+
+static cvar_t *in_joystick = NULL;
+static cvar_t *in_joystickThreshold = NULL;
+static cvar_t *in_joystickNo = NULL;
+static cvar_t *in_joystickUseAnalog = NULL;
+
+static int vidRestartTime = 0;
+static int in_eventTime = 0;
+
+static SDL_Window *SDL_window = NULL;
+
+#define CTRL(a) ((a)-'a'+1)
+
+/*
+===============
+IN_PrintKey
+===============
+*/
+static void IN_PrintKey( const SDL_Keysym *keysym, keyNum_t key, bool down )
+{
+ if( down )
+ Com_Printf( "+ " );
+ else
+ Com_Printf( " " );
+
+ Com_Printf( "Scancode: 0x%02x(%s) Sym: 0x%02x(%s)",
+ keysym->scancode, SDL_GetScancodeName( keysym->scancode ),
+ keysym->sym, SDL_GetKeyName( keysym->sym ) );
+
+ if( keysym->mod & KMOD_LSHIFT ) Com_Printf( " KMOD_LSHIFT" );
+ if( keysym->mod & KMOD_RSHIFT ) Com_Printf( " KMOD_RSHIFT" );
+ if( keysym->mod & KMOD_LCTRL ) Com_Printf( " KMOD_LCTRL" );
+ if( keysym->mod & KMOD_RCTRL ) Com_Printf( " KMOD_RCTRL" );
+ if( keysym->mod & KMOD_LALT ) Com_Printf( " KMOD_LALT" );
+ if( keysym->mod & KMOD_RALT ) Com_Printf( " KMOD_RALT" );
+ if( keysym->mod & KMOD_LGUI ) Com_Printf( " KMOD_LGUI" );
+ if( keysym->mod & KMOD_RGUI ) Com_Printf( " KMOD_RGUI" );
+ if( keysym->mod & KMOD_NUM ) Com_Printf( " KMOD_NUM" );
+ if( keysym->mod & KMOD_CAPS ) Com_Printf( " KMOD_CAPS" );
+ if( keysym->mod & KMOD_MODE ) Com_Printf( " KMOD_MODE" );
+ if( keysym->mod & KMOD_RESERVED ) Com_Printf( " KMOD_RESERVED" );
+
+ Com_Printf( " Q:0x%02x(%s)\n", key, Key_KeynumToString( key ) );
+}
+
+#define MAX_CONSOLE_KEYS 16
+
+/*
+===============
+IN_IsConsoleKey
+
+TODO: If the SDL_Scancode situation improves, use it instead of
+ both of these methods
+===============
+*/
+static bool IN_IsConsoleKey( keyNum_t key, int character )
+{
+ typedef struct consoleKey_s
+ {
+ enum
+ {
+ QUAKE_KEY,
+ CHARACTER
+ } type;
+
+ union
+ {
+ keyNum_t key;
+ int character;
+ } u;
+ } consoleKey_t;
+
+ static consoleKey_t consoleKeys[ MAX_CONSOLE_KEYS ];
+ static int numConsoleKeys = 0;
+ int i;
+
+ // Only parse the variable when it changes
+ if( cl_consoleKeys->modified )
+ {
+ char *text_p, *token;
+
+ cl_consoleKeys->modified = qfalse;
+ text_p = cl_consoleKeys->string;
+ numConsoleKeys = 0;
+
+ while( numConsoleKeys < MAX_CONSOLE_KEYS )
+ {
+ consoleKey_t *c = &consoleKeys[ numConsoleKeys ];
+ int charCode = 0;
+
+ token = COM_Parse( &text_p );
+ if( !token[ 0 ] )
+ break;
+
+ if( strlen( token ) == 4 )
+ charCode = Com_HexStrToInt( token );
+
+ if( charCode > 0 )
+ {
+ c->type = consoleKey_s::CHARACTER;
+ c->u.character = charCode;
+ }
+ else
+ {
+ c->type = consoleKey_s::QUAKE_KEY;
+ c->u.key = (keyNum_t)Key_StringToKeynum( token );
+
+ // 0 isn't a key
+ if( c->u.key <= 0 )
+ continue;
+ }
+
+ numConsoleKeys++;
+ }
+ }
+
+ // If the character is the same as the key, prefer the character
+ if( key == character )
+ key = (keyNum_t)0;
+
+ for( i = 0; i < numConsoleKeys; i++ )
+ {
+ consoleKey_t *c = &consoleKeys[ i ];
+
+ switch( c->type )
+ {
+ case consoleKey_s::QUAKE_KEY:
+ if( key && c->u.key == key )
+ return true;
+ break;
+
+ case consoleKey_s::CHARACTER:
+ if( c->u.character == character )
+ return true;
+ break;
+ }
+ }
+
+ return false;
+}
+
+/*
+===============
+IN_TranslateSDLToQ3Key
+===============
+*/
+static keyNum_t IN_TranslateSDLToQ3Key( SDL_Keysym *keysym, bool down )
+{
+ keyNum_t key = (keyNum_t)0;
+
+ if( keysym->scancode >= SDL_SCANCODE_1 && keysym->scancode <= SDL_SCANCODE_0 )
+ {
+ // Always map the number keys as such even if they actually map
+ // to other characters (eg, "1" is "&" on an AZERTY keyboard).
+ // This is required for SDL before 2.0.6, except on Windows
+ // which already had this behavior.
+ if( keysym->scancode == SDL_SCANCODE_0 )
+ key = static_cast<keyNum_t>('0');
+ else
+ key = static_cast<keyNum_t>('1' + keysym->scancode - SDL_SCANCODE_1);
+ }
+ else if( keysym->sym >= SDLK_SPACE && keysym->sym < SDLK_DELETE )
+ {
+ // These happen to match the ASCII chars
+ key = (keyNum_t)keysym->sym;
+ }
+ else
+ {
+ switch( keysym->sym )
+ {
+ case SDLK_PAGEUP: key = K_PGUP; break;
+ case SDLK_KP_9: key = K_KP_PGUP; break;
+ case SDLK_PAGEDOWN: key = K_PGDN; break;
+ case SDLK_KP_3: key = K_KP_PGDN; break;
+ case SDLK_KP_7: key = K_KP_HOME; break;
+ case SDLK_HOME: key = K_HOME; break;
+ case SDLK_KP_1: key = K_KP_END; break;
+ case SDLK_END: key = K_END; break;
+ case SDLK_KP_4: key = K_KP_LEFTARROW; break;
+ case SDLK_LEFT: key = K_LEFTARROW; break;
+ case SDLK_KP_6: key = K_KP_RIGHTARROW; break;
+ case SDLK_RIGHT: key = K_RIGHTARROW; break;
+ case SDLK_KP_2: key = K_KP_DOWNARROW; break;
+ case SDLK_DOWN: key = K_DOWNARROW; break;
+ case SDLK_KP_8: key = K_KP_UPARROW; break;
+ case SDLK_UP: key = K_UPARROW; break;
+ case SDLK_ESCAPE: key = K_ESCAPE; break;
+ case SDLK_KP_ENTER: key = K_KP_ENTER; break;
+ case SDLK_RETURN: key = K_ENTER; break;
+ case SDLK_TAB: key = K_TAB; break;
+ case SDLK_F1: key = K_F1; break;
+ case SDLK_F2: key = K_F2; break;
+ case SDLK_F3: key = K_F3; break;
+ case SDLK_F4: key = K_F4; break;
+ case SDLK_F5: key = K_F5; break;
+ case SDLK_F6: key = K_F6; break;
+ case SDLK_F7: key = K_F7; break;
+ case SDLK_F8: key = K_F8; break;
+ case SDLK_F9: key = K_F9; break;
+ case SDLK_F10: key = K_F10; break;
+ case SDLK_F11: key = K_F11; break;
+ case SDLK_F12: key = K_F12; break;
+ case SDLK_F13: key = K_F13; break;
+ case SDLK_F14: key = K_F14; break;
+ case SDLK_F15: key = K_F15; break;
+
+ case SDLK_BACKSPACE: key = K_BACKSPACE; break;
+ case SDLK_KP_PERIOD: key = K_KP_DEL; break;
+ case SDLK_DELETE: key = K_DEL; break;
+ case SDLK_PAUSE: key = K_PAUSE; break;
+
+ case SDLK_LSHIFT:
+ case SDLK_RSHIFT: key = K_SHIFT; break;
+
+ case SDLK_LCTRL:
+ case SDLK_RCTRL: key = K_CTRL; break;
+
+#ifdef __APPLE__
+ case SDLK_RGUI:
+ case SDLK_LGUI: key = K_COMMAND; break;
+#else
+ case SDLK_RGUI:
+ case SDLK_LGUI: key = K_SUPER; break;
+#endif
+
+ case SDLK_RALT:
+ case SDLK_LALT: key = K_ALT; break;
+
+ case SDLK_KP_5: key = K_KP_5; break;
+ case SDLK_INSERT: key = K_INS; break;
+ case SDLK_KP_0: key = K_KP_INS; break;
+ case SDLK_KP_MULTIPLY: key = K_KP_STAR; break;
+ case SDLK_KP_PLUS: key = K_KP_PLUS; break;
+ case SDLK_KP_MINUS: key = K_KP_MINUS; break;
+ case SDLK_KP_DIVIDE: key = K_KP_SLASH; break;
+
+ case SDLK_MODE: key = K_MODE; break;
+ case SDLK_HELP: key = K_HELP; break;
+ case SDLK_PRINTSCREEN: key = K_PRINT; break;
+ case SDLK_SYSREQ: key = K_SYSREQ; break;
+ case SDLK_MENU: key = K_MENU; break;
+ case SDLK_APPLICATION: key = K_MENU; break;
+ case SDLK_POWER: key = K_POWER; break;
+ case SDLK_UNDO: key = K_UNDO; break;
+ case SDLK_SCROLLLOCK: key = K_SCROLLOCK; break;
+ case SDLK_NUMLOCKCLEAR: key = K_KP_NUMLOCK; break;
+ case SDLK_CAPSLOCK: key = K_CAPSLOCK; break;
+
+ default:
+ if( !( keysym->sym & SDLK_SCANCODE_MASK ) && keysym->scancode <= 95 )
+ {
+ // Map Unicode characters to 95 world keys using the key's scan code.
+ // FIXME: There aren't enough world keys to cover all the scancodes.
+ // Maybe create a map of scancode to quake key at start up and on
+ // key map change; allocate world key numbers as needed similar
+ // to SDL 1.2.
+ key = static_cast<keyNum_t>(K_WORLD_0 + (int)keysym->scancode);
+ }
+ break;
+ }
+ }
+
+ if( in_keyboardDebug->integer )
+ IN_PrintKey( keysym, key, down );
+
+ if( IN_IsConsoleKey( key, 0 ) )
+ {
+ // Console keys can't be bound or generate characters
+ key = K_CONSOLE;
+ }
+
+ return key;
+}
+
+/*
+===============
+IN_GobbleMotionEvents
+===============
+*/
+static void IN_GobbleMotionEvents( void )
+{
+ SDL_Event dummy[ 1 ];
+ int val = 0;
+
+ // Gobble any mouse motion events
+ SDL_PumpEvents( );
+ while( ( val = SDL_PeepEvents( dummy, 1, SDL_GETEVENT,
+ SDL_MOUSEMOTION, SDL_MOUSEMOTION ) ) > 0 ) { }
+
+ if ( val < 0 )
+ Com_Printf( "IN_GobbleMotionEvents failed: %s\n", SDL_GetError( ) );
+}
+
+/*
+===============
+IN_GetUIMousePosition
+===============
+*/
+static void IN_GetUIMousePosition( int *x, int *y )
+{
+ if( cls.ui )
+ {
+ int pos = VM_Call( cls.ui, UI_MOUSE_POSITION );
+ *x = pos & 0xFFFF;
+ *y = ( pos >> 16 ) & 0xFFFF;
+
+ *x = cls.glconfig.vidWidth * *x / 640;
+ *y = cls.glconfig.vidHeight * *y / 480;
+ }
+ else
+ {
+ *x = cls.glconfig.vidWidth / 2;
+ *y = cls.glconfig.vidHeight / 2;
+ }
+}
+
+/*
+===============
+IN_SetUIMousePosition
+===============
+*/
+static void IN_SetUIMousePosition( int x, int y )
+{
+ if( cls.ui )
+ {
+ x = x * 640 / cls.glconfig.vidWidth;
+ y = y * 480 / cls.glconfig.vidHeight;
+ VM_Call( cls.ui, UI_SET_MOUSE_POSITION, x, y );
+ }
+}
+
+/*
+===============
+IN_ActivateMouse
+===============
+*/
+static void IN_ActivateMouse( void )
+{
+ if (!mouseAvailable || !SDL_WasInit( SDL_INIT_VIDEO ) )
+ return;
+
+ if( !mouseActive )
+ {
+ SDL_SetRelativeMouseMode( SDL_TRUE );
+ SDL_SetWindowGrab( SDL_window, SDL_TRUE );
+
+ IN_GobbleMotionEvents( );
+ }
+
+ // in_nograb makes no sense in fullscreen mode
+ if( !cls.glconfig.isFullscreen )
+ {
+ if( in_nograb->modified || !mouseActive )
+ {
+ if( in_nograb->integer )
+ {
+ SDL_SetRelativeMouseMode( SDL_FALSE );
+ SDL_SetWindowGrab( SDL_window, SDL_FALSE );
+ }
+ else
+ {
+ SDL_SetRelativeMouseMode( SDL_TRUE );
+ SDL_SetWindowGrab( SDL_window, SDL_TRUE );
+ }
+ in_nograb->modified = qfalse;
+ }
+ }
+
+ mouseActive = true;
+}
+
+/*
+===============
+IN_DeactivateMouse
+===============
+*/
+static void IN_DeactivateMouse( void )
+{
+ if( !SDL_WasInit( SDL_INIT_VIDEO ) )
+ return;
+
+ // Always show the cursor when the mouse is disabled,
+ // but not when fullscreen
+ if( !cls.glconfig.isFullscreen )
+ {
+ if( ( Key_GetCatcher( ) == KEYCATCH_UI ) &&
+ SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_MOUSE_FOCUS )
+ SDL_ShowCursor( 0 );
+ else
+ SDL_ShowCursor( 1 );
+ }
+
+ if( !mouseAvailable )
+ return;
+
+ if( mouseActive )
+ {
+ IN_GobbleMotionEvents( );
+
+ SDL_SetWindowGrab( SDL_window, SDL_FALSE );
+ SDL_SetRelativeMouseMode( SDL_FALSE );
+
+ // Don't warp the mouse unless the cursor is within the window
+ if( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_MOUSE_FOCUS && cls.uiInterface != 2 )
+ {
+ int x, y;
+ IN_GetUIMousePosition( &x, &y );
+ SDL_WarpMouseInWindow( SDL_window, x, y );
+ }
+
+ mouseActive = false;
+ }
+}
+
+// We translate axes movement into keypresses
+static int joy_keys[16] = {
+ K_LEFTARROW, K_RIGHTARROW,
+ K_UPARROW, K_DOWNARROW,
+ K_JOY17, K_JOY18,
+ K_JOY19, K_JOY20,
+ K_JOY21, K_JOY22,
+ K_JOY23, K_JOY24,
+ K_JOY25, K_JOY26,
+ K_JOY27, K_JOY28
+};
+
+// translate hat events into keypresses
+// the 4 highest buttons are used for the first hat ...
+static int hat_keys[16] = {
+ K_JOY29, K_JOY30,
+ K_JOY31, K_JOY32,
+ K_JOY25, K_JOY26,
+ K_JOY27, K_JOY28,
+ K_JOY21, K_JOY22,
+ K_JOY23, K_JOY24,
+ K_JOY17, K_JOY18,
+ K_JOY19, K_JOY20
+};
+
+
+struct
+{
+ bool buttons[SDL_CONTROLLER_BUTTON_MAX + 1]; // +1 because old max was 16, current SDL_CONTROLLER_BUTTON_MAX is 15
+ unsigned int oldaxes;
+ int oldaaxes[MAX_JOYSTICK_AXIS];
+ unsigned int oldhats;
+} stick_state;
+
+
+/*
+===============
+IN_InitJoystick
+===============
+*/
+static void IN_InitJoystick( void )
+{
+ int i = 0;
+ int total = 0;
+ char buf[16384] = "";
+
+ if (gamepad)
+ SDL_GameControllerClose(gamepad);
+
+ if (stick != NULL)
+ SDL_JoystickClose(stick);
+
+ stick = NULL;
+ gamepad = NULL;
+ memset(&stick_state, '\0', sizeof (stick_state));
+
+ // SDL 2.0.4 requires SDL_INIT_JOYSTICK to be initialized separately from
+ // SDL_INIT_GAMECONTROLLER for SDL_JoystickOpen() to work correctly,
+ // despite https://wiki.libsdl.org/SDL_Init (retrieved 2016-08-16)
+ // indicating SDL_INIT_JOYSTICK should be initialized automatically.
+ if (!SDL_WasInit(SDL_INIT_JOYSTICK))
+ {
+ Com_DPrintf("Calling SDL_Init(SDL_INIT_JOYSTICK)...\n");
+ if (SDL_Init(SDL_INIT_JOYSTICK) != 0)
+ {
+ Com_DPrintf("SDL_Init(SDL_INIT_JOYSTICK) failed: %s\n", SDL_GetError());
+ return;
+ }
+ Com_DPrintf("SDL_Init(SDL_INIT_JOYSTICK) passed.\n");
+ }
+
+ if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER))
+ {
+ Com_DPrintf("Calling SDL_Init(SDL_INIT_GAMECONTROLLER)...\n");
+ if (SDL_Init(SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ Com_DPrintf("SDL_Init(SDL_INIT_GAMECONTROLLER) failed: %s\n", SDL_GetError());
+ return;
+ }
+ Com_DPrintf("SDL_Init(SDL_INIT_GAMECONTROLLER) passed.\n");
+ }
+
+ total = SDL_NumJoysticks();
+ Com_DPrintf("%d possible joysticks\n", total);
+
+ // Print list and build cvar to allow ui to select joystick.
+ for (i = 0; i < total; i++)
+ {
+ Q_strcat(buf, sizeof(buf), SDL_JoystickNameForIndex(i));
+ Q_strcat(buf, sizeof(buf), "\n");
+ }
+
+ Cvar_Get( "in_availableJoysticks", buf, CVAR_ROM );
+
+ if( !in_joystick->integer ) {
+ Com_DPrintf( "Joystick is not active.\n" );
+ SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
+ return;
+ }
+
+ in_joystickNo = Cvar_Get( "in_joystickNo", "0", CVAR_ARCHIVE );
+ if( in_joystickNo->integer < 0 || in_joystickNo->integer >= total )
+ Cvar_Set( "in_joystickNo", "0" );
+
+ in_joystickUseAnalog = Cvar_Get( "in_joystickUseAnalog", "0", CVAR_ARCHIVE );
+
+ stick = SDL_JoystickOpen( in_joystickNo->integer );
+
+ if (stick == NULL) {
+ Com_DPrintf( "No joystick opened: %s\n", SDL_GetError() );
+ return;
+ }
+
+ if (SDL_IsGameController(in_joystickNo->integer))
+ gamepad = SDL_GameControllerOpen(in_joystickNo->integer);
+
+ Com_DPrintf( "Joystick %d opened\n", in_joystickNo->integer );
+ Com_DPrintf( "Name: %s\n", SDL_JoystickNameForIndex(in_joystickNo->integer) );
+ Com_DPrintf( "Axes: %d\n", SDL_JoystickNumAxes(stick) );
+ Com_DPrintf( "Hats: %d\n", SDL_JoystickNumHats(stick) );
+ Com_DPrintf( "Buttons: %d\n", SDL_JoystickNumButtons(stick) );
+ Com_DPrintf( "Balls: %d\n", SDL_JoystickNumBalls(stick) );
+ Com_DPrintf( "Use Analog: %s\n", in_joystickUseAnalog->integer ? "Yes" : "No" );
+ Com_DPrintf( "Is gamepad: %s\n", gamepad ? "Yes" : "No" );
+
+ SDL_JoystickEventState(SDL_QUERY);
+ SDL_GameControllerEventState(SDL_QUERY);
+}
+
+/*
+===============
+IN_ShutdownJoystick
+===============
+*/
+static void IN_ShutdownJoystick( void )
+{
+ if ( !SDL_WasInit( SDL_INIT_GAMECONTROLLER ) )
+ return;
+
+ if ( !SDL_WasInit( SDL_INIT_JOYSTICK ) )
+ return;
+
+ if (gamepad)
+ {
+ SDL_GameControllerClose(gamepad);
+ gamepad = NULL;
+ }
+
+ if (stick)
+ {
+ SDL_JoystickClose(stick);
+ stick = NULL;
+ }
+
+ SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
+ SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
+}
+
+
+static bool KeyToAxisAndSign(int keynum, int *outAxis, int *outSign)
+{
+ if (!keynum)
+ return false;
+
+ const char* bind = Key_GetBinding(keynum);
+
+ if (!bind || *bind != '+')
+ return false;
+
+ *outSign = 0;
+
+ if (Q_stricmp(bind, "+forward") == 0)
+ {
+ *outAxis = j_forward_axis->integer;
+ *outSign = j_forward->value > 0.0f ? 1 : -1;
+ }
+ else if (Q_stricmp(bind, "+back") == 0)
+ {
+ *outAxis = j_forward_axis->integer;
+ *outSign = j_forward->value > 0.0f ? -1 : 1;
+ }
+ else if (Q_stricmp(bind, "+moveleft") == 0)
+ {
+ *outAxis = j_side_axis->integer;
+ *outSign = j_side->value > 0.0f ? -1 : 1;
+ }
+ else if (Q_stricmp(bind, "+moveright") == 0)
+ {
+ *outAxis = j_side_axis->integer;
+ *outSign = j_side->value > 0.0f ? 1 : -1;
+ }
+ else if (Q_stricmp(bind, "+lookup") == 0)
+ {
+ *outAxis = j_pitch_axis->integer;
+ *outSign = j_pitch->value > 0.0f ? -1 : 1;
+ }
+ else if (Q_stricmp(bind, "+lookdown") == 0)
+ {
+ *outAxis = j_pitch_axis->integer;
+ *outSign = j_pitch->value > 0.0f ? 1 : -1;
+ }
+ else if (Q_stricmp(bind, "+left") == 0)
+ {
+ *outAxis = j_yaw_axis->integer;
+ *outSign = j_yaw->value > 0.0f ? 1 : -1;
+ }
+ else if (Q_stricmp(bind, "+right") == 0)
+ {
+ *outAxis = j_yaw_axis->integer;
+ *outSign = j_yaw->value > 0.0f ? -1 : 1;
+ }
+ else if (Q_stricmp(bind, "+moveup") == 0)
+ {
+ *outAxis = j_up_axis->integer;
+ *outSign = j_up->value > 0.0f ? 1 : -1;
+ }
+ else if (Q_stricmp(bind, "+movedown") == 0)
+ {
+ *outAxis = j_up_axis->integer;
+ *outSign = j_up->value > 0.0f ? -1 : 1;
+ }
+
+ return *outSign != 0;
+}
+
+/*
+===============
+IN_GamepadMove
+===============
+*/
+static void IN_GamepadMove( void )
+{
+ int i;
+ int translatedAxes[MAX_JOYSTICK_AXIS];
+ bool translatedAxesSet[MAX_JOYSTICK_AXIS];
+
+ SDL_GameControllerUpdate();
+
+ // check buttons
+ for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++)
+ {
+ bool pressed = SDL_GameControllerGetButton(gamepad, (SDL_GameControllerButton)(SDL_CONTROLLER_BUTTON_A + i));
+ if (pressed != stick_state.buttons[i])
+ {
+ Com_QueueEvent(in_eventTime, SE_KEY, K_PAD0_A + i, pressed, 0, NULL);
+ stick_state.buttons[i] = pressed;
+ }
+ }
+
+ // must defer translated axes until all real axes are processed
+ // must be done this way to prevent a later mapped axis from zeroing out a previous one
+ if (in_joystickUseAnalog->integer)
+ {
+ for (i = 0; i < MAX_JOYSTICK_AXIS; i++)
+ {
+ translatedAxes[i] = 0;
+ translatedAxesSet[i] = false;
+ }
+ }
+
+ // check axes
+ for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; i++)
+ {
+ int axis = SDL_GameControllerGetAxis(gamepad, (SDL_GameControllerAxis)(SDL_CONTROLLER_AXIS_LEFTX + i));
+ int oldAxis = stick_state.oldaaxes[i];
+
+ // Smoothly ramp from dead zone to maximum value
+ float f = ((float)abs(axis) / 32767.0f - in_joystickThreshold->value) / (1.0f - in_joystickThreshold->value);
+
+ if (f < 0.0f)
+ f = 0.0f;
+
+ axis = (int)(32767 * ((axis < 0) ? -f : f));
+
+ if (axis != oldAxis)
+ {
+ const int negMap[SDL_CONTROLLER_AXIS_MAX] = { K_PAD0_LEFTSTICK_LEFT, K_PAD0_LEFTSTICK_UP, K_PAD0_RIGHTSTICK_LEFT, K_PAD0_RIGHTSTICK_UP, 0, 0 };
+ const int posMap[SDL_CONTROLLER_AXIS_MAX] = { K_PAD0_LEFTSTICK_RIGHT, K_PAD0_LEFTSTICK_DOWN, K_PAD0_RIGHTSTICK_RIGHT, K_PAD0_RIGHTSTICK_DOWN, K_PAD0_LEFTTRIGGER, K_PAD0_RIGHTTRIGGER };
+
+ bool posAnalog = false, negAnalog = false;
+ int negKey = negMap[i];
+ int posKey = posMap[i];
+
+ if (in_joystickUseAnalog->integer)
+ {
+ int posAxis = 0, posSign = 0, negAxis = 0, negSign = 0;
+
+ // get axes and axes signs for keys if available
+ posAnalog = KeyToAxisAndSign(posKey, &posAxis, &posSign);
+ negAnalog = KeyToAxisAndSign(negKey, &negAxis, &negSign);
+
+ // positive to negative/neutral -> keyup if axis hasn't yet been set
+ if (posAnalog && !translatedAxesSet[posAxis] && oldAxis > 0 && axis <= 0)
+ {
+ translatedAxes[posAxis] = 0;
+ translatedAxesSet[posAxis] = true;
+ }
+
+ // negative to positive/neutral -> keyup if axis hasn't yet been set
+ if (negAnalog && !translatedAxesSet[negAxis] && oldAxis < 0 && axis >= 0)
+ {
+ translatedAxes[negAxis] = 0;
+ translatedAxesSet[negAxis] = true;
+ }
+
+ // negative/neutral to positive -> keydown
+ if (posAnalog && axis > 0)
+ {
+ translatedAxes[posAxis] = axis * posSign;
+ translatedAxesSet[posAxis] = true;
+ }
+
+ // positive/neutral to negative -> keydown
+ if (negAnalog && axis < 0)
+ {
+ translatedAxes[negAxis] = -axis * negSign;
+ translatedAxesSet[negAxis] = true;
+ }
+ }
+
+ // keyups first so they get overridden by keydowns later
+
+ // positive to negative/neutral -> keyup
+ if (!posAnalog && posKey && oldAxis > 0 && axis <= 0)
+ Com_QueueEvent(in_eventTime, SE_KEY, posKey, false, 0, NULL);
+
+ // negative to positive/neutral -> keyup
+ if (!negAnalog && negKey && oldAxis < 0 && axis >= 0)
+ Com_QueueEvent(in_eventTime, SE_KEY, negKey, false, 0, NULL);
+
+ // negative/neutral to positive -> keydown
+ if (!posAnalog && posKey && oldAxis <= 0 && axis > 0)
+ Com_QueueEvent(in_eventTime, SE_KEY, posKey, true, 0, NULL);
+
+ // positive/neutral to negative -> keydown
+ if (!negAnalog && negKey && oldAxis >= 0 && axis < 0)
+ Com_QueueEvent(in_eventTime, SE_KEY, negKey, true, 0, NULL);
+
+ stick_state.oldaaxes[i] = axis;
+ }
+ }
+
+ // set translated axes
+ if (in_joystickUseAnalog->integer)
+ {
+ for (i = 0; i < MAX_JOYSTICK_AXIS; i++)
+ {
+ if (translatedAxesSet[i])
+ Com_QueueEvent(in_eventTime, SE_JOYSTICK_AXIS, i, translatedAxes[i], 0, NULL);
+ }
+ }
+}
+
+
+/*
+===============
+IN_JoyMove
+===============
+*/
+static void IN_JoyMove( void )
+{
+ unsigned int axes = 0;
+ unsigned int hats = 0;
+ int total = 0;
+ int i = 0;
+
+ if (gamepad)
+ {
+ IN_GamepadMove();
+ return;
+ }
+
+ if (!stick)
+ return;
+
+ SDL_JoystickUpdate();
+
+ // update the ball state.
+ total = SDL_JoystickNumBalls(stick);
+ if (total > 0)
+ {
+ int balldx = 0;
+ int balldy = 0;
+ for (i = 0; i < total; i++)
+ {
+ int dx = 0;
+ int dy = 0;
+ SDL_JoystickGetBall(stick, i, &dx, &dy);
+ balldx += dx;
+ balldy += dy;
+ }
+ if (balldx || balldy)
+ {
+ // !!! FIXME: is this good for stick balls, or just mice?
+ // Scale like the mouse input...
+ if (abs(balldx) > 1)
+ balldx *= 2;
+ if (abs(balldy) > 1)
+ balldy *= 2;
+ Com_QueueEvent(in_eventTime, SE_MOUSE, balldx, balldy, 0, NULL);
+ }
+ }
+
+ // now query the stick buttons...
+ total = SDL_JoystickNumButtons(stick);
+ if (total > 0)
+ {
+ if (total > ARRAY_LEN(stick_state.buttons))
+ total = ARRAY_LEN(stick_state.buttons);
+ for (i = 0; i < total; i++)
+ {
+ bool pressed = (SDL_JoystickGetButton(stick, i) != 0);
+ if (pressed != stick_state.buttons[i])
+ {
+ Com_QueueEvent(in_eventTime, SE_KEY, K_JOY1 + i, pressed, 0, NULL );
+ stick_state.buttons[i] = pressed;
+ }
+ }
+ }
+
+ // look at the hats...
+ total = SDL_JoystickNumHats(stick);
+ if (total > 0)
+ {
+ if (total > 4) total = 4;
+ for (i = 0; i < total; i++)
+ {
+ ((Uint8 *)&hats)[i] = SDL_JoystickGetHat(stick, i);
+ }
+ }
+
+ // update hat state
+ if (hats != stick_state.oldhats)
+ {
+ for( i = 0; i < 4; i++ ) {
+ if( ((Uint8 *)&hats)[i] != ((Uint8 *)&stick_state.oldhats)[i] ) {
+ // release event
+ switch( ((Uint8 *)&stick_state.oldhats)[i] ) {
+ case SDL_HAT_UP:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 0], false, 0, NULL );
+ break;
+ case SDL_HAT_RIGHT:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 1], false, 0, NULL );
+ break;
+ case SDL_HAT_DOWN:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 2], false, 0, NULL );
+ break;
+ case SDL_HAT_LEFT:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 3], false, 0, NULL );
+ break;
+ case SDL_HAT_RIGHTUP:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 0], false, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 1], false, 0, NULL );
+ break;
+ case SDL_HAT_RIGHTDOWN:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 2], false, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 1], false, 0, NULL );
+ break;
+ case SDL_HAT_LEFTUP:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 0], false, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 3], false, 0, NULL );
+ break;
+ case SDL_HAT_LEFTDOWN:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 2], false, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 3], false, 0, NULL );
+ break;
+ default:
+ break;
+ }
+ // press event
+ switch( ((Uint8 *)&hats)[i] ) {
+ case SDL_HAT_UP:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 0], true, 0, NULL );
+ break;
+ case SDL_HAT_RIGHT:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 1], true, 0, NULL );
+ break;
+ case SDL_HAT_DOWN:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 2], true, 0, NULL );
+ break;
+ case SDL_HAT_LEFT:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 3], true, 0, NULL );
+ break;
+ case SDL_HAT_RIGHTUP:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 0], true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 1], true, 0, NULL );
+ break;
+ case SDL_HAT_RIGHTDOWN:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 2], true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 1], true, 0, NULL );
+ break;
+ case SDL_HAT_LEFTUP:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 0], true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 3], true, 0, NULL );
+ break;
+ case SDL_HAT_LEFTDOWN:
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 2], true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, hat_keys[4*i + 3], true, 0, NULL );
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+
+ // save hat state
+ stick_state.oldhats = hats;
+
+ // finally, look at the axes...
+ total = SDL_JoystickNumAxes(stick);
+ if (total > 0)
+ {
+ if (in_joystickUseAnalog->integer)
+ {
+ if (total > MAX_JOYSTICK_AXIS) total = MAX_JOYSTICK_AXIS;
+ for (i = 0; i < total; i++)
+ {
+ Sint16 axis = SDL_JoystickGetAxis(stick, i);
+ float f = ( (float) abs(axis) ) / 32767.0f;
+
+ if( f < in_joystickThreshold->value ) axis = 0;
+
+ if ( axis != stick_state.oldaaxes[i] )
+ {
+ Com_QueueEvent(in_eventTime, SE_JOYSTICK_AXIS, i, axis, 0, NULL );
+ stick_state.oldaaxes[i] = axis;
+ }
+ }
+ }
+ else
+ {
+ if (total > 16) total = 16;
+ for (i = 0; i < total; i++)
+ {
+ Sint16 axis = SDL_JoystickGetAxis(stick, i);
+ float f = ( (float) axis ) / 32767.0f;
+ if( f < -in_joystickThreshold->value ) {
+ axes |= ( 1 << ( i * 2 ) );
+ } else if( f > in_joystickThreshold->value ) {
+ axes |= ( 1 << ( ( i * 2 ) + 1 ) );
+ }
+ }
+ }
+ }
+
+ /* Time to update axes state based on old vs. new. */
+ if (axes != stick_state.oldaxes)
+ {
+ for( i = 0; i < 16; i++ ) {
+ if( ( axes & ( 1 << i ) ) && !( stick_state.oldaxes & ( 1 << i ) ) ) {
+ Com_QueueEvent(in_eventTime, SE_KEY, joy_keys[i], true, 0, NULL );
+ }
+
+ if( !( axes & ( 1 << i ) ) && ( stick_state.oldaxes & ( 1 << i ) ) ) {
+ Com_QueueEvent(in_eventTime, SE_KEY, joy_keys[i], false, 0, NULL );
+ }
+ }
+ }
+
+ /* Save for future generations. */
+ stick_state.oldaxes = axes;
+}
+
+/*
+===============
+IN_ProcessEvents
+===============
+*/
+static void IN_ProcessEvents( void )
+{
+ SDL_Event e;
+ keyNum_t key = (keyNum_t)0;
+ static keyNum_t lastKeyDown = (keyNum_t)0;
+
+ if( !SDL_WasInit( SDL_INIT_VIDEO ) )
+ return;
+
+ while( SDL_PollEvent( &e ) )
+ {
+ switch( e.type )
+ {
+ case SDL_KEYDOWN:
+ if ( e.key.repeat && Key_GetCatcher( ) == 0 )
+ break;
+
+ if( ( key = IN_TranslateSDLToQ3Key( &e.key.keysym, true ) ) )
+ Com_QueueEvent(in_eventTime, SE_KEY, key, true, 0, NULL );
+
+ if( key == K_BACKSPACE )
+ Com_QueueEvent(in_eventTime, SE_CHAR, CTRL('h'), 0, 0, NULL );
+ else if( keys[K_CTRL].down && key >= 'a' && key <= 'z' )
+ Com_QueueEvent(in_eventTime, SE_CHAR, CTRL(key), 0, 0, NULL );
+
+ lastKeyDown = key;
+ break;
+
+ case SDL_KEYUP:
+ if( ( key = IN_TranslateSDLToQ3Key( &e.key.keysym, false ) ) )
+ Com_QueueEvent(in_eventTime, SE_KEY, key, false, 0, NULL );
+
+ lastKeyDown = (keyNum_t)0;
+ break;
+
+ case SDL_TEXTINPUT:
+ if( lastKeyDown != K_CONSOLE )
+ {
+ char *c = e.text.text;
+
+ // Quick and dirty UTF-8 to UTF-32 conversion
+ while( *c )
+ {
+ int utf32 = 0;
+
+ if( ( *c & 0x80 ) == 0 )
+ utf32 = *c++;
+ else if( ( *c & 0xE0 ) == 0xC0 ) // 110x xxxx
+ {
+ utf32 |= ( *c++ & 0x1F ) << 6;
+ utf32 |= ( *c++ & 0x3F );
+ }
+ else if( ( *c & 0xF0 ) == 0xE0 ) // 1110 xxxx
+ {
+ utf32 |= ( *c++ & 0x0F ) << 12;
+ utf32 |= ( *c++ & 0x3F ) << 6;
+ utf32 |= ( *c++ & 0x3F );
+ }
+ else if( ( *c & 0xF8 ) == 0xF0 ) // 1111 0xxx
+ {
+ utf32 |= ( *c++ & 0x07 ) << 18;
+ utf32 |= ( *c++ & 0x3F ) << 12;
+ utf32 |= ( *c++ & 0x3F ) << 6;
+ utf32 |= ( *c++ & 0x3F );
+ }
+ else
+ {
+ Com_DPrintf( "Unrecognised UTF-8 lead byte: 0x%x\n", (unsigned int)*c );
+ c++;
+ }
+
+ if( utf32 != 0 )
+ {
+ if( IN_IsConsoleKey( (keyNum_t)0, utf32 ) )
+ {
+ Com_QueueEvent(in_eventTime, SE_KEY, K_CONSOLE, true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, K_CONSOLE, false, 0, NULL );
+ }
+ else
+ Com_QueueEvent(in_eventTime, SE_CHAR, utf32, 0, 0, NULL );
+ }
+ }
+ }
+ break;
+
+ case SDL_MOUSEMOTION:
+ if( mouseActive )
+ {
+ if( !e.motion.xrel && !e.motion.yrel )
+ break;
+ Com_QueueEvent(in_eventTime, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
+ }
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ {
+ int b;
+ switch( e.button.button )
+ {
+ case 1: b = K_MOUSE1; break;
+ case 2: b = K_MOUSE3; break;
+ case 3: b = K_MOUSE2; break;
+ case 4: b = K_MOUSE4; break;
+ case 5: b = K_MOUSE5; break;
+ default: b = K_AUX1 + ( e.button.button - 8 ) % 16; break;
+ }
+ Com_QueueEvent(in_eventTime, SE_KEY, b,
+ ( e.type == SDL_MOUSEBUTTONDOWN ? true : false ), 0, NULL );
+ }
+ break;
+
+ case SDL_MOUSEWHEEL:
+ if( e.wheel.y > 0 )
+ {
+ Com_QueueEvent(in_eventTime, SE_KEY, K_MWHEELUP, true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, K_MWHEELUP, false, 0, NULL );
+ }
+ else if( e.wheel.y < 0 )
+ {
+ Com_QueueEvent(in_eventTime, SE_KEY, K_MWHEELDOWN, true, 0, NULL );
+ Com_QueueEvent(in_eventTime, SE_KEY, K_MWHEELDOWN, false, 0, NULL );
+ }
+ break;
+
+ case SDL_CONTROLLERDEVICEADDED:
+ case SDL_CONTROLLERDEVICEREMOVED:
+ if (in_joystick->integer)
+ IN_InitJoystick();
+ break;
+
+ case SDL_QUIT:
+ Cbuf_ExecuteText(EXEC_NOW, "quit \"Closed window\"\n");
+ break;
+
+ case SDL_WINDOWEVENT:
+ switch( e.window.event )
+ {
+ case SDL_WINDOWEVENT_RESIZED:
+ {
+ int width, height;
+
+ width = e.window.data1;
+ height = e.window.data2;
+
+ // ignore this event on fullscreen
+ if ( cls.glconfig.isFullscreen )
+ break;
+
+ // check if size actually changed
+ if( cls.glconfig.vidWidth == width && cls.glconfig.vidHeight == height )
+ {
+ break;
+ }
+
+ Cvar_SetValue( "r_width", width );
+ Cvar_SetValue( "r_height", height );
+
+ // Wait until user stops dragging for 1 second, so
+ // we aren't constantly recreating the GL context while
+ // he tries to drag...
+ vidRestartTime = Sys_Milliseconds( ) + 1000;
+ }
+ break;
+
+ case SDL_WINDOWEVENT_MINIMIZED: Cvar_SetValue( "com_minimized", 1 ); break;
+ case SDL_WINDOWEVENT_RESTORED:
+ case SDL_WINDOWEVENT_MAXIMIZED: Cvar_SetValue( "com_minimized", 0 ); break;
+ case SDL_WINDOWEVENT_FOCUS_LOST: Cvar_SetValue( "com_unfocused", 1 ); break;
+ case SDL_WINDOWEVENT_FOCUS_GAINED: Cvar_SetValue( "com_unfocused", 0 ); break;
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+/*
+===============
+IN_Frame
+===============
+*/
+void IN_Frame( void )
+{
+ bool loading;
+ bool cursorShowing;
+ int x, y;
+
+ IN_JoyMove( );
+
+ // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
+ loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
+ cursorShowing = Key_GetCatcher( ) & KEYCATCH_UI;
+
+ if( !cls.glconfig.isFullscreen && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
+ {
+ // Console is down in windowed mode
+ IN_DeactivateMouse( );
+ }
+ else if( !cls.glconfig.isFullscreen && loading )
+ {
+ // Loading in windowed mode
+ IN_DeactivateMouse( );
+ }
+ else if( !cls.glconfig.isFullscreen && cursorShowing && cls.uiInterface != 2 )
+ {
+ // Use WM cursor when not fullscreen
+ IN_DeactivateMouse( );
+ }
+ else if( !( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_INPUT_FOCUS ) )
+ {
+ // Window not got focus
+ IN_DeactivateMouse( );
+ }
+ else
+ IN_ActivateMouse( );
+
+ if( !mouseActive && cls.uiInterface != 2 )
+ {
+ SDL_GetMouseState( &x, &y );
+ IN_SetUIMousePosition( x, y );
+ }
+
+ IN_ProcessEvents( );
+
+ // Set event time for next frame to earliest possible time an event could happen
+ in_eventTime = Sys_Milliseconds();
+
+ // In case we had to delay actual restart of video system
+ if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
+ {
+ vidRestartTime = 0;
+ Cbuf_AddText( "vid_restart\n" );
+ }
+}
+
+/*
+===============
+IN_Init
+===============
+*/
+void IN_Init( void *windowData )
+{
+ int appState;
+
+ if( !SDL_WasInit( SDL_INIT_VIDEO ) )
+ {
+ Com_Error( ERR_FATAL, "IN_Init called before SDL_Init( SDL_INIT_VIDEO )" );
+ return;
+ }
+
+ SDL_window = (SDL_Window *)windowData;
+
+ Com_DPrintf( "\n------- Input Initialization -------\n" );
+
+ in_keyboardDebug = Cvar_Get( "in_keyboardDebug", "0", CVAR_ARCHIVE );
+
+ // mouse variables
+ in_mouse = Cvar_Get( "in_mouse", "1", CVAR_ARCHIVE );
+ in_nograb = Cvar_Get( "in_nograb", "0", CVAR_ARCHIVE );
+
+ in_joystick = Cvar_Get( "in_joystick", "0", CVAR_ARCHIVE|CVAR_LATCH );
+ in_joystickThreshold = Cvar_Get( "joy_threshold", "0.15", CVAR_ARCHIVE );
+
+ SDL_StartTextInput( );
+
+ mouseAvailable = ( in_mouse->value != 0 );
+ IN_DeactivateMouse( );
+
+ appState = SDL_GetWindowFlags( SDL_window );
+ Cvar_SetValue( "com_unfocused", !( appState & SDL_WINDOW_INPUT_FOCUS ) );
+ Cvar_SetValue( "com_minimized", appState & SDL_WINDOW_MINIMIZED );
+
+ IN_InitJoystick( );
+ Com_DPrintf( "------------------------------------\n" );
+}
+
+/*
+===============
+IN_Shutdown
+===============
+*/
+void IN_Shutdown( void )
+{
+ SDL_StopTextInput( );
+
+ IN_DeactivateMouse( );
+ mouseAvailable = false;
+
+ IN_ShutdownJoystick( );
+
+ SDL_window = NULL;
+}
+
+/*
+===============
+IN_Restart
+===============
+*/
+void IN_Restart( void )
+{
+ IN_ShutdownJoystick( );
+ IN_Init( SDL_window );
+}