diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index 29e4970c1..8175f1b9b 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -12,6 +12,7 @@ #include "doomdef.h" #ifdef HAVE_BLUA +#include "fastcmp.h" #include "r_defs.h" #include "r_local.h" #include "st_stuff.h" // hudinfo[] @@ -343,6 +344,158 @@ static int libd_cachePatch(lua_State *L) return 1; } +// v.getSpritePatch(sprite, [frame, [angle]]) +static int libd_getSpritePatch(lua_State *L) +{ + UINT32 i; // sprite prefix + UINT32 frame = 0; // 'A' + UINT8 angle = 0; + spritedef_t *sprdef; + spriteframe_t *sprframe; + HUDONLY + + if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR_THOK + { + i = lua_tonumber(L, 1); + if (i >= NUMSPRITES) + return 0; + } + else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "THOK" + { + const char *name = lua_tostring(L, 1); + for (i = 0; i < NUMSPRITES; i++) + if (fastcmp(name, sprnames[i])) + break; + if (i >= NUMSPRITES) + return 0; + } + else + return 0; + + if (i == SPR_PLAY) // Use getSprite2Patch instead! + return 0; + + sprdef = &sprites[i]; + + // set frame number + frame = luaL_optinteger(L, 2, 0); + frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case + if (frame >= sprdef->numframes) + return 0; + // set angle number + sprframe = &sprdef->spriteframes[frame]; + angle = luaL_optinteger(L, 3, 1); + + // convert WAD editor angle numbers (1-8) to internal angle numbers (0-7) + // keep 0 the same since we'll make it default to angle 1 (which is internally 0) + // in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch + if (angle != 0) + angle--; + + if (angle >= 8) // out of range? + return 0; + + // push both the patch and it's "flip" value + LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH); + lua_pushboolean(L, (sprframe->flip & (1<= MAXSKINS) + return luaL_error(L, "skin number %d out of range (0 - %d)", i, MAXSKINS-1); + if (i >= numskins) + return 0; + } + else // find skin by name + { + const char *name = luaL_checkstring(L, 1); + for (i = 0; i < numskins; i++) + if (fastcmp(skins[i].name, name)) + break; + if (i >= numskins) + return 0; + } + + lua_remove(L, 1); // remove skin now + + if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR2_STND + { + j = lua_tonumber(L, 1); + if (j & FF_SPR2SUPER) // e.g. SPR2_STND|FF_SPR2SUPER + { + super = true; + j &= ~FF_SPR2SUPER; // remove flag so the next check doesn't fail + } + if (j >= free_spr2) + return 0; + } + else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "STND" + { + const char *name = lua_tostring(L, 1); + for (j = 0; j < free_spr2; j++) + if (fastcmp(name, spr2names[j])) + break; + // if you want super flags you'll have to use the optional boolean following this + if (j >= free_spr2) + return 0; + } + else + return 0; + + if (lua_isboolean(L, 2)) // optional boolean for superness + { + super = lua_toboolean(L, 2); // note: this can override FF_SPR2SUPER from sprite number + lua_remove(L, 2); // remove + } + // if it's not boolean then just assume it's the frame number + + if (super) + j |= FF_SPR2SUPER; + + j = P_GetSkinSprite2(&skins[i], j, NULL); // feed skin and current sprite2 through to change sprite2 used if necessary + + sprdef = &skins[i].sprites[j]; + + // set frame number + frame = luaL_optinteger(L, 2, 0); + frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case + if (frame >= sprdef->numframes) + return 0; + // set angle number + sprframe = &sprdef->spriteframes[frame]; + angle = luaL_optinteger(L, 3, 1); + + // convert WAD editor angle numbers (1-8) to internal angle numbers (0-7) + // keep 0 the same since we'll make it default to angle 1 (which is internally 0) + // in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch + if (angle != 0) + angle--; + + if (angle >= 8) // out of range? + return 0; + + // push both the patch and it's "flip" value + LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH); + lua_pushboolean(L, (sprframe->flip & (1<sector; fixed_t floorz = sec->floorheight; +#ifdef ESLOPE + if (sec->f_slope) + floorz = P_GetZAt(sec->f_slope, x, y); +#endif + // Intercept the stupid 'fall through 3dfloors' bug Tails 03-17-2002 if (sec->ffloors) { diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index f4ebb6df9..752c443f5 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -107,6 +107,9 @@ static SDL_bool disable_mouse = SDL_FALSE; // first entry in the modelist which is not bigger than MAXVIDWIDTHxMAXVIDHEIGHT static INT32 firstEntry = 0; +// Total mouse motion X/Y offsets +static INT32 mousemovex = 0, mousemovey = 0; + // SDL vars static SDL_Surface *vidSurface = NULL; static SDL_Surface *bufSurface = NULL; @@ -119,7 +122,8 @@ static Uint8 BitsPerPixel = 16; Uint16 realwidth = BASEVIDWIDTH; Uint16 realheight = BASEVIDHEIGHT; static SDL_bool mousegrabok = SDL_TRUE; -#define HalfWarpMouse(x,y) SDL_WarpMouseInWindow(window, (Uint16)(x/2),(Uint16)(y/2)) +static SDL_bool wrapmouseok = SDL_FALSE; +#define HalfWarpMouse(x,y) if (wrapmouseok) SDL_WarpMouseInWindow(window, (Uint16)(x/2),(Uint16)(y/2)) static SDL_bool videoblitok = SDL_FALSE; static SDL_bool exposevideo = SDL_FALSE; static SDL_bool usesdl2soft = SDL_FALSE; @@ -348,6 +352,8 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code) static void SDLdoUngrabMouse(void) { SDL_SetWindowGrab(window, SDL_FALSE); + wrapmouseok = SDL_FALSE; + SDL_SetRelativeMouseMode(SDL_FALSE); } void SDLforceUngrabMouse(void) @@ -355,6 +361,8 @@ void SDLforceUngrabMouse(void) if (SDL_WasInit(SDL_INIT_VIDEO)==SDL_INIT_VIDEO && window != NULL) { SDL_SetWindowGrab(window, SDL_FALSE); + wrapmouseok = SDL_FALSE; + SDL_SetRelativeMouseMode(SDL_FALSE); } } @@ -603,36 +611,43 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type) static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt) { - event_t event; - int wwidth, wheight; - if (USE_MOUSEINPUT) { - SDL_GetWindowSize(window, &wwidth, &wheight); - if ((SDL_GetMouseFocus() != window && SDL_GetKeyboardFocus() != window)) { SDLdoUngrabMouse(); return; } + // If using relative mouse mode, don't post an event_t just now, + // add on the offsets so we can make an overall event later. + if (SDL_GetRelativeMouseMode()) + { + if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window) + { + mousemovex += evt.xrel; + mousemovey += -evt.yrel; + SDL_SetWindowGrab(window, SDL_TRUE); + } + return; + } + + // If the event is from warping the pointer to middle + // of the screen then ignore it. if ((evt.x == realwidth/2) && (evt.y == realheight/2)) { return; } - else - { - event.data2 = (INT32)lround((evt.xrel) * ((float)wwidth / (float)realwidth)); - event.data3 = (INT32)lround(-evt.yrel * ((float)wheight / (float)realheight)); - } - - event.type = ev_mouse; + // Don't send an event_t if not in relative mouse mode anymore, + // just grab and set relative mode + // this fixes the stupid camera jerk on mouse entering bug + // -- Monster Iestyn if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window) { - D_PostEvent(&event); SDL_SetWindowGrab(window, SDL_TRUE); - HalfWarpMouse(wwidth, wheight); + if (SDL_SetRelativeMouseMode(SDL_TRUE) == 0) // already warps mouse if successful + wrapmouseok = SDL_TRUE; // TODO: is wrapmouseok or HalfWarpMouse needed anymore? } } } @@ -780,13 +795,15 @@ void I_GetEvent(void) SDL_Event evt; // We only want the first motion event, // otherwise we'll end up catching the warp back to center. - int mouseMotionOnce = 0; + //int mouseMotionOnce = 0; if (!graphics_started) { return; } + mousemovex = mousemovey = 0; + while (SDL_PollEvent(&evt)) { switch (evt.type) @@ -799,8 +816,9 @@ void I_GetEvent(void) Impl_HandleKeyboardEvent(evt.key, evt.type); break; case SDL_MOUSEMOTION: - if (!mouseMotionOnce) Impl_HandleMouseMotionEvent(evt.motion); - mouseMotionOnce = 1; + //if (!mouseMotionOnce) + Impl_HandleMouseMotionEvent(evt.motion); + //mouseMotionOnce = 1; break; case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONDOWN: @@ -823,6 +841,20 @@ void I_GetEvent(void) } } + // Send all relative mouse movement as one single mouse event. + if (mousemovex || mousemovey) + { + event_t event; + int wwidth, wheight; + SDL_GetWindowSize(window, &wwidth, &wheight); + //SDL_memset(&event, 0, sizeof(event_t)); + event.type = ev_mouse; + event.data1 = 0; + event.data2 = (INT32)lround(mousemovex * ((float)wwidth / (float)realwidth)); + event.data3 = (INT32)lround(mousemovey * ((float)wheight / (float)realheight)); + D_PostEvent(&event); + } + // In order to make wheels act like buttons, we have to set their state to Up. // This is because wheel messages don't have an up/down state. gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0; @@ -836,7 +868,9 @@ void I_StartupMouse(void) return; if (!firsttimeonmouse) + { HalfWarpMouse(realwidth, realheight); // warp to center + } else firsttimeonmouse = SDL_FALSE; if (cv_usemouse.value)