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engine: input: clean m_enginemouse leftovers, always enable SDL relative mouse mode for our input interface
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@ -37,11 +37,9 @@ static struct inputstate_s
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} inputstate;
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} inputstate;
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extern convar_t *vid_fullscreen;
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extern convar_t *vid_fullscreen;
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convar_t *m_enginemouse;
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convar_t *m_pitch;
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convar_t *m_pitch;
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convar_t *m_yaw;
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convar_t *m_yaw;
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convar_t *m_enginesens;
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convar_t *m_ignore;
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convar_t *m_ignore;
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convar_t *cl_forwardspeed;
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convar_t *cl_forwardspeed;
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convar_t *cl_sidespeed;
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convar_t *cl_sidespeed;
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@ -116,8 +114,6 @@ void IN_StartupMouse( void )
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{
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{
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m_ignore = Cvar_Get( "m_ignore", DEFAULT_M_IGNORE, FCVAR_ARCHIVE | FCVAR_FILTERABLE, "ignore mouse events" );
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m_ignore = Cvar_Get( "m_ignore", DEFAULT_M_IGNORE, FCVAR_ARCHIVE | FCVAR_FILTERABLE, "ignore mouse events" );
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m_enginemouse = Cvar_Get( "m_enginemouse", "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "read mouse events in engine instead of client" );
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m_enginesens = Cvar_Get( "m_enginesens", "0.3", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse sensitivity, when m_enginemouse enabled" );
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m_pitch = Cvar_Get( "m_pitch", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse pitch value" );
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m_pitch = Cvar_Get( "m_pitch", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse pitch value" );
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m_yaw = Cvar_Get( "m_yaw", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse yaw value" );
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m_yaw = Cvar_Get( "m_yaw", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse yaw value" );
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look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
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look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
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@ -211,7 +207,7 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
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void IN_CheckMouseState( qboolean active )
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void IN_CheckMouseState( qboolean active )
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{
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{
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#if XASH_WIN32
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#if XASH_WIN32
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qboolean useRawInput = CVAR_TO_BOOL( m_rawinput ) && clgame.client_dll_uses_sdl;
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qboolean useRawInput = CVAR_TO_BOOL( m_rawinput ) && clgame.client_dll_uses_sdl || clgame.dllFuncs.pfnLookEvent;
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#else
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#else
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qboolean useRawInput = true; // always use SDL code
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qboolean useRawInput = true; // always use SDL code
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#endif
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#endif
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@ -498,13 +494,9 @@ static void IN_JoyAppendMove( usercmd_t *cmd, float forwardmove, float sidemove
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}
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}
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}
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}
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void IN_CollectInput( float *forward, float *side, float *pitch, float *yaw, qboolean includeMouse, qboolean includeSdlMouse )
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static void IN_CollectInput( float *forward, float *side, float *pitch, float *yaw, qboolean includeMouse )
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{
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{
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if( includeMouse
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if( includeMouse )
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#if XASH_SDL
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&& includeSdlMouse
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#endif
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)
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{
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{
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float x, y;
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float x, y;
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Platform_MouseMove( &x, &y );
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Platform_MouseMove( &x, &y );
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@ -553,7 +545,7 @@ void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active )
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{
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{
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float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f );
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float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f );
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IN_CollectInput( &forward, &side, &pitch, &yaw, false, false );
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IN_CollectInput( &forward, &side, &pitch, &yaw, false );
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IN_JoyAppendMove( cmd, forward, side );
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IN_JoyAppendMove( cmd, forward, side );
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@ -577,7 +569,7 @@ void IN_Commands( void )
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{
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{
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float forward = 0, side = 0, pitch = 0, yaw = 0;
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float forward = 0, side = 0, pitch = 0, yaw = 0;
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ), true );
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ) );
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if( cls.key_dest == key_game )
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if( cls.key_dest == key_game )
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{
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{
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