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https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-18 19:10:37 +00:00
engine: client: move input cvars to static allocation
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@ -1985,7 +1985,7 @@ static int GAME_EXPORT pfnGetWindowCenterX( void )
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{
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int x = 0;
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#if XASH_WIN32
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if( m_ignore->value )
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if( m_ignore.value )
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{
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POINT pos;
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GetCursorPos( &pos );
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@ -2010,7 +2010,7 @@ static int GAME_EXPORT pfnGetWindowCenterY( void )
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{
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int y = 0;
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#if XASH_WIN32
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if( m_ignore->value )
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if( m_ignore.value )
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{
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POINT pos;
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GetCursorPos( &pos );
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@ -696,7 +696,7 @@ extern convar_t *scr_loading;
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extern convar_t *v_dark; // start from dark
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extern convar_t *net_graph;
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extern convar_t *rate;
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extern convar_t *m_ignore;
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extern convar_t m_ignore;
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extern convar_t r_showtree;
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extern convar_t *ui_renderworld;
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@ -36,15 +36,15 @@ static struct inputstate_s
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float lastpitch, lastyaw;
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} inputstate;
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convar_t *m_pitch;
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convar_t *m_yaw;
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CVAR_DEFINE_AUTO( m_pitch, "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse pitch value" );
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CVAR_DEFINE_AUTO( m_yaw, "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse yaw value" );
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CVAR_DEFINE_AUTO( m_ignore, DEFAULT_M_IGNORE, FCVAR_ARCHIVE | FCVAR_FILTERABLE, "ignore mouse events" );
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static CVAR_DEFINE_AUTO( look_filter, "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
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static CVAR_DEFINE_AUTO( m_rawinput, "1", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "enable mouse raw input" );
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convar_t *m_ignore;
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convar_t *cl_forwardspeed;
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convar_t *cl_sidespeed;
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convar_t *cl_backspeed;
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convar_t *look_filter;
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convar_t *m_rawinput;
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static CVAR_DEFINE_AUTO( cl_forwardspeed, "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default forward move speed" );
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static CVAR_DEFINE_AUTO( cl_backspeed, "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default back move speed" );
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static CVAR_DEFINE_AUTO( cl_sidespeed, "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default side move speed" );
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/*
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================
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@ -57,7 +57,7 @@ uint IN_CollectInputDevices( void )
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{
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uint ret = 0;
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if( !m_ignore->value ) // no way to check is mouse connected, so use cvar only
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if( !m_ignore.value ) // no way to check is mouse connected, so use cvar only
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ret |= INPUT_DEVICE_MOUSE;
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if( touch_enable.value )
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@ -89,13 +89,13 @@ void IN_LockInputDevices( qboolean lock )
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if( lock )
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{
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SetBits( m_ignore->flags, FCVAR_READ_ONLY );
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SetBits( m_ignore.flags, FCVAR_READ_ONLY );
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SetBits( joy_enable->flags, FCVAR_READ_ONLY );
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SetBits( touch_enable.flags, FCVAR_READ_ONLY );
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}
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else
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{
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ClearBits( m_ignore->flags, FCVAR_READ_ONLY );
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ClearBits( m_ignore.flags, FCVAR_READ_ONLY );
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ClearBits( joy_enable->flags, FCVAR_READ_ONLY );
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ClearBits( touch_enable.flags, FCVAR_READ_ONLY );
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}
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@ -109,12 +109,12 @@ IN_StartupMouse
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*/
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void IN_StartupMouse( void )
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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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Cvar_RegisterVariable( &m_ignore );
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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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look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
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m_rawinput = Cvar_Get( "m_rawinput", "1", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "enable mouse raw input" );
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Cvar_RegisterVariable( &m_pitch );
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Cvar_RegisterVariable( &m_yaw );
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Cvar_RegisterVariable( &look_filter );
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Cvar_RegisterVariable( &m_rawinput );
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// You can use -nomouse argument to prevent using mouse from client
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// -noenginemouse will disable all mouse input
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@ -213,7 +213,7 @@ void IN_CheckMouseState( qboolean active )
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static qboolean s_bRawInput, s_bMouseGrab;
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#if XASH_WIN32
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qboolean useRawInput = ( CVAR_TO_BOOL( m_rawinput ) && clgame.client_dll_uses_sdl ) || clgame.dllFuncs.pfnLookEvent != NULL;
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qboolean useRawInput = ( m_rawinput.value && clgame.client_dll_uses_sdl ) || clgame.dllFuncs.pfnLookEvent != NULL;
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#else
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qboolean useRawInput = true; // always use SDL code
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#endif
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@ -413,9 +413,9 @@ IN_Init
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*/
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void IN_Init( void )
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{
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cl_forwardspeed = Cvar_Get( "cl_forwardspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default forward move speed" );
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cl_backspeed = Cvar_Get( "cl_backspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default back move speed" );
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cl_sidespeed = Cvar_Get( "cl_sidespeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default side move speed" );
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Cvar_RegisterVariable( &cl_forwardspeed );
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Cvar_RegisterVariable( &cl_backspeed );
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Cvar_RegisterVariable( &cl_sidespeed );
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if( !Host_IsDedicated() )
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{
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@ -452,8 +452,8 @@ static void IN_JoyAppendMove( usercmd_t *cmd, float forwardmove, float sidemove
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{
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static uint moveflags = T | S;
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if( forwardmove ) cmd->forwardmove = forwardmove * cl_forwardspeed->value;
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if( sidemove ) cmd->sidemove = sidemove * cl_sidespeed->value;
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if( forwardmove ) cmd->forwardmove = forwardmove * cl_forwardspeed.value;
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if( sidemove ) cmd->sidemove = sidemove * cl_sidespeed.value;
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if( forwardmove )
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{
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@ -528,8 +528,8 @@ static void IN_CollectInput( float *forward, float *side, float *pitch, float *y
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{
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float x, y;
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Platform_MouseMove( &x, &y );
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*pitch += y * m_pitch->value;
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*yaw -= x * m_yaw->value;
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*pitch += y * m_pitch.value;
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*yaw -= x * m_yaw.value;
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#if XASH_USE_EVDEV
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IN_EvdevMove( yaw, pitch );
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@ -539,7 +539,7 @@ static void IN_CollectInput( float *forward, float *side, float *pitch, float *y
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Joy_FinalizeMove( forward, side, yaw, pitch );
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Touch_GetMove( forward, side, yaw, pitch );
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if( look_filter->value )
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if( look_filter.value )
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{
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*pitch = ( inputstate.lastpitch + *pitch ) / 2;
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*yaw = ( inputstate.lastyaw + *yaw ) / 2;
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@ -597,7 +597,7 @@ void IN_Commands( void )
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{
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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 ) );
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !m_ignore.value );
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if( cls.key_dest == key_game )
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{
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@ -46,8 +46,8 @@ uint IN_CollectInputDevices( void );
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void IN_LockInputDevices( qboolean lock );
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void IN_EngineAppendMove( float frametime, void *cmd, qboolean active );
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extern convar_t *m_yaw;
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extern convar_t *m_pitch;
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extern convar_t m_yaw;
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extern convar_t m_pitch;
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//
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// in_touch.c
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//
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@ -387,11 +387,11 @@ void IN_EvdevFrame ( void )
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Key_ClearStates();
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}
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if( CVAR_TO_BOOL(m_ignore) )
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if( m_ignore.value )
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continue;
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evdev.x += -dx * m_yaw->value;
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evdev.y += dy * m_pitch->value;
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evdev.x += -dx * m_yaw.value;
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evdev.y += dy * m_pitch.value;
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}
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if( evdev.grabtime <= host.realtime )
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evdev.grab = false;
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@ -693,7 +693,7 @@ TODO: kill mouse in win32 clients too
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*/
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void Platform_PreCreateMove( void )
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{
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if( CVAR_TO_BOOL( m_ignore ))
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if( m_ignore.value )
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{
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SDL_GetRelativeMouseState( NULL, NULL );
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SDL_ShowCursor( SDL_TRUE );
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