7dc01f7362
added .ktx image support as an alternative to .dds, primarily for etc2 compression (which should work on all gles3 devices, or gl4.3), only known representations will work. rework z-fighting workaround. now only enabled on known vanilla maps. added splitscreen option to the singleplayer menu. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5154 fc73d0e0-1445-4013-8a0c-d673dee63da5
82 lines
3.2 KiB
C
82 lines
3.2 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// input.h -- external (non-keyboard) input devices
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void IN_ReInit (void);
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void IN_Init (void);
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float IN_DetermineMouseRate(void);
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void IN_Shutdown (void);
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void IN_Commands (void);
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// oportunity for devices to stick commands on the script buffer
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qboolean IN_MouseDevIsTouch(unsigned int devid); //check if a mouse devid is a touch screen, and thus if we should check the cursor and simulate a ui event or not
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int IN_TranslateMButtonPress(unsigned int devid); //allow the touchscreen code to swallow mouse1 as a begin-looking event
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void IN_Move (float *movements, int pnum, float frametime);
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// add additional movement on top of the keyboard move cmd
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extern cvar_t in_xflip;
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extern float mousecursor_x, mousecursor_y;
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extern float mousemove_x, mousemove_y;
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void IN_ActivateMouse(void);
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void IN_DeactivateMouse(void);
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int CL_TargettedSplit(qboolean nowrap);
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//specific events for the system-specific input code to call. may be called outside the main thread (so long as you don't call these simultaneously - ie: use a mutex or only one input thread).
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void IN_KeyEvent(unsigned int devid, int down, int keycode, int unicode); //don't use IN_KeyEvent for mice if you ever use abs mice...
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void IN_MouseMove(unsigned int devid, int abs, float x, float y, float z, float size);
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void IN_JoystickAxisEvent(unsigned int devid, int axis, float value);
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void IN_Accelerometer(unsigned int devid, float x, float y, float z);
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void IN_Gyroscope(unsigned int devid, float pitch, float yaw, float roll);
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//system-specific functions
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void INS_Move (float *movements, int pnum);
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void INS_Accumulate (void);
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void INS_ClearStates (void);
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void INS_ReInit (void);
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void INS_Init (void);
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void INS_Shutdown (void);
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void INS_Commands (void); //final chance to call IN_MouseMove/IN_KeyEvent each frame
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void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid));
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void INS_SetupControllerAudioDevices(qboolean enabled); //creates audio devices for each controller (where controllers have their own audio devices)
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#define DEVID_UNSET ~0u
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extern cvar_t cl_nodelta;
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extern cvar_t cl_c2spps;
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extern cvar_t cl_c2sImpulseBackup;
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extern cvar_t cl_netfps;
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extern cvar_t cl_sparemsec;
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extern cvar_t cl_queueimpulses;
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extern cvar_t cl_smartjump;
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extern cvar_t cl_run;
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extern cvar_t cl_fastaccel;
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extern cvar_t cl_rollspeed;
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extern cvar_t cl_prydoncursor;
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extern cvar_t cl_instantrotate;
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extern cvar_t in_xflip;
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extern cvar_t prox_inmenu;
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extern cvar_t cl_forceseat;
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