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https://github.com/Shpoike/Quakespasm.git
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fe4b224c7d
This is a subset of csqc, with alternative entry points that can be invoked by compat wrappers. Also added sv_gameplayfix_setmodelrealbox cvar. Default value of 1 matches QuakeSpasm, whereas a value of 0 matches vanilla quake's behaviour.
55 lines
1.8 KiB
C
55 lines
1.8 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2010-2014 QuakeSpasm developers
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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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#ifndef _QUAKE_INPUT_H
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#define _QUAKE_INPUT_H
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// input.h -- external (non-keyboard) input devices
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void IN_Init (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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// mouse moved by dx and dy pixels
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void IN_MouseMotion(int dx, int dy, int wx, int wy);
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void IN_SendKeyEvents (void);
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// used as a callback for Sys_SendKeyEvents() by some drivers
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void IN_UpdateInputMode (void);
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// do stuff if input mode (text/non-text) changes matter to the keyboard driver
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void IN_Move (usercmd_t *cmd);
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// add additional movement on top of the keyboard move cmd
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void IN_ClearStates (void);
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// restores all button and position states to defaults
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// spike - called whenever mouse focus etc has changed (including console toggled). this is optional, but there's still a number of blocking commands, like connect
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// doing all the mode, state, etc checks in one place ensures that they're consistent, regardless of what else is happening.
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void IN_UpdateGrabs(void);
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#endif /* _QUAKE_INPUT_H */
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