fteqw/engine/client/input.h
Spoike 5920bf05fb reworked menusys combo items, as per mushi's request. should be a bit prettier now.
fixed most gcc warnings when compiling for linux.
client can now connect to 10002 servers. probably 10000+10001 too, but too lazy to test.
doom3 map loading is working again, but has too many issues for it to be useful (leaks, premature purges, no texture_d suffix support), so its still disabled for now.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4999 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-02-15 06:01:17 +00:00

80 lines
3 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// input.h -- external (non-keyboard) input devices
void IN_ReInit (void);
void IN_Init (void);
float IN_DetermineMouseRate(void);
void IN_Shutdown (void);
void IN_Commands (void);
// oportunity for devices to stick commands on the script buffer
qboolean IN_MouseDevIsTouch(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
int IN_TranslateMButtonPress(int devid); //allow the touchscreen code to swallow mouse1 as a begin-looking event
void IN_Move (float *movements, int pnum, float frametime);
// add additional movement on top of the keyboard move cmd
extern cvar_t in_xflip;
extern float mousecursor_x, mousecursor_y;
extern float mousemove_x, mousemove_y;
void IN_ActivateMouse(void);
void IN_DeactivateMouse(void);
int CL_TargettedSplit(qboolean nowrap);
//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).
void IN_KeyEvent(int devid, int down, int keycode, int unicode); //don't use IN_KeyEvent for mice if you ever use abs mice...
void IN_MouseMove(int devid, int abs, float x, float y, float z, float size);
void IN_JoystickAxisEvent(int devid, int axis, float value);
//system-specific functions
void INS_Move (float *movements, int pnum);
void INS_Accumulate (void);
void INS_ClearStates (void);
void INS_ReInit (void);
void INS_Init (void);
void INS_Shutdown (void);
void INS_Commands (void); //final chance to call IN_MouseMove/IN_KeyEvent each frame
void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, int *qdevid));
void INS_SetupControllerAudioDevices(qboolean enabled); //creates audio devices for each controller (where controllers have their own audio devices)
#define DEVID_UNSET -1
extern cvar_t cl_nodelta;
extern cvar_t cl_c2spps;
extern cvar_t cl_c2sImpulseBackup;
extern cvar_t cl_netfps;
extern cvar_t cl_sparemsec;
extern cvar_t cl_queueimpulses;
extern cvar_t cl_smartjump;
extern cvar_t cl_run;
extern cvar_t cl_fastaccel;
extern cvar_t cl_rollspeed;
extern cvar_t cl_prydoncursor;
extern cvar_t cl_instantrotate;
extern cvar_t in_xflip;
extern cvar_t prox_inmenu;
extern cvar_t cl_forceseat;