quakeforge/include/client/input.h
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

82 lines
2.1 KiB
C

/*
input.h
Client input handling
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __client_input_h_
#define __client_input_h_
#include "QF/simd/vec4f.h"
#include "QF/input.h"
struct cbuf_s;
extern float cl_upspeed;
extern float cl_forwardspeed;
extern float cl_backspeed;
extern float cl_sidespeed;
extern float cl_movespeedkey;
extern float cl_yawspeed;
extern float cl_pitchspeed;
extern float cl_anglespeedkey;
extern float m_pitch;
extern float m_yaw;
extern float m_forward;
extern float m_side;
#define FORWARD 0
#define SIDE 1
#define UP 2
typedef struct movestate_s {
vec4f_t move;
vec4f_t angles;
} movestate_t;
#define freelook (in_mlook.state & 1 || in_freelook)
struct viewstate_s;
void CL_OnFocusChange (void (*func) (int game));
void CL_Input_BuildMove (float frametime, movestate_t *state,
struct viewstate_s *vs);
void CL_Input_Init (struct cbuf_s *cbuf);
void CL_Input_Init_Cvars (void);
void CL_Input_Activate (int in_game);
extern in_axis_t in_move_forward, in_move_side, in_move_up;
extern in_axis_t in_move_pitch, in_move_yaw, in_move_roll;
extern in_axis_t in_cam_forward, in_cam_side, in_cam_up;
extern in_button_t in_left, in_right, in_forward, in_back;
extern in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
extern in_button_t in_use, in_jump, in_attack;
extern in_button_t in_up, in_down;
extern in_button_t in_strafe, in_klook, in_speed, in_mlook;
#endif // __client_input_h_