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https://git.code.sf.net/p/quake/quakeforge
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12c84046f3
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.
82 lines
2.1 KiB
C
82 lines
2.1 KiB
C
/*
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input.h
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Client input handling
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __client_input_h_
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#define __client_input_h_
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#include "QF/simd/vec4f.h"
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#include "QF/input.h"
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struct cbuf_s;
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extern float cl_upspeed;
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extern float cl_forwardspeed;
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extern float cl_backspeed;
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extern float cl_sidespeed;
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extern float cl_movespeedkey;
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extern float cl_yawspeed;
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extern float cl_pitchspeed;
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extern float cl_anglespeedkey;
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extern float m_pitch;
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extern float m_yaw;
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extern float m_forward;
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extern float m_side;
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#define FORWARD 0
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#define SIDE 1
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#define UP 2
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typedef struct movestate_s {
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vec4f_t move;
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vec4f_t angles;
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} movestate_t;
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#define freelook (in_mlook.state & 1 || in_freelook)
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struct viewstate_s;
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void CL_OnFocusChange (void (*func) (int game));
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void CL_Input_BuildMove (float frametime, movestate_t *state,
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struct viewstate_s *vs);
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void CL_Input_Init (struct cbuf_s *cbuf);
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void CL_Input_Init_Cvars (void);
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void CL_Input_Activate (int in_game);
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extern in_axis_t in_move_forward, in_move_side, in_move_up;
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extern in_axis_t in_move_pitch, in_move_yaw, in_move_roll;
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extern in_axis_t in_cam_forward, in_cam_side, in_cam_up;
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extern in_button_t in_left, in_right, in_forward, in_back;
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extern in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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extern in_button_t in_use, in_jump, in_attack;
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extern in_button_t in_up, in_down;
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extern in_button_t in_strafe, in_klook, in_speed, in_mlook;
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#endif // __client_input_h_
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