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https://git.code.sf.net/p/quake/quakeforge
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8407e3acd1
And clean up the names (viewdelta_position_forward -> in_move_forward).
82 lines
2.2 KiB
C
82 lines
2.2 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 struct cvar_s *cl_upspeed;
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extern struct cvar_s *cl_forwardspeed;
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extern struct cvar_s *cl_backspeed;
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extern struct cvar_s *cl_sidespeed;
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extern struct cvar_s *cl_movespeedkey;
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extern struct cvar_s *cl_yawspeed;
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extern struct cvar_s *cl_pitchspeed;
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extern struct cvar_s *cl_anglespeedkey;
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extern struct cvar_s *m_pitch;
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extern struct cvar_s *m_yaw;
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extern struct cvar_s *m_forward;
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extern struct cvar_s *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->int_val)
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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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