mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 19:29:13 +01:00
ba2cab60df
* Get VGUI back (optionally) * Add some missing VGUI invocations * Update CMakeLists.txt to build with vgui for Windows * Move windows.h inclusions only to those places where it's really needed * Try fix mingw build * Update hud_spectator * Merge nekonomicon's vgui branch * Don't include vgui panel and app in cdll_int.cpp if vgui is real * Deduplicate scoreboard global variables * Add options to prefer non-vgui motd and scoreboard when vgui is enabled * Add vgui-dev as a submodule. Add building vith vgui to CI * Fix artifact uploading * Don't use global variable when not necessary * char* to const char* in CMenuHandler_StringCommand constructor * Fix 'format string is not a literal string' warnings * Fix 'always evaluate to true' warnings * Team Fortress classes to const char* * CreateCommandMenu accepts const char* * Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway * Explicit assignment result as condition * Prevent memory leak on menu reading * Localize button text * Create FileInputStream on stack avoiding the leak * Remove Servers Browser code * Arrow file names to const char* * Fix assignment to the wrong variable
288 lines
6.7 KiB
C++
288 lines
6.7 KiB
C++
#include "hud.h"
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#include "usercmd.h"
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#include "cvardef.h"
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#include "kbutton.h"
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#include "keydefs.h"
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#include "input_mouse.h"
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extern cvar_t *sensitivity;
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extern cvar_t *in_joystick;
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extern kbutton_t in_strafe;
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extern kbutton_t in_mlook;
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extern kbutton_t in_speed;
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extern kbutton_t in_jlook;
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extern kbutton_t in_forward;
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extern kbutton_t in_back;
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extern kbutton_t in_moveleft;
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extern kbutton_t in_moveright;
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extern cvar_t *m_pitch;
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extern cvar_t *m_yaw;
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extern cvar_t *m_forward;
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extern cvar_t *m_side;
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extern cvar_t *lookstrafe;
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extern cvar_t *lookspring;
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extern cvar_t *cl_pitchdown;
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extern cvar_t *cl_pitchup;
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extern cvar_t *cl_yawspeed;
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extern cvar_t *cl_sidespeed;
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extern cvar_t *cl_forwardspeed;
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extern cvar_t *cl_pitchspeed;
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extern cvar_t *cl_movespeedkey;
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cvar_t *cl_laddermode;
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#define F 1U<<0 // Forward
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#define B 1U<<1 // Back
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#define L 1U<<2 // Left
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#define R 1U<<3 // Right
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#define T 1U<<4 // Forward stop
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#define S 1U<<5 // Side stop
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#define BUTTON_DOWN 1
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#define IMPULSE_DOWN 2
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#define IMPULSE_UP 4
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int CL_IsDead( void );
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extern Vector dead_viewangles;
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void IN_ToggleButtons( float forwardmove, float sidemove )
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{
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static unsigned int moveflags = T | S;
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if( forwardmove )
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moveflags &= ~T;
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else
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{
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//if( in_forward.state || in_back.state ) gEngfuncs.Con_Printf("Buttons pressed f%d b%d\n", in_forward.state, in_back.state);
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if( !( moveflags & T ) )
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{
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//IN_ForwardUp();
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//IN_BackUp();
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//gEngfuncs.Con_Printf("Reset forwardmove state f%d b%d\n", in_forward.state, in_back.state);
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in_forward.state &= ~BUTTON_DOWN;
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in_back.state &= ~BUTTON_DOWN;
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moveflags |= T;
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}
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}
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if( sidemove )
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moveflags &= ~S;
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else
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{
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//gEngfuncs.Con_Printf("l%d r%d\n", in_moveleft.state, in_moveright.state);
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//if( in_moveleft.state || in_moveright.state ) gEngfuncs.Con_Printf("Buttons pressed l%d r%d\n", in_moveleft.state, in_moveright.state);
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if( !( moveflags & S ) )
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{
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//IN_MoverightUp();
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//IN_MoveleftUp();
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//gEngfuncs.Con_Printf("Reset sidemove state f%d b%d\n", in_moveleft.state, in_moveright.state);
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in_moveleft.state &= ~BUTTON_DOWN;
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in_moveright.state &= ~BUTTON_DOWN;
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moveflags |= S;
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}
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}
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if( forwardmove > 0.7f && !( moveflags & F ) )
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{
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moveflags |= F;
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in_forward.state |= BUTTON_DOWN;
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}
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if( forwardmove < 0.7f && ( moveflags & F ) )
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{
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moveflags &= ~F;
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in_forward.state &= ~BUTTON_DOWN;
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}
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if( forwardmove < -0.7f && !( moveflags & B ) )
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{
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moveflags |= B;
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in_back.state |= BUTTON_DOWN;
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}
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if( forwardmove > -0.7f && ( moveflags & B ) )
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{
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moveflags &= ~B;
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in_back.state &= ~BUTTON_DOWN;
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}
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if( sidemove > 0.9f && !( moveflags & R ) )
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{
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moveflags |= R;
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in_moveright.state |= BUTTON_DOWN;
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}
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if( sidemove < 0.9f && ( moveflags & R ) )
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{
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moveflags &= ~R;
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in_moveright.state &= ~BUTTON_DOWN;
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}
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if( sidemove < -0.9f && !( moveflags & L ) )
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{
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moveflags |= L;
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in_moveleft.state |= BUTTON_DOWN;
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}
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if( sidemove > -0.9f && ( moveflags & L ) )
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{
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moveflags &= ~L;
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in_moveleft.state &= ~BUTTON_DOWN;
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}
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}
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void FWGSInput::IN_ClientMoveEvent( float forwardmove, float sidemove )
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{
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//gEngfuncs.Con_Printf("IN_MoveEvent\n");
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ac_forwardmove += forwardmove;
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ac_sidemove += sidemove;
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ac_movecount++;
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}
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void FWGSInput::IN_ClientLookEvent( float relyaw, float relpitch )
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{
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rel_yaw += relyaw;
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rel_pitch += relpitch;
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}
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// Rotate camera and add move values to usercmd
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void FWGSInput::IN_Move( float frametime, usercmd_t *cmd )
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{
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Vector viewangles;
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bool fLadder = false;
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if( gHUD.m_iIntermission )
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return; // we can't move during intermission
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if( cl_laddermode->value != 2 )
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{
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cl_entity_t *pplayer = gEngfuncs.GetLocalPlayer();
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if( pplayer )
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fLadder = pplayer->curstate.movetype == MOVETYPE_FLY;
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}
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//if(ac_forwardmove || ac_sidemove)
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//gEngfuncs.Con_Printf("Move: %f %f %f %f\n", ac_forwardmove, ac_sidemove, rel_pitch, rel_yaw);
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#if 0
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if( in_mlook.state & 1 )
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{
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V_StopPitchDrift();
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}
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#endif
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if( CL_IsDead() )
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{
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viewangles = dead_viewangles; // HACKHACK: see below
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}
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else
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{
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gEngfuncs.GetViewAngles( viewangles );
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}
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if( gHUD.GetSensitivity() != 0 )
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{
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rel_yaw *= gHUD.GetSensitivity();
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rel_pitch *= gHUD.GetSensitivity();
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}
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else
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{
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rel_yaw *= sensitivity->value;
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rel_pitch *= sensitivity->value;
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}
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viewangles[YAW] += rel_yaw;
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if( fLadder )
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{
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if( cl_laddermode->value == 1 )
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viewangles[YAW] -= ac_sidemove * 5;
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ac_sidemove = 0;
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}
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#if !USE_VGUI || USE_NOVGUI_MOTD
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if( gHUD.m_MOTD.m_bShow )
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gHUD.m_MOTD.scroll += rel_pitch;
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else
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#endif
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viewangles[PITCH] += rel_pitch;
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if( viewangles[PITCH] > cl_pitchdown->value )
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viewangles[PITCH] = cl_pitchdown->value;
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if( viewangles[PITCH] < -cl_pitchup->value )
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viewangles[PITCH] = -cl_pitchup->value;
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// HACKHACK: change viewangles directly in viewcode,
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// so viewangles when player is dead will not be changed on server
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if( !CL_IsDead() )
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{
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gEngfuncs.SetViewAngles( viewangles );
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}
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dead_viewangles = viewangles; // keep them actual
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if( ac_movecount )
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{
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IN_ToggleButtons( ac_forwardmove / ac_movecount, ac_sidemove / ac_movecount );
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if( ac_forwardmove )
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cmd->forwardmove = ac_forwardmove * cl_forwardspeed->value / ac_movecount;
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if( ac_sidemove )
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cmd->sidemove = ac_sidemove * cl_sidespeed->value / ac_movecount;
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if( ( in_speed.state & 1 ) && ( ac_sidemove || ac_forwardmove ) )
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{
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cmd->forwardmove *= cl_movespeedkey->value;
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cmd->sidemove *= cl_movespeedkey->value;
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}
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}
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ac_sidemove = ac_forwardmove = rel_pitch = rel_yaw = 0;
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ac_movecount = 0;
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}
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void FWGSInput::IN_MouseEvent( int mstate )
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{
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static int mouse_oldbuttonstate;
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// perform button actions
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for( int i = 0; i < 5; i++ )
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{
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if( ( mstate & ( 1 << i ) ) && !( mouse_oldbuttonstate & ( 1 << i ) ) )
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{
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gEngfuncs.Key_Event( K_MOUSE1 + i, 1 );
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}
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if( !( mstate & ( 1 << i ) ) && ( mouse_oldbuttonstate & ( 1 << i ) ) )
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{
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gEngfuncs.Key_Event( K_MOUSE1 + i, 0 );
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}
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}
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mouse_oldbuttonstate = mstate;
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}
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// Stubs
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void FWGSInput::IN_ClearStates( void )
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{
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//gEngfuncs.Con_Printf( "IN_ClearStates\n" );
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}
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void FWGSInput::IN_ActivateMouse( void )
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{
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//gEngfuncs.Con_Printf( "IN_ActivateMouse\n" );
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}
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void FWGSInput::IN_DeactivateMouse( void )
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{
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//gEngfuncs.Con_Printf( "IN_DeactivateMouse\n" );
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}
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void FWGSInput::IN_Accumulate( void )
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{
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//gEngfuncs.Con_Printf( "IN_Accumulate\n" );
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}
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void FWGSInput::IN_Commands( void )
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{
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//gEngfuncs.Con_Printf( "IN_Commands\n" );
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}
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void FWGSInput::IN_Shutdown( void )
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{
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}
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// Register cvars and reset data
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void FWGSInput::IN_Init( void )
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{
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sensitivity = gEngfuncs.pfnRegisterVariable( "sensitivity", "3", FCVAR_ARCHIVE );
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in_joystick = gEngfuncs.pfnRegisterVariable( "joystick", "0", FCVAR_ARCHIVE );
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cl_laddermode = gEngfuncs.pfnRegisterVariable( "cl_laddermode", "2", FCVAR_ARCHIVE );
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ac_forwardmove = ac_sidemove = rel_yaw = rel_pitch = 0;
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}
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