engine: client: move input cvars to static allocation

This commit is contained in:
Alibek Omarov 2023-05-19 06:10:58 +03:00
parent cd022bdac7
commit d9cbf1fa89
6 changed files with 35 additions and 35 deletions

View File

@ -1985,7 +1985,7 @@ static int GAME_EXPORT pfnGetWindowCenterX( void )
{
int x = 0;
#if XASH_WIN32
if( m_ignore->value )
if( m_ignore.value )
{
POINT pos;
GetCursorPos( &pos );
@ -2010,7 +2010,7 @@ static int GAME_EXPORT pfnGetWindowCenterY( void )
{
int y = 0;
#if XASH_WIN32
if( m_ignore->value )
if( m_ignore.value )
{
POINT pos;
GetCursorPos( &pos );

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@ -696,7 +696,7 @@ extern convar_t *scr_loading;
extern convar_t *v_dark; // start from dark
extern convar_t *net_graph;
extern convar_t *rate;
extern convar_t *m_ignore;
extern convar_t m_ignore;
extern convar_t r_showtree;
extern convar_t *ui_renderworld;

View File

@ -36,15 +36,15 @@ static struct inputstate_s
float lastpitch, lastyaw;
} inputstate;
convar_t *m_pitch;
convar_t *m_yaw;
CVAR_DEFINE_AUTO( m_pitch, "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse pitch value" );
CVAR_DEFINE_AUTO( m_yaw, "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse yaw value" );
CVAR_DEFINE_AUTO( m_ignore, DEFAULT_M_IGNORE, FCVAR_ARCHIVE | FCVAR_FILTERABLE, "ignore mouse events" );
static CVAR_DEFINE_AUTO( look_filter, "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
static CVAR_DEFINE_AUTO( m_rawinput, "1", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "enable mouse raw input" );
convar_t *m_ignore;
convar_t *cl_forwardspeed;
convar_t *cl_sidespeed;
convar_t *cl_backspeed;
convar_t *look_filter;
convar_t *m_rawinput;
static CVAR_DEFINE_AUTO( cl_forwardspeed, "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default forward move speed" );
static CVAR_DEFINE_AUTO( cl_backspeed, "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default back move speed" );
static CVAR_DEFINE_AUTO( cl_sidespeed, "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default side move speed" );
/*
================
@ -57,7 +57,7 @@ uint IN_CollectInputDevices( void )
{
uint ret = 0;
if( !m_ignore->value ) // no way to check is mouse connected, so use cvar only
if( !m_ignore.value ) // no way to check is mouse connected, so use cvar only
ret |= INPUT_DEVICE_MOUSE;
if( touch_enable.value )
@ -89,13 +89,13 @@ void IN_LockInputDevices( qboolean lock )
if( lock )
{
SetBits( m_ignore->flags, FCVAR_READ_ONLY );
SetBits( m_ignore.flags, FCVAR_READ_ONLY );
SetBits( joy_enable->flags, FCVAR_READ_ONLY );
SetBits( touch_enable.flags, FCVAR_READ_ONLY );
}
else
{
ClearBits( m_ignore->flags, FCVAR_READ_ONLY );
ClearBits( m_ignore.flags, FCVAR_READ_ONLY );
ClearBits( joy_enable->flags, FCVAR_READ_ONLY );
ClearBits( touch_enable.flags, FCVAR_READ_ONLY );
}
@ -109,12 +109,12 @@ IN_StartupMouse
*/
void IN_StartupMouse( void )
{
m_ignore = Cvar_Get( "m_ignore", DEFAULT_M_IGNORE, FCVAR_ARCHIVE | FCVAR_FILTERABLE, "ignore mouse events" );
Cvar_RegisterVariable( &m_ignore );
m_pitch = Cvar_Get( "m_pitch", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse pitch value" );
m_yaw = Cvar_Get( "m_yaw", "0.022", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "mouse yaw value" );
look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "filter look events making it smoother" );
m_rawinput = Cvar_Get( "m_rawinput", "1", FCVAR_ARCHIVE | FCVAR_FILTERABLE, "enable mouse raw input" );
Cvar_RegisterVariable( &m_pitch );
Cvar_RegisterVariable( &m_yaw );
Cvar_RegisterVariable( &look_filter );
Cvar_RegisterVariable( &m_rawinput );
// You can use -nomouse argument to prevent using mouse from client
// -noenginemouse will disable all mouse input
@ -213,7 +213,7 @@ void IN_CheckMouseState( qboolean active )
static qboolean s_bRawInput, s_bMouseGrab;
#if XASH_WIN32
qboolean useRawInput = ( CVAR_TO_BOOL( m_rawinput ) && clgame.client_dll_uses_sdl ) || clgame.dllFuncs.pfnLookEvent != NULL;
qboolean useRawInput = ( m_rawinput.value && clgame.client_dll_uses_sdl ) || clgame.dllFuncs.pfnLookEvent != NULL;
#else
qboolean useRawInput = true; // always use SDL code
#endif
@ -413,9 +413,9 @@ IN_Init
*/
void IN_Init( void )
{
cl_forwardspeed = Cvar_Get( "cl_forwardspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default forward move speed" );
cl_backspeed = Cvar_Get( "cl_backspeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default back move speed" );
cl_sidespeed = Cvar_Get( "cl_sidespeed", "400", FCVAR_ARCHIVE | FCVAR_CLIENTDLL | FCVAR_FILTERABLE, "Default side move speed" );
Cvar_RegisterVariable( &cl_forwardspeed );
Cvar_RegisterVariable( &cl_backspeed );
Cvar_RegisterVariable( &cl_sidespeed );
if( !Host_IsDedicated() )
{
@ -452,8 +452,8 @@ static void IN_JoyAppendMove( usercmd_t *cmd, float forwardmove, float sidemove
{
static uint moveflags = T | S;
if( forwardmove ) cmd->forwardmove = forwardmove * cl_forwardspeed->value;
if( sidemove ) cmd->sidemove = sidemove * cl_sidespeed->value;
if( forwardmove ) cmd->forwardmove = forwardmove * cl_forwardspeed.value;
if( sidemove ) cmd->sidemove = sidemove * cl_sidespeed.value;
if( forwardmove )
{
@ -528,8 +528,8 @@ static void IN_CollectInput( float *forward, float *side, float *pitch, float *y
{
float x, y;
Platform_MouseMove( &x, &y );
*pitch += y * m_pitch->value;
*yaw -= x * m_yaw->value;
*pitch += y * m_pitch.value;
*yaw -= x * m_yaw.value;
#if XASH_USE_EVDEV
IN_EvdevMove( yaw, pitch );
@ -539,7 +539,7 @@ static void IN_CollectInput( float *forward, float *side, float *pitch, float *y
Joy_FinalizeMove( forward, side, yaw, pitch );
Touch_GetMove( forward, side, yaw, pitch );
if( look_filter->value )
if( look_filter.value )
{
*pitch = ( inputstate.lastpitch + *pitch ) / 2;
*yaw = ( inputstate.lastyaw + *yaw ) / 2;
@ -597,7 +597,7 @@ void IN_Commands( void )
{
float forward = 0, side = 0, pitch = 0, yaw = 0;
IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ) );
IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !m_ignore.value );
if( cls.key_dest == key_game )
{

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@ -46,8 +46,8 @@ uint IN_CollectInputDevices( void );
void IN_LockInputDevices( qboolean lock );
void IN_EngineAppendMove( float frametime, void *cmd, qboolean active );
extern convar_t *m_yaw;
extern convar_t *m_pitch;
extern convar_t m_yaw;
extern convar_t m_pitch;
//
// in_touch.c
//

View File

@ -387,11 +387,11 @@ void IN_EvdevFrame ( void )
Key_ClearStates();
}
if( CVAR_TO_BOOL(m_ignore) )
if( m_ignore.value )
continue;
evdev.x += -dx * m_yaw->value;
evdev.y += dy * m_pitch->value;
evdev.x += -dx * m_yaw.value;
evdev.y += dy * m_pitch.value;
}
if( evdev.grabtime <= host.realtime )
evdev.grab = false;

View File

@ -693,7 +693,7 @@ TODO: kill mouse in win32 clients too
*/
void Platform_PreCreateMove( void )
{
if( CVAR_TO_BOOL( m_ignore ))
if( m_ignore.value )
{
SDL_GetRelativeMouseState( NULL, NULL );
SDL_ShowCursor( SDL_TRUE );