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authorsalmonik <salmonik@tuta.io>2026-10-27 18:09:19 +0100
committersalmonik <salmonik@tuta.io>2026-10-27 18:09:19 +0100
commit3fae02c7d342981c9910db7715305bc57b261a8b (patch)
treef221907effb1f84dfa3e639e3c2966e432e15c10 /CONTEXT.md
parentGUI: add F2 preview shell with dummy controls (diff)
downloadhl2h-3fae02c7d342981c9910db7715305bc57b261a8b.tar.gz
hl2h-3fae02c7d342981c9910db7715305bc57b261a8b.zip
GUI: allow movement while open; freeze look and block bind capture
Feedback pass on the preview shell: - Freeze the rendered view explicitly in CreateMove and again at FRAME_RENDER_START; CInput was still letting mouse look move the camera. - Allow normal WASD/jump/duck movement while the GUI is open; strip attack/use/impulse/weapon selection so GUI clicks do not fire. - While bind capture is active, block all game input. - Esc no longer closes the GUI; it only cancels bind capture. F2 or the title-bar X close the preview. - Interpose SDL_ShowCursor / SDL_SetRelativeMouseMode / warp / window grab so the game cannot re-capture or hide the native cursor while the GUI is open.
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1 files changed, 10 insertions, 6 deletions
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@@ -148,20 +148,24 @@ Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604.
148- **Category**: sidebar group. Movement, Combat, Visuals, Weapons, System. 148- **Category**: sidebar group. Movement, Combat, Visuals, Weapons, System.
149- **Card**: per-feature panel. Header always shows Active + Bind; body is a 149- **Card**: per-feature panel. Header always shows Active + Bind; body is a
150 collapsible set of settings. 150 collapsible set of settings.
151- **Freeze**: while the GUI is open, the usercmd movement/buttons/impulses/view 151- **Freeze**: while the GUI is open, look/attack/use/impulse/weapon selection
152 are held and combat features are skipped; the game keeps simulating and 152 are blocked and combat features are skipped, but normal WASD/jump/duck
153 ESP/FOV circle/speed graph keep drawing. No invulnerability. 153 movement is allowed. Bind capture blocks all game input until it ends. The
154 game keeps simulating and ESP/FOV circle/speed graph keep drawing. No
155 invulnerability.
154- **Native cursor**: on open, leave SDL relative-mouse mode and show the OS 156- **Native cursor**: on open, leave SDL relative-mouse mode and show the OS
155 cursor; restore on close. Absolute mouse coordinates are used. 157 cursor; restore on close. Absolute mouse coordinates are used.
156- **Bind capture**: click Bind, press a key/button; Esc or clicking elsewhere 158- **Bind capture**: click Bind, press a key/button; Esc cancels capture but
157 cancels; Clear sets None; Insert is reserved for the GUI. 159 does not close the GUI; clicking elsewhere cancels; Clear sets None; Insert
160 is reserved for the GUI.
158- **UI scale**: `clamp(min(screen_w/1920, screen_h/1080), 0.75, 1.5)`; base 161- **UI scale**: `clamp(min(screen_w/1920, screen_h/1080), 0.75, 1.5)`; base
159 window 960x620, body/title fonts 15/20 px at scale 1. 162 window 960x620, body/title fonts 15/20 px at scale 1.
160- Every feature gets Active + Bind; bind None means always-on. 163- Every feature gets Active + Bind; bind None means always-on.
161- System page: config path/build info, Reload config, and a two-click Reset 164- System page: config path/build info, Reload config, and a two-click Reset
162 that restores feature settings/binds but keeps GUI layout. 165 that restores feature settings/binds but keeps GUI layout.
163- Window: fixed-size, draggable by title bar, clamped to screen, position, 166- Window: fixed-size, draggable by title bar, clamped to screen, position,
164 category and expanded cards persisted under `[gui]`. 167 category and expanded cards persisted under `[gui]`. Esc does not close the
168 GUI; the toggle key or title-bar X does.
165 169
166 170
167## Bones / ESP 171## Bones / ESP