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| author | salmonik <salmonik@tuta.io> | 2026-10-27 18:09:19 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-10-27 18:09:19 +0100 |
| commit | 3fae02c7d342981c9910db7715305bc57b261a8b (patch) | |
| tree | f221907effb1f84dfa3e639e3c2966e432e15c10 /src/hl2h.h | |
| parent | GUI: add F2 preview shell with dummy controls (diff) | |
| download | hl2h-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.
Diffstat (limited to '')
| -rw-r--r-- | src/hl2h.h | 1 |
1 files changed, 1 insertions, 0 deletions
| @@ -234,6 +234,7 @@ void menu_force_close(); | |||
| 234 | void gui_handle_input(); | 234 | void gui_handle_input(); |
| 235 | void gui_draw(); | 235 | void gui_draw(); |
| 236 | bool gui_is_open(); | 236 | bool gui_is_open(); |
| 237 | bool gui_bind_capture_active(); | ||
| 237 | QAngle gui_frozen_view(); | 238 | QAngle gui_frozen_view(); |
| 238 | // ISurface pointer (defined in menu.cpp, used for drawing tests) | 239 | // ISurface pointer (defined in menu.cpp, used for drawing tests) |
| 239 | struct ISurface; | 240 | struct ISurface; |
