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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 /src/hl2h.h
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.
Diffstat (limited to 'src/hl2h.h')
-rw-r--r--src/hl2h.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/hl2h.h b/src/hl2h.h
index 11b9014..8a81439 100644
--- a/src/hl2h.h
+++ b/src/hl2h.h
@@ -234,6 +234,7 @@ void menu_force_close();
234void gui_handle_input(); 234void gui_handle_input();
235void gui_draw(); 235void gui_draw();
236bool gui_is_open(); 236bool gui_is_open();
237bool gui_bind_capture_active();
237QAngle gui_frozen_view(); 238QAngle 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)
239struct ISurface; 240struct ISurface;