r5sdk/r5dev/inputsystem/inputsystem.cpp

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2022-04-09 06:05:47 +02:00
//===========================================================================//
//
// Purpose:
//
//===========================================================================//
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include "core/stdafx.h"
#include "vpc/IAppSystem.h"
#include "inputsystem/inputsystem.h"
////-----------------------------------------------------------------------------
//// Enables/disables input
////-----------------------------------------------------------------------------
//void CInputSystem::EnableInput(bool bEnabled)
//{
// const static int index = 10;
// CallVFunc<void>(index, this, bEnabled);
//}
//
////-----------------------------------------------------------------------------
//// Enables/disables the inputsystem windows message pump
////-----------------------------------------------------------------------------
//void CInputSystem::EnableMessagePump(bool bEnabled)
//{
// const static int index = 11;
// CallVFunc<void>(index, this, bEnabled);
//}
//
////-----------------------------------------------------------------------------
//// Poll current state
////-----------------------------------------------------------------------------
//bool CInputSystem::IsButtonDown(ButtonCode_t Button)
//{
// const static int index = 13;
// return CallVFunc<bool>(index, this, Button);
//}
//
////-----------------------------------------------------------------------------
//// Convert back + forth between ButtonCode/AnalogCode + strings
////-----------------------------------------------------------------------------
//bool CInputSystem::ButtonCodeToString(ButtonCode_t Button)
//{
// const static int index = 25;
// return CallVFunc<bool>(index, this, Button);
//}
//ButtonCode_t CInputSystem::StringToButtonCode(const char* pString)
//{
// const static int index = 26;
// return CallVFunc<ButtonCode_t>(index, this, pString);
//}
2022-11-10 15:32:56 +01:00
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
///////////////////////////////////////////////////////////////////////////////
CInputSystem* g_pInputSystem = nullptr;