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root/Oni2/Daodan/src/Oni/Symbols_Var.h
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Comparing Daodan/src/Oni/Symbols_Var.h (file contents):
Revision 994 by alloc, Mon Apr 7 10:33:27 2014 UTC vs.
Revision 1163 by rossy, Sun Oct 24 02:50:48 2021 UTC

# Line 83 | Line 83
83   //#define OBJgFlag_ViewPrefix   (*((void*)0x005ec650))
84   //#define OBJgFlag_DrawNameDistance     (*((void*)0x005ec634))
85  
86 + // Oni's platform input system stores the window HWND in this global
87 + #define LIgPlatform_HWND (*((HWND *)0x0055cae8))
88 +
89 + // Is Oni's input system active? True in gameplay and false in menus.
90 + // LIrPlatform_Mode_Set gets called when this changes.
91 + #define LIgMode_Internal (*((UUtBool *)0x0055fd40))
92 +
93 + // List of bindings from Oni's internal key codes to LItActionDescriptions
94 + #define LIgBindingArray ((LItBinding *)0x0055fa20)
95 +
96 + // Is "Invert Mouse" checked in the Options menu? If so, platform specific input
97 + // code should invert the cursor's Y offset when building LItActionBuffers.
98 + #define LIgMode_InvertMouse (*((UUtBool *)0x0052ecf4))
99 +
100 + // This is a map from DirectInput scan codes to Oni's internal key codes, the
101 + // latter of which mostly match ASCII for a US keyboard layout. DirectInput scan
102 + // codes are mostly the same as the PS2 make codes that Windows uses in other
103 + // APIs except that extended keys are represented by bit 0x80 being set.
104 + #define LIgPlatform_ScanCodeToChar ((uint8_t *)0x005292b8)
105 +
106 + // Script variable to enable/disable centering the cursor in the window when
107 + // processing input. On by default.
108 + #define LIgCenterCursor (*((int *)0x0052d88d))
109 +
110 + // List of bindable input actions
111 + #define LIgActionDescriptions ((LItActionDescription*)0x0052db18)
112 +
113   #endif

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