* Don't set SE_KEY event to ctrl-h; I don't think this makes sense
* Don't warp the mouse on deactivation unless the cursor is in the window already; this fixes in_nograb * Stop grabbing the mouse in windowed mode when there is no sense in doing so * Make sure that IN_Restart is only called on r_fullscreen modification if a mode change actually takes place
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parent
e4e0568641
commit
acbf982689
2 changed files with 53 additions and 36 deletions
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@ -725,16 +725,14 @@ void GLimp_EndFrame( void )
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if( r_fullscreen->modified )
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{
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qboolean fullscreen;
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qboolean needToToggle = qtrue;
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qboolean sdlToggled = qfalse;
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SDL_Surface *s = SDL_GetVideoSurface( );
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if( s )
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{
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// Find out the current state
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if( s->flags & SDL_FULLSCREEN )
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fullscreen = qtrue;
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else
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fullscreen = qfalse;
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fullscreen = !!( s->flags & SDL_FULLSCREEN );
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if( r_fullscreen->integer && Cvar_VariableIntegerValue( "in_nograb" ) )
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{
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@ -744,17 +742,20 @@ void GLimp_EndFrame( void )
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}
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// Is the state we want different from the current state?
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if( !!r_fullscreen->integer != fullscreen )
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needToToggle = !!r_fullscreen->integer != fullscreen;
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if( needToToggle )
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sdlToggled = SDL_WM_ToggleFullScreen( s );
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else
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sdlToggled = qtrue;
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}
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if( needToToggle )
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{
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// SDL_WM_ToggleFullScreen didn't work, so do it the slow way
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if( !sdlToggled )
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Cbuf_AddText( "vid_restart" );
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IN_Restart( );
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}
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r_fullscreen->modified = qfalse;
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}
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@ -58,9 +58,9 @@ static qboolean mouseAvailable = qfalse;
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static qboolean mouseActive = qfalse;
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static qboolean keyRepeatEnabled = qfalse;
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static cvar_t *in_mouse;
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static cvar_t *in_mouse = NULL;
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#ifdef MACOS_X_ACCELERATION_HACK
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static cvar_t *in_disablemacosxmouseaccel;
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static cvar_t *in_disablemacosxmouseaccel = NULL;
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static double originalMouseSpeed = -1.0;
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#endif
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static cvar_t *in_nograb;
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@ -231,8 +231,7 @@ static const char *IN_TranslateSDLToQ3Key( SDL_keysym *keysym,
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if( *key != K_DEL )
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{
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// ctrl-h
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*key = CTRL('h');
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*buf = *key;
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*buf = CTRL('h');
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break;
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}
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// fallthrough
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@ -393,6 +392,9 @@ static void IN_DeactivateMouse( void )
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if( mouseActive )
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{
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SDL_WM_GrabInput( SDL_GRAB_OFF );
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// Don't warp the mouse unless the cursor is within the window
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if( SDL_GetAppState( ) & SDL_APPMOUSEFOCUS )
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SDL_WarpMouse( glConfig.vidWidth / 2, glConfig.vidHeight / 2 );
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mouseActive = qfalse;
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@ -784,17 +786,31 @@ IN_Frame
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*/
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void IN_Frame( void )
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{
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IN_JoyMove( );
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qboolean loading;
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// Release the mouse if the console is down in windowed mode
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// or if the window loses focus due to task switching
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if( ( ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) && !r_fullscreen->integer ) ||
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!( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
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IN_JoyMove( );
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IN_ProcessEvents( );
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// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
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loading = !!( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE );
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if( !r_fullscreen->integer && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
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{
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// Console is down in windowed mode
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IN_DeactivateMouse( );
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}
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else if( !r_fullscreen->integer && loading )
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{
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// Loading in windowed mode
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IN_DeactivateMouse( );
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}
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else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
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{
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// Window not got focus
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IN_DeactivateMouse( );
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}
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else
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IN_ActivateMouse( );
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IN_ProcessEvents( );
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}
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/*
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