cnq3/code/win32/win_local.h
myT 9dd81a895b fixed the cursor staying visible in raw input mode when focusing the window while a mouse button is pressed
got rid of redundent mouse API calls when handling focus changes
simplified the mouse input code
2017-08-18 19:05:19 +02:00

82 lines
2.6 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// win_local.h: Win32-specific Quake3 header file
#include "windows.h"
void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
void Sys_CreateConsole( void );
void Sys_DestroyConsole( void );
const char* Sys_ConsoleInput();
void Conbuf_AppendText( const char *msg );
void IN_Init();
void IN_Activate( qbool active );
qbool IN_ProcessMessage( UINT msg, WPARAM wParam, LPARAM lParam ); // returns true if the event was handled
void IN_Frame();
void IN_Shutdown();
void WIN_UpdateMonitorIndexFromCvar();
void WIN_UpdateMonitorIndexFromMainWindow();
void WIN_UpdateResolution( int width, int height );
void WIN_RegisterLastValidHotKey();
void WIN_UnregisterHotKey();
void WIN_SetGameDisplaySettings();
void WIN_SetDesktopDisplaySettings();
void SNDDMA_Activate();
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
// crash handling
LONG CALLBACK WIN_HandleException( EXCEPTION_POINTERS* ep );
void WIN_HandleExit();
void WIN_EndTimePeriod();
#define MAX_MONITOR_COUNT 16
typedef struct
{
HWND hWnd;
HINSTANCE hInstance;
qbool activeApp;
// when we get a windows message, we store the time off
// using Sys_Milliseconds
int sysMsgTime;
RECT monitorRects[MAX_MONITOR_COUNT];
HMONITOR hMonitors[MAX_MONITOR_COUNT];
int monitor; // 0-based index of the monitor currently used for display
int primaryMonitor; // 0-based index of the primary monitor
int monitorCount;
int minimizeHotKeyId;
qbool minimizeHotKeyValid;
UINT minimizeHotKeyKey;
UINT minimizeHotKeyMods;
} WinVars_t;
extern WinVars_t g_wv;