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ae63021d00
There were lots of places in the code that called Sys_GrabInput(), some of them each frame. Most of this is unified in events.cpp now, in handleMouseGrab() which is called once per frame by Sys_GenerateEvents() - this makes reasoning about when the mouse is grabbed and when not a lot easier. Sys_GrabInput(false) still is called in a few places, before operations that tend to take long (like loading a map or vid_restart), but (hopefully) not regularly anymore. The other big change is that the game now uses SDLs absolute mouse mode for fullscreen menus (except the PDA which is an ugly hack), so the ingame cursor is at the same position as the system cursor, which especially helps when debugging with `in_nograb 1` and should also help if someone wants to integrate an additional GUI toolkit like Dear ImGui. |
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ConsoleView.cpp | ||
ConsoleView.h | ||
FindDialog.cpp | ||
FindDialog.h | ||
MaterialDef.cpp | ||
MaterialDef.h | ||
MaterialDoc.cpp | ||
MaterialDoc.h | ||
MaterialDocManager.cpp | ||
MaterialDocManager.h | ||
MaterialEditor.cpp | ||
MaterialEditor.h | ||
MaterialEditView.cpp | ||
MaterialEditView.h | ||
MaterialModifier.cpp | ||
MaterialModifier.h | ||
MaterialPreviewPropView.cpp | ||
MaterialPreviewPropView.h | ||
MaterialPreviewView.cpp | ||
MaterialPreviewView.h | ||
MaterialPropTreeView.cpp | ||
MaterialPropTreeView.h | ||
MaterialTreeView.cpp | ||
MaterialTreeView.h | ||
MaterialView.cpp | ||
MaterialView.h | ||
MEMainFrame.cpp | ||
MEMainFrame.h | ||
MEOptions.cpp | ||
MEOptions.h | ||
StageView.cpp | ||
StageView.h | ||
ToggleListView.cpp | ||
ToggleListView.h |