dhewm3/neo/framework/async
Daniel Gibson ae63021d00 Add absolute mouse mode and refactor mouse grabbing code
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.
2022-01-10 00:46:32 +01:00
..
AsyncClient.cpp fix: cdkey check now properly disable in clients 2021-03-08 17:56:26 +01:00
AsyncClient.h Remove all gamepak FileSystem<->Async[Client|Server] code 2012-07-04 02:18:48 +02:00
AsyncNetwork.cpp Add absolute mouse mode and refactor mouse grabbing code 2022-01-10 00:46:32 +01:00
AsyncNetwork.h Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
AsyncServer.cpp Master server working again 2020-05-28 00:18:54 +02:00
AsyncServer.h Remove all OS specific gamepak code 2012-07-04 02:18:48 +02:00
MsgChannel.cpp s/ReadLong/ReadInt/ to match the return type 2012-06-28 13:52:24 +02:00
MsgChannel.h s/ReadLong/ReadInt/ to match the return type 2012-06-28 13:52:24 +02:00
NetworkSystem.cpp Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
NetworkSystem.h Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
ServerScan.cpp Remove all OS specific gamepak code 2012-07-04 02:18:48 +02:00
ServerScan.h Remove all OS specific gamepak code 2012-07-04 02:18:48 +02:00