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in_sdl.c: Rename the mouse filter functions for consistency.
Also surround the SDL version by "#if defined(USE_SDL2)" and "#endif", this suppresses an unused function warning when building for SDL1. (Building for SDL2 still gives an unused variable "modstate" warning though.) git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1002 af15c1b1-3010-417e-b628-4374ebc0bcbd
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1 changed files with 9 additions and 8 deletions
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@ -65,7 +65,7 @@ cvar_t m_filter = {"m_filter","0",CVAR_NONE};
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* gets updated from the main game loop via IN_MouseMove */
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static int total_dx, total_dy = 0;
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static int FilterMouseEvents (const SDL_Event *event)
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static int IN_FilterMouseEvents (const SDL_Event *event)
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{
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switch (event->type)
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{
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@ -78,10 +78,12 @@ static int FilterMouseEvents (const SDL_Event *event)
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return 1;
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}
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static int FilterMouseEvents_SDL2 (void *userdata, SDL_Event *event)
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#if defined(USE_SDL2)
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static int IN_SDL2_FilterMouseEvents (void *userdata, SDL_Event *event)
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{
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return FilterMouseEvents (event);
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return IN_FilterMouseEvents (event);
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}
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#endif
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static void IN_BeginIgnoringMouseEvents()
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{
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@ -90,11 +92,11 @@ static void IN_BeginIgnoringMouseEvents()
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void *currentUserdata = NULL;
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SDL_GetEventFilter(¤tFilter, ¤tUserdata);
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if (currentFilter != FilterMouseEvents_SDL2)
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SDL_SetEventFilter(FilterMouseEvents_SDL2, NULL);
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if (currentFilter != IN_SDL2_FilterMouseEvents)
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SDL_SetEventFilter(IN_SDL2_FilterMouseEvents, NULL);
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#else
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if (SDL_GetEventFilter() != FilterMouseEvents)
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SDL_SetEventFilter(FilterMouseEvents);
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if (SDL_GetEventFilter() != IN_FilterMouseEvents)
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SDL_SetEventFilter(IN_FilterMouseEvents);
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#endif
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}
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@ -367,7 +369,6 @@ void IN_UpdateForKeydest (void)
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}
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#if defined(USE_SDL2)
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static qboolean IN_SDL2_QuakeKeyHandledAsTextInput(int qkey)
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{
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return (qkey >= 32 && qkey <= 126) && qkey != '`';
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