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https://git.code.sf.net/p/quake/quakeforge
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Move the mouse activation/deactivation into in_win.c.
It now gets handled by the keydest callback (I hope it still works).
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2 changed files with 8 additions and 18 deletions
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@ -354,6 +354,13 @@ static void
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win_keydest_callback (keydest_t key_dest)
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win_keydest_callback (keydest_t key_dest)
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{
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{
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win_in_game = key_dest == key_game;
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win_in_game = key_dest == key_game;
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if (win_in_game) {
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IN_ActivateMouse ();
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IN_HideMouse ();
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} else {
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IN_DeactivateMouse ();
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IN_ShowMouse ();
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}
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}
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}
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void
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void
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@ -264,19 +264,9 @@ VID_SetMode (unsigned char *palette)
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// Set either the fullscreen or windowed mode
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// Set either the fullscreen or windowed mode
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if (!vid_fullscreen->int_val) {
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if (!vid_fullscreen->int_val) {
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if (in_grab->int_val && key_dest == key_game) {
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stat = VID_SetWindowedMode ();
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stat = VID_SetWindowedMode ();
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IN_ActivateMouse ();
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IN_HideMouse ();
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} else {
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IN_DeactivateMouse ();
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IN_ShowMouse ();
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stat = VID_SetWindowedMode ();
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}
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} else {
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} else {
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stat = VID_SetFullDIBMode ();
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stat = VID_SetFullDIBMode ();
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IN_ActivateMouse ();
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IN_HideMouse ();
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}
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}
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VID_UpdateWindowStatus (window_x, window_y);
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VID_UpdateWindowStatus (window_x, window_y);
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@ -361,13 +351,6 @@ GL_EndRendering (void)
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}
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}
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} else {
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} else {
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windowed_mouse = true;
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windowed_mouse = true;
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if (key_dest == key_game && !in_mouse_avail && ActiveApp) {
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IN_ActivateMouse ();
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IN_HideMouse ();
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} else if (in_mouse_avail && key_dest != key_game) {
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IN_DeactivateMouse ();
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IN_ShowMouse ();
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}
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}
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}
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}
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}
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}
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}
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