Fix mouse grab after toggling fullscreen

cls.glconfig.isFullscreen was not updated when changing r_fullscreen
without a vid_restart. Starting in fullscreen and switching to
windowed mode would not release the mouse.

Mods calling trap_GetGlconfig() after a fullscreen toggle now get
the correct value for isFullscreen. (Note: Mods already got the
correct value at start up and after vid_restart.)

Reported by Mickaël "mickael9" Thomas.
This commit is contained in:
Zack Middleton 2018-04-08 23:53:52 -05:00
parent e986384fde
commit 699cbed7c7

View file

@ -341,7 +341,7 @@ static void IN_GobbleMotionEvents( void )
IN_ActivateMouse
===============
*/
static void IN_ActivateMouse( void )
static void IN_ActivateMouse( qboolean isFullscreen )
{
if (!mouseAvailable || !SDL_WasInit( SDL_INIT_VIDEO ) )
return;
@ -355,7 +355,7 @@ static void IN_ActivateMouse( void )
}
// in_nograb makes no sense in fullscreen mode
if( !Cvar_VariableIntegerValue("r_fullscreen") )
if( !isFullscreen )
{
if( in_nograb->modified || !mouseActive )
{
@ -379,15 +379,15 @@ static void IN_ActivateMouse( void )
IN_DeactivateMouse
===============
*/
static void IN_DeactivateMouse( void )
static void IN_DeactivateMouse( qboolean isFullscreen )
{
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
return;
// Always show the cursor when the mouse is disabled,
// but not when fullscreen
if( !Cvar_VariableIntegerValue("r_fullscreen") )
SDL_ShowCursor( 1 );
if( !isFullscreen )
SDL_ShowCursor( SDL_TRUE );
if( !mouseAvailable )
return;
@ -1174,23 +1174,26 @@ void IN_Frame( void )
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
// update isFullscreen since it might of changed since the last vid_restart
cls.glconfig.isFullscreen = Cvar_VariableIntegerValue( "r_fullscreen" ) != 0;
if( !cls.glconfig.isFullscreen && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
{
// Console is down in windowed mode
IN_DeactivateMouse( );
IN_DeactivateMouse( cls.glconfig.isFullscreen );
}
else if( !cls.glconfig.isFullscreen && loading )
{
// Loading in windowed mode
IN_DeactivateMouse( );
IN_DeactivateMouse( cls.glconfig.isFullscreen );
}
else if( !( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_INPUT_FOCUS ) )
{
// Window not got focus
IN_DeactivateMouse( );
IN_DeactivateMouse( cls.glconfig.isFullscreen );
}
else
IN_ActivateMouse( );
IN_ActivateMouse( cls.glconfig.isFullscreen );
IN_ProcessEvents( );
@ -1236,7 +1239,7 @@ void IN_Init( void *windowData )
SDL_StartTextInput( );
mouseAvailable = ( in_mouse->value != 0 );
IN_DeactivateMouse( );
IN_DeactivateMouse( Cvar_VariableIntegerValue( "r_fullscreen" ) != 0 );
appState = SDL_GetWindowFlags( SDL_window );
Cvar_SetValue( "com_unfocused", !( appState & SDL_WINDOW_INPUT_FOCUS ) );
@ -1255,7 +1258,7 @@ void IN_Shutdown( void )
{
SDL_StopTextInput( );
IN_DeactivateMouse( );
IN_DeactivateMouse( Cvar_VariableIntegerValue( "r_fullscreen" ) != 0 );
mouseAvailable = qfalse;
IN_ShutdownJoystick( );