Only send mouse events if both values are non-zero.
Hopefully this helps with the event overflow spam that can sometimes
happen on loads or laggy situations.
When starting the game in windowed mode, the window buffer used whatever
was on the screen before running the game. Kind of like you could see
through the window, but it doesn't update what happens behind it.
It makes it look like something is broken or non-responsive.
So clear the window opengl buffer to black.
Credit to theinvsblman for the code.
Appling the diff to renderergl2 mostly worked.
Had to change GLimp_HaveExtension to use GL_EXTENTIONS
directly because Elite Forces GL2 requires an extension that didn't fit in (the smaller than Q3)
glConfig.extensions_string.
Had to set ambientLight for RF_FULLBRIGHT, GL2 doesn't use ambientLightInt.
Made the RF_FORCE_ENT_ALPHA code change pStage->stateBits because the stateBits
are read a lot, whereas in GL1 it's done as an expression and passed to GL_State.
Copied from Spearmint.
There are a few issues; holodeck doors are missing and parts of light grid are black (???).
SDL1.2 branch disables key repeat when key catcher is 0.
Presumably to prevent binds from executing multiple times.
SDL2 replaced being able to disabled key repeat using SDL_EnableKeyRepeat
with a non-zero repeat value in the key event.
Setting SDL_GL_ACCELERATED_VISUAL was disabled for ioq3 SDL 1.2
for other reasons. However, it causes creating GL context to fail
if multisampling is enabled on X11 for both SDL1.2 and SDL2.
Tested using nVidia proprietary driver on Debian 7.
UI VMs expect a backspace char event, but sdl2 branch only was only sending a key event.
Revert cl_keys.c to master branch (it would cause backspace to happen twice in console).
Quiting SDL Video or Joystick subsystem implies quiting the Event subsystem in SDL2.
SDL keeps track of number of init and shutdown calls for each subsystem.
Shuting down video or joystick more or equal to number of times they're inited will lead to event shutdown.
Toggling in and out of fullscreen or running in_restart twice causes SDL event subsystem to shutdown, making input not work.
If the console is closed, IN_GobbleMotionEvents gets stuck in a loop. SDL_PeepEvents returns -1 when there is an error, but we assume non-0 means read more events.
IN_ShutdownJoystick needs to check if joystick subsystem was inited before quitting it, otherwise we may cause SDL event subsystem to shutdown.
Make 'b' variable an int so that key values more than 255 will work (not currently an issue in ioq3 afaik).
Use SDL_BUTTON_* for easier transition to SDL2.
(SDL2 doesn't have SDL_BUTTON_WHEELUP or SDL_BUTTON_WHEELDOWN, X1/X2 are different values.)
* differing screen resolutions and network settings are now honoured when changing fs_game
* Fix hunk memory leak on game_restart
* Move cls.state and cls.servername to clc so connection state is fully preserved over game_restart
* Revert back to previous fs_game after disconnecting from a server that triggered a game_restart
* Fix error dialog popping up after every game_restart if an error happened previously (reported by Ensiform)
- Fixed that not all commands added by CL_Init() would be removed by CL_Shutdown()
* Fixed some whacky indentation in q_shared.c
* Allow single character keys e.g. 'c' to be used in cl_consoleKeys in addition
to ASCII characters
* Experimental code to ignore dead keys
ignoring completely' from r1459; it can't ever work acceptably, especially on
azerty/qwertz layouts
* Make the ordering of the output from in_keyboardDebug more sensible
* Add cl_consoleKeys cvar, a space delimited list of key names or characters
that toggle the console
completely
* When activating or deactivating the mouse flush any pending motion events;
this should stop the view moving unpredictably in these circumstances
* Add keyname completion to "unbind"
* Don't warp the mouse on deactivation unless the cursor is in the window
already; this fixes in_nograb
* Stop grabbing the mouse in windowed mode when there is no sense in
doing so
* Make sure that IN_Restart is only called on r_fullscreen modification
if a mode change actually takes place