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More mouse grab/release tuning.
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commit
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3 changed files with 38 additions and 24 deletions
4
README
4
README
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@ -682,8 +682,8 @@ When playing in window mode my cursor is locked onto the window. Can I change
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that, so that Quake II behaves like a normal window?
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- Open the console by pressing ~ or ^ or drop into the menu. If you want Quake
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II to never grab the mouse set "in_grab" to 0, if Quake II should never
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release the mouse set 1, for releasing the mouse when the console is opened
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set to 2. The default is 2.
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release the mouse set 1, for releasing the mouse when the console or the
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menu is opened set to 2. The default is 2.
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Hey, my screensaver crashes Quake II or I experience strange crashes after a
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fixed amount of time!
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@ -77,6 +77,8 @@ static cvar_t *freelook;
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static cvar_t *m_filter;
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static cvar_t *in_mouse;
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cvar_t *vid_fullscreen;
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/*
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* This function translates the SDL keycodes
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* to the internal key representation of the
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@ -354,8 +356,6 @@ IN_GetEvent(SDL_Event *event)
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KeyStates[SDLK_RALT]) &&
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(event->key.keysym.sym == SDLK_RETURN))
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{
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cvar_t *fullscreen;
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SDL_WM_ToggleFullScreen(surface);
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if (surface->flags & SDL_FULLSCREEN)
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@ -367,8 +367,7 @@ IN_GetEvent(SDL_Event *event)
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ri.Cvar_SetValue("vid_fullscreen", 0);
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}
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fullscreen = ri.Cvar_Get("vid_fullscreen", "0", 0);
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fullscreen->modified = false;
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vid_fullscreen->modified = false;
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break;
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}
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@ -470,7 +469,31 @@ IN_Update(void)
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/* Grab and ungrab the mouse if the
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* console or the menu is opened */
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if (in_grab->value == 2)
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if (vid_fullscreen->value)
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{
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if (!mouse_grabbed)
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{
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SDL_WM_GrabInput(SDL_GRAB_ON);
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mouse_grabbed = true;
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}
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}
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if (in_grab->value == 0)
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{
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if (mouse_grabbed)
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{
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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mouse_grabbed = false;
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}
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}
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else if (in_grab->value == 1)
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{
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if (!mouse_grabbed)
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{
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SDL_WM_GrabInput(SDL_GRAB_ON);
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mouse_grabbed = true;
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}
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}
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else
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{
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if (windowed_mouse->value)
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{
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@ -489,22 +512,6 @@ IN_Update(void)
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}
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}
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}
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else if (in_grab->value == 1)
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{
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if (!mouse_grabbed)
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{
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SDL_WM_GrabInput(SDL_GRAB_ON);
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mouse_grabbed = true;
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}
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}
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else
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{
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if (mouse_grabbed)
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{
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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mouse_grabbed = false;
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}
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}
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/* Process the key events */
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while (keyq_head != keyq_tail)
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@ -629,6 +636,8 @@ IN_BackendInit(in_state_t *in_state_p)
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CVAR_USERINFO | CVAR_ARCHIVE);
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in_grab = ri.Cvar_Get("in_grab", "2", CVAR_ARCHIVE);
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vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
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ri.Con_Printf(PRINT_ALL, "Input initialized.\n");
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}
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@ -692,8 +692,13 @@ CL_FixCvarCheats(void)
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void
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CL_UpdateWindowedMouse(void)
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{
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if (cls.disable_screen)
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{
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return;
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}
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if (cls.key_dest == key_menu || cls.key_dest == key_console ||
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(cls.key_dest == key_game && cls.state != ca_active && !cls.disable_screen))
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(cls.key_dest == key_game && (cls.state != ca_active || !cl.refresh_prepped)))
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{
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Cvar_SetValue("windowed_mouse", 0);
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}
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