windowed_mouse_always gibt mit 0 immer frei, bindet mit 1 immer und

arbeitet mit 2 nun automagisch
This commit is contained in:
Yamagi Burmeister 2010-01-09 08:23:36 +00:00
parent 9daee656b4
commit d59744effc
2 changed files with 9 additions and 3 deletions

4
README
View file

@ -237,7 +237,9 @@ My OpenGL is not working!
How do I open the console?
- Press "^" or "~", depending on your keyboard layout. If you want
Quake II to never grap the mouse set "windowed_mouse_always" to 1.
Quake II to never grap the mouse set "windowed_mouse_always" to 0, if
Quake II should never release the mouse set 0, for releasing the
mouse when open the console set to 2. The default is 2.
How do I get the frame counter?
- Set cl_drawfps to 1

View file

@ -71,7 +71,7 @@ static cvar_t *windowed_mouse_always;
void RW_IN_PlatformInit() {
windowed_mouse = ri.Cvar_Get ("windowed_mouse", "1", CVAR_ARCHIVE);
windowed_mouse_always = ri.Cvar_Get ("windowed_mouse_always", "1", CVAR_ARCHIVE);
windowed_mouse_always = ri.Cvar_Get ("windowed_mouse_always", "2", CVAR_ARCHIVE);
}
void RW_IN_Activate(qboolean active)
@ -527,7 +527,7 @@ void KBD_Update(void)
if (SDL_BUTTON(7) & bstate)
mouse_buttonstate |= (1 << 4);
if (windowed_mouse_always->value == 1)
if (windowed_mouse_always->value == 2)
{
if (old_windowed_mouse != windowed_mouse->value) {
old_windowed_mouse = windowed_mouse->value;
@ -539,6 +539,10 @@ void KBD_Update(void)
}
}
}
else if (windowed_mouse_always->value == 1)
{
SDL_WM_GrabInput(SDL_GRAB_ON);
}
else
{
SDL_WM_GrabInput(SDL_GRAB_OFF);