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Fixups to sync WIP SDL refactor up with r4738. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4753 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 22 additions and 14 deletions
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@ -1691,6 +1691,10 @@ int32_t handleevents_sdlcommon(SDL_Event *ev)
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switch (ev->type)
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{
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case SDL_MOUSEMOTION:
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#ifndef GEKKO
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mouseabsx = ev->motion.x;
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mouseabsy = ev->motion.y;
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#endif
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// SDL <VER> doesn't handle relative mouse movement correctly yet as the cursor still clips to the
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// screen edges
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// so, we call SDL_WarpMouse() to center the cursor and ignore the resulting motion event that occurs
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@ -1706,8 +1710,6 @@ int32_t handleevents_sdlcommon(SDL_Event *ev)
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#endif
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}
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}
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if (ev.active.state & SDL_APPMOUSEFOCUS)
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mouseinwindow = ev.active.gain;
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break;
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case SDL_MOUSEBUTTONDOWN:
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@ -1947,6 +1949,12 @@ int32_t handleevents_pollsdl(void)
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windowy = ev.window.data2;
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}
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break;
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case SDL_WINDOWEVENT_ENTER:
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mouseinwindow = 1;
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break;
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case SDL_WINDOWEVENT_LEAVE:
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mouseinwindow = 0;
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break;
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}
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break;
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@ -514,14 +514,15 @@ int32_t handleevents_pollsdl(void)
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grabmouse_low(!!appactive);
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#endif
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rv = -1;
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if (ev.active.state & SDL_APPMOUSEFOCUS)
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mouseinwindow = ev.active.gain;
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}
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break;
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// SDL_MOUSEMOTION needs to fall through to default... this is just GEKKO processing!
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case SDL_MOUSEMOTION:
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#ifdef GEKKO
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if (appactive && mousegrab)
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{
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// check if it's a wiimote pointer pretending to be a mouse
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if (ev.motion.state & SDL_BUTTON_X2MASK)
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{
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@ -533,7 +534,6 @@ int32_t handleevents_pollsdl(void)
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ev.motion.xrel /= 16;
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ev.motion.yrel /= 12;
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}
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}
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#endif
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default: // OSD_Printf("Got event (%d)\n", ev.type); break;
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rv = handleevents_sdlcommon(&ev);
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