void IN_Frame() { bool loading; if (in_xbox360ControllerAvailable->integer) { IN_Xbox360ControllerMove(); } else { IN_JoyMove(); } // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = (cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE); if (cls.keyCatchers & KEYCATCH_CONSOLE) { // Console is down in windowed mode IN_DeactivateMouse(false); } else if (loading) { // Loading in windowed mode IN_DeactivateMouse(true); } else if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)) { // Window doesn't have focus IN_DeactivateMouse(false); } else if (com_minimized->integer) { // Minimized IN_DeactivateMouse(true); } else { IN_ActivateMouse(); } IN_ProcessEvents(dropInput); }
void IN_Frame (void) { qboolean loading; IN_JoyMove( ); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = (qboolean)( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE ); if( !cls.glconfig.isFullscreen && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ) { // Console is down in windowed mode IN_DeactivateMouse( ); } else if( !cls.glconfig.isFullscreen && loading ) { // Loading in windowed mode IN_DeactivateMouse( ); } else if( !( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_INPUT_FOCUS ) ) { // Window not got focus IN_DeactivateMouse( ); } else IN_ActivateMouse( ); IN_ProcessEvents( ); }
/* ================== IN_Frame Called every frame, even if not generating commands ================== */ void IN_Frame(void) { // post joystick events IN_JoyMove(); if(!s_wmv.mouseInitialized) { return; } if(cls.keyCatchers & KEYCATCH_CONSOLE) { // temporarily deactivate if not in the game and // running on the desktop // voodoo always counts as full screen if(Cvar_VariableValue("r_fullscreen") == 0 && strcmp(Cvar_VariableString("r_glDriver"), _3DFX_DRIVER_NAME)) { IN_DeactivateMouse(); return; } } if(!in_appactive) { IN_DeactivateMouse(); return; } IN_ActivateMouse(); // post events to the system que IN_MouseMove(); }
/* =============== IN_Frame =============== */ void IN_Frame( void ) { qboolean loading; IN_JoyMove( ); IN_ProcessEvents( ); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = !!( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE ); if( !r_fullscreen->integer && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ) { // Console is down in windowed mode IN_DeactivateMouse( ); } else if( !r_fullscreen->integer && loading ) { // Loading in windowed mode IN_DeactivateMouse( ); } else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) ) { // Window not got focus IN_DeactivateMouse( ); } else IN_ActivateMouse( ); }
/* =============== IN_Frame =============== */ void IN_Frame(void) { qboolean loading; IN_JoyMove(); IN_ProcessEvents(); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = (cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE); if(!cls.glconfig.isFullscreen && (Key_GetCatcher() & KEYCATCH_CONSOLE)) { // Console is down in windowed mode IN_DeactivateMouse(); } else if(!cls.glconfig.isFullscreen && loading) { // Loading in windowed mode IN_DeactivateMouse(); } else if(!( SDL_GetWindowFlags(SDL_window) & SDL_WINDOW_INPUT_FOCUS)) { // Window not got focus IN_DeactivateMouse(); } else IN_ActivateMouse(); // In case we had to delay actual restart of video system if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) ) { vidRestartTime = 0; Cbuf_AddText( "vid_restart\n" ); } }
void IN_Frame() { if ( in_xbox360ControllerAvailable->integer ) { IN_Xbox360ControllerMove(); } else { IN_JoyMove(); } if ( cls.keyCatchers & KEYCATCH_CONSOLE ) { // Console is down in windowed mode IN_SetFocus( false ); } else if ( !( SDL_GetWindowFlags( window ) & SDL_WINDOW_INPUT_FOCUS ) ) { // Window doesn't have focus IN_SetFocus( false ); } else if ( com_minimized->integer ) { // Minimized IN_SetFocus( false ); } else { IN_SetFocus( true ); } IN_ProcessEvents( dropInput ); }
void IN_Frame(void) { qbool loading; IN_JoyMove( ); IN_ProcessEvents( ); /* If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading */ loading = !!(clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE); if(!cvargeti("r_fullscreen") && (Key_GetCatcher( ) & KEYCATCH_CONSOLE)){ /* Console is down in windowed mode */ IN_DeactivateMouse( ); }else if(!cvargeti("r_fullscreen") && loading){ /* Loading in windowed mode */ IN_DeactivateMouse( ); }else if(!(SDL_GetAppState() & SDL_APPINPUTFOCUS)){ /* Window not got focus */ IN_DeactivateMouse( ); }else IN_ActivateMouse( ); /* in case we had to delay actual restart of video system... */ if((vidRestartTime != 0) && (vidRestartTime < sysmillisecs())){ vidRestartTime = 0; cbufaddstr("vid_restart"); } }
/* =============== IN_Frame =============== */ void IN_Frame( void ) { qboolean loading; IN_JoyMove( ); IN_ProcessEvents( ); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE ); if( !Cvar_VariableIntegerValue("r_fullscreen") && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ) { // Console is down in windowed mode IN_DeactivateMouse( ); } else if( !Cvar_VariableIntegerValue("r_fullscreen") && loading ) { // Loading in windowed mode IN_DeactivateMouse( ); } else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) ) { // Window not got focus IN_DeactivateMouse( ); } else IN_ActivateMouse( ); /* in case we had to delay actual restart of video system... */ if ( (vidRestartTime != 0) && (vidRestartTime < Sys_Milliseconds()) ) { vidRestartTime = 0; Cbuf_AddText( "vid_restart\n" ); } }
/* =========== IN_Move =========== */ void IN_Move (usercmd_t *cmd) { IN_MouseMove (cmd); if (ActiveApp) IN_JoyMove (cmd); }
void IN_Frame(void) { qboolean loading; qboolean fullscreen = qtrue; IN_JoyMove(); IN_ProcessEvents(); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = !!(cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE); if (!fullscreen && ( (Key_GetCatcher() & KEYCATCH_CONSOLE) || loading || !SDL_GetWindowGrab(SDLvidscreen) )) { if (mouseActive) IN_DeactivateMouse(); } else { if (!mouseActive) IN_ActivateMouse(); } /* in case we had to delay actual restart of video system... */ if ((vidRestartTime != 0) && (vidRestartTime < Sys_Milliseconds())) { vidRestartTime = 0; Cbuf_AddText("vid_restart"); } }
void IN_Frame (void) { // bk001130 - from cvs 1.17 (mkv) IN_JoyMove(); // FIXME: disable if on desktop? if ( cls.keyCatchers & KEYCATCH_CONSOLE ) { // temporarily deactivate if not in the game and // running on the desktop // voodoo always counts as full screen if (Cvar_VariableValue ("r_fullscreen") == 0 && strcmp( Cvar_VariableString("r_glDriver"), _3DFX_DRIVER_NAME ) ) { IN_DeactivateMouse (); return; } // bk001206 - not used, now done the H2/Fakk2 way //if (dpy && !autorepeaton) { // XAutoRepeatOn(dpy); // autorepeaton = qtrue; //} } //else if (dpy && autorepeaton) { //XAutoRepeatOff(dpy); //autorepeaton = qfalse; //} IN_ActivateMouse(); }
/* =========== IN_Move =========== */ void IN_Move (usercmd_t *cmd) { if (ActiveApp) // jit/Echon - fix mouse recentering when clicking out of game. { IN_MouseMove(cmd); IN_JoyMove(cmd); } }
void IN_Move (usercmd_t *cmd) { if (ActiveApp && !Minimized) { IN_MouseMove (cmd); IN_JoyMove (cmd); } }
/* =========== IN_Move =========== */ void IN_Move ( float frametime, usercmd_t *cmd) { if ( !iMouseInUse && mouseactive ) { IN_MouseMove ( frametime, cmd); } IN_JoyMove ( frametime, cmd); }
/* =========== IN_Move =========== */ void IN_Move ( float frametime, float ioRotationDeltas[3], float ioTranslationDeltas[3]) { if ( !iMouseInUse && mouseactive ) { IN_MouseMove ( frametime, ioRotationDeltas, ioTranslationDeltas); } IN_JoyMove ( frametime, ioRotationDeltas, ioTranslationDeltas); }
void IN_Frame (void) { usb_do_poll(); // get ctrl data get_controller_data(&ctrl, 0); IN_JoyMove( ); // save for next loop old_ctrl = ctrl; }
/* =========== IN_Move =========== */ void IN_Move (usercmd_t *cmd) { if (cl.v.cameramode) // Stuck in a different camera so don't move { memset (cmd, 0, sizeof(*cmd)); return; } if (mouseactive) { IN_MouseMove (cmd); } if (ActiveApp) IN_JoyMove (cmd); }
/* =============== IN_Frame =============== */ void IN_Frame( void ) { qboolean loading; //FIXME test, checking mouse grab if (in_checkForStolenMouseFocus->integer && mouseActive && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS)) { Com_Printf("^3external application stole mouse focus\n"); } IN_JoyMove( ); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = ( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE ); if( !r_fullscreen->integer && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ) { // Console is down in windowed mode IN_DeactivateMouse( ); } else if( !r_fullscreen->integer && loading ) { // Loading in windowed mode IN_DeactivateMouse( ); } else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) ) { // Window not got focus //Com_Printf("^3window lost focus\n"); IN_DeactivateMouse( ); } else { if (in_nograb->integer) { IN_DeactivateMouse(); } else { IN_ActivateMouse( ); } } IN_ProcessEvents( ); // in case we had to delay actual restart of video system... if ( (vidRestartTime != 0) && (vidRestartTime < Sys_Milliseconds()) ) { vidRestartTime = 0; Cbuf_AddText( "vid_restart\n" ); } }
/* =============== IN_Frame =============== */ void IN_Frame( void ) { qboolean loading; qboolean cursorShowing; IN_JoyMove( ); IN_ProcessEvents( ); // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = !!( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE ); cursorShowing = Key_GetCatcher( ) & KEYCATCH_UI; if( !r_fullscreen->integer && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ) { // Console is down in windowed mode IN_DeactivateMouse( ); } else if( !r_fullscreen->integer && loading ) { // Loading in windowed mode IN_DeactivateMouse( ); } /* else if( !r_fullscreen->integer && cursorShowing ) { // Use WM cursor when not fullscreen IN_DeactivateMouse( ); } */ else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) ) { // Window not got focus if( ( ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) && !r_fullscreen->integer ) || com_minimized->integer ) IN_DeactivateMouse( ); } else IN_ActivateMouse( ); /* if( !mouseActive ) { SDL_GetMouseState( &x, &y ); IN_SetUIMousePosition( x, y ); } */ }
void IN_Frame( void ) { qboolean loading; if ( in_xbox360ControllerAvailable->integer ) { IN_Xbox360ControllerMove(); } else { IN_JoyMove(); } IN_ProcessEvents( dropInput ); dropInput = qfalse; // If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading loading = ( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE ); if ( ( !cls.glconfig.isFullscreen || SDL_VERSION_ATLEAST( 2, 0, 0 ) ) && ( cls.keyCatchers & KEYCATCH_CONSOLE || ( CL_UIOwnsMouse() && !in_uigrab->integer ) ) ) { // Console is down, or UI is up, in windowed mode IN_DeactivateMouse( qfalse ); } else if ( ( !cls.glconfig.isFullscreen || SDL_VERSION_ATLEAST( 2, 0, 0 ) ) && loading ) { // Loading in windowed mode IN_DeactivateMouse( qtrue ); } else if ( !( SDL_GetWindowFlags( window ) & SDL_WINDOW_INPUT_FOCUS ) ) { // Window not got focus IN_DeactivateMouse( qfalse ); } else if ( com_minimized->integer ) { // Minimized IN_DeactivateMouse( qtrue ); } else { IN_ActivateMouse(); } }
void IN_Frame( void ) { // bk001130 - from cvs 1.17 (mkv) IN_JoyMove(); // FIXME: disable if on desktop? if ( cls.keyCatchers & KEYCATCH_CONSOLE ) { // temporarily deactivate if not in the game and // running on the desktop // voodoo always counts as full screen if ( Cvar_VariableValue( "r_fullscreen" ) == 0 && strcmp( Cvar_VariableString( "r_glDriver" ), _3DFX_DRIVER_NAME ) ) { IN_DeactivateMouse(); return; } } IN_ActivateMouse(); }
/* * CL_UpdateCommandInput */ void CL_UpdateCommandInput( void ) { static unsigned old_keys_frame_time; usercmd_t *cmd = &cl.cmds[cls.ucmdHead & CMD_MASK]; if( cl.inputRefreshed ) return; keys_frame_time = ( sys_frame_time - old_keys_frame_time ) & 255; // always let the mouse refresh cl.viewangles IN_MouseMove( cmd ); CL_AddButtonBits( &cmd->buttons ); CL_GameModule_TouchMove( cmd, cl.viewangles, keys_frame_time ); if( keys_frame_time ) { cmd->msec += keys_frame_time; CL_AddAnglesFromKeys( keys_frame_time ); CL_AddMovementFromKeys( &cmd->forwardmove, &cmd->sidemove, &cmd->upmove, keys_frame_time ); IN_JoyMove( cmd, keys_frame_time ); old_keys_frame_time = sys_frame_time; } if( cmd->msec ) { cmd->forwardfrac = ( (float)cmd->forwardmove/(float)cmd->msec ); cmd->sidefrac = ( (float)cmd->sidemove/(float)cmd->msec ); cmd->upfrac = ( (float)cmd->upmove/(float)cmd->msec ); } cmd->angles[0] = ANGLE2SHORT( cl.viewangles[0] ); cmd->angles[1] = ANGLE2SHORT( cl.viewangles[1] ); cmd->angles[2] = ANGLE2SHORT( cl.viewangles[2] ); cl.inputRefreshed = qtrue; }
/* =========== IN_Move =========== */ void IN_Move (usercmd_t *cmd) { #if USE_JOYSTICK Uint8 appState = SDL_GetAppState(); // make the one in sys_unix // global and use?? #endif /* USE_JOYSTICK */ if (cl.v.cameramode) // Stuck in a different camera so don't move { memset (cmd, 0, sizeof(*cmd)); return; } if (mouseactive) { IN_MouseMove (cmd); } #if USE_JOYSTICK if (appState & SDL_APPACTIVE) IN_JoyMove (cmd); #endif /* USE_JOYSTICK */ }
void IN_Frame (void) { IN_JoyMove( ); IN_ProcessEvents( ); if( !cls.glconfig.isFullscreen && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ) { // Console is down in windowed mode IN_DeactivateMouse( ); } else if( !( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_INPUT_FOCUS ) ) { // Window not got focus IN_DeactivateMouse( ); } else IN_ActivateMouse( ); // In case we had to delay actual restart of video system if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) ) { vidRestartTime = 0; Cbuf_AddText( "vid_restart\n" ); } }
void IN_Move(usercmd_t *cmd) { IN_JoyMove(cmd); IN_MouseMove(cmd); }