/* * CL_TouchEvent */ void CL_TouchEvent( int id, touchevent_t type, int x, int y, unsigned int time ) { switch( cls.key_dest ) { case key_game: CL_GameModule_TouchEvent( id, type, x, y ); break; case key_console: case key_message: if( id == 0 ) Con_TouchEvent( ( type != TOUCH_UP ) ? qtrue : qfalse, x, y ); break; case key_menu: if( id != 0 ) break; CL_UIModule_MouseSet( x, y ); switch( type ) { case TOUCH_DOWN: Key_MouseEvent( K_MOUSE1, qtrue, time ); break; case TOUCH_UP: Key_MouseEvent( K_MOUSE1, qfalse, time ); CL_UIModule_MouseSet( 0, 0 ); break; default: break; } break; default: break; } }
/* * CL_MouseSet * * Mouse input for systems with basic mouse support (without centering * and possibly without toggleable cursor). */ void CL_MouseSet( int mx, int my, bool showCursor ) { if( cls.key_dest == key_menu ) CL_UIModule_MouseSet( mx, my, showCursor ); }