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() { 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); }
/* =============== IN_Frame =============== */ void IN_Frame( void ) { qboolean loading; if ( in_xbox360ControllerAvailable->integer ) { IN_Xbox360ControllerMove(); } else { 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 ( !Cvar_VariableIntegerValue( "r_fullscreen" ) && ( cls.keyCatchers & 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 if ( com_minimized->integer ) { // Minimized 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( 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(); } }