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https://github.com/FWGS/xash3d-fwgs.git
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engine: platform: sdl3: add events handler
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@@ -14,15 +14,309 @@ GNU General Public License for more details.
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*/
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#include "platform_sdl3.h"
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#include "ref_common.h"
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#include "vid_common.h"
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#include "client.h"
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#include "input.h"
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#include "vgui_draw.h"
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static void SDLash_ActiveEvent( qboolean focus )
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{
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if( focus )
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{
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host.status = HOST_FRAME;
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if( cls.key_dest == key_game )
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IN_ActivateMouse();
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host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
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}
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else
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{
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host.status = HOST_NOFOCUS;
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if( cls.key_dest == key_game )
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{
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Key_ClearStates();
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IN_DeactivateMouse();
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}
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host.force_draw_version_time = host.realtime + 2.0;
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}
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}
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static void SDLash_KeyEvent( const SDL_KeyboardEvent *key )
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{
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int keynum = key->scancode;
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if( SDL_TextInputActive( host.hWnd ) && key->down )
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{
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// this is how engine understands ctrl+c, ctrl+v and other hotkeys
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if( cls.key_dest != key_game && FBitSet( SDL_GetModState( ), SDL_KMOD_CTRL ))
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{
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if( keynum >= SDL_SCANCODE_A && keynum <= SDL_SCANCODE_Z )
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{
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keynum = keynum - SDL_SCANCODE_A + 1;
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CL_CharEvent( keynum );
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}
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return;
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}
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// ignore printable keys, they are coming through SDL_EVENT_TEXT_INPUT
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if(( keynum >= SDL_SCANCODE_A && keynum <= SDL_SCANCODE_Z )
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|| ( keynum >= SDL_SCANCODE_1 && keynum <= SDL_SCANCODE_0 )
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|| ( keynum >= SDL_SCANCODE_KP_1 && keynum <= SDL_SCANCODE_KP_0 ))
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return;
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}
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#define DECLARE_KEY_RANGE( min, max, repl ) \
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if( keynum >= (min) && keynum <= (max) ) \
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{ \
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keynum = keynum - (min) + (repl); \
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}
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DECLARE_KEY_RANGE( SDL_SCANCODE_A, SDL_SCANCODE_Z, 'a' )
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else DECLARE_KEY_RANGE( SDL_SCANCODE_1, SDL_SCANCODE_9, '1' )
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else DECLARE_KEY_RANGE( SDL_SCANCODE_F1, SDL_SCANCODE_F12, K_F1 )
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else
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{
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qboolean num_lock = FBitSet( SDL_GetModState( ), SDL_KMOD_NUM );
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switch( keynum )
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{
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case SDL_SCANCODE_GRAVE: keynum = '`'; break;
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case SDL_SCANCODE_0: keynum = '0'; break;
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case SDL_SCANCODE_BACKSLASH: keynum = '\\'; break;
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case SDL_SCANCODE_LEFTBRACKET: keynum = '['; break;
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case SDL_SCANCODE_RIGHTBRACKET: keynum = ']'; break;
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case SDL_SCANCODE_EQUALS: keynum = '='; break;
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case SDL_SCANCODE_MINUS: keynum = '-'; break;
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case SDL_SCANCODE_TAB: keynum = K_TAB; break;
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case SDL_SCANCODE_RETURN: keynum = K_ENTER; break;
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case SDL_SCANCODE_AC_BACK:
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case SDL_SCANCODE_ESCAPE: keynum = K_ESCAPE; break;
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case SDL_SCANCODE_SPACE: keynum = K_SPACE; break;
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case SDL_SCANCODE_BACKSPACE: keynum = K_BACKSPACE; break;
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case SDL_SCANCODE_UP: keynum = K_UPARROW; break;
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case SDL_SCANCODE_LEFT: keynum = K_LEFTARROW; break;
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case SDL_SCANCODE_DOWN: keynum = K_DOWNARROW; break;
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case SDL_SCANCODE_RIGHT: keynum = K_RIGHTARROW; break;
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case SDL_SCANCODE_LALT:
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case SDL_SCANCODE_RALT: keynum = K_ALT; break;
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case SDL_SCANCODE_LCTRL:
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case SDL_SCANCODE_RCTRL: keynum = K_CTRL; break;
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case SDL_SCANCODE_LSHIFT:
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case SDL_SCANCODE_RSHIFT: keynum = K_SHIFT; break;
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case SDL_SCANCODE_LGUI:
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case SDL_SCANCODE_RGUI: keynum = K_WIN; break;
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case SDL_SCANCODE_INSERT: keynum = K_INS; break;
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case SDL_SCANCODE_DELETE: keynum = K_DEL; break;
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case SDL_SCANCODE_PAGEDOWN: keynum = K_PGDN; break;
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case SDL_SCANCODE_PAGEUP: keynum = K_PGUP; break;
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case SDL_SCANCODE_HOME: keynum = K_HOME; break;
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case SDL_SCANCODE_END: keynum = K_END; break;
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case SDL_SCANCODE_KP_1: keynum = num_lock ? '1' : K_KP_END; break;
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case SDL_SCANCODE_KP_2: keynum = num_lock ? '2' : K_KP_DOWNARROW; break;
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case SDL_SCANCODE_KP_3: keynum = num_lock ? '3' : K_KP_PGDN; break;
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case SDL_SCANCODE_KP_4: keynum = num_lock ? '4' : K_KP_LEFTARROW; break;
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case SDL_SCANCODE_KP_5: keynum = num_lock ? '5' : K_KP_5; break;
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case SDL_SCANCODE_KP_6: keynum = num_lock ? '6' : K_KP_RIGHTARROW; break;
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case SDL_SCANCODE_KP_7: keynum = num_lock ? '7' : K_KP_HOME; break;
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case SDL_SCANCODE_KP_8: keynum = num_lock ? '8' : K_KP_UPARROW; break;
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case SDL_SCANCODE_KP_9: keynum = num_lock ? '9' : K_KP_PGUP; break;
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case SDL_SCANCODE_KP_0: keynum = num_lock ? '0' : K_KP_INS; break;
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case SDL_SCANCODE_KP_PERIOD: keynum = K_KP_DEL; break;
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case SDL_SCANCODE_KP_ENTER: keynum = K_KP_ENTER; break;
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case SDL_SCANCODE_KP_PLUS: keynum = K_KP_PLUS; break;
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case SDL_SCANCODE_KP_MINUS: keynum = K_KP_MINUS; break;
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case SDL_SCANCODE_KP_DIVIDE: keynum = K_KP_SLASH; break;
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case SDL_SCANCODE_KP_MULTIPLY: keynum = '*'; break;
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case SDL_SCANCODE_NUMLOCKCLEAR: keynum = K_KP_NUMLOCK; break;
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case SDL_SCANCODE_CAPSLOCK: keynum = K_CAPSLOCK; break;
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case SDL_SCANCODE_SLASH: keynum = '/'; break;
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case SDL_SCANCODE_PERIOD: keynum = '.'; break;
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case SDL_SCANCODE_SEMICOLON: keynum = ';'; break;
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case SDL_SCANCODE_APOSTROPHE: keynum = '\''; break;
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case SDL_SCANCODE_COMMA: keynum = ','; break;
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case SDL_SCANCODE_PRINTSCREEN:
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{
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host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
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break;
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}
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case SDL_SCANCODE_PAUSE: keynum = K_PAUSE; break;
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case SDL_SCANCODE_SCROLLLOCK: keynum = K_SCROLLLOCK; break;
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case SDL_SCANCODE_APPLICATION: keynum = K_WIN; break; // (compose key) ???
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case SDL_SCANCODE_VOLUMEUP: keynum = K_AUX32; break;
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case SDL_SCANCODE_VOLUMEDOWN: keynum = K_AUX31; break;
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// don't console spam on known functional buttons, not used in engine
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case SDL_SCANCODE_MUTE:
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case SDL_SCANCODE_SELECT:
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return;
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case SDL_SCANCODE_UNKNOWN:
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{
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if( key->down )
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Con_Reportf( "%s: Unknown scancode\n", __func__ );
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return;
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}
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default:
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if( key->down )
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Con_Reportf( "%s: Unknown key: %s = %i\n", __func__, SDL_GetScancodeName( keynum ), keynum );
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return;
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}
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}
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#undef DECLARE_KEY_RANGE
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Key_Event( keynum, key->down );
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}
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static void SDLash_TextEvent( const SDL_TextInputEvent *text )
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{
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VGui_ReportTextInput( text->text );
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for( const char *s = text->text; *s; s++ )
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{
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int ch = (byte)*s;
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// convert to single byte encoding if game doesn't request UTF-8
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if( !cls.accept_utf8 )
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ch = Con_UtfProcessCharForce( ch );
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if( !ch )
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continue;
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CL_CharEvent( ch );
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}
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}
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static void SDLash_MouseEvent( const SDL_MouseButtonEvent *button )
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{
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if( button->which == SDL_TOUCH_MOUSEID )
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return;
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int down;
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if( !button->down )
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down = 0;
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else if( button->clicks >= 2 )
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down = 2;
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else
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down = 1;
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switch( button->button )
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{
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case SDL_BUTTON_LEFT:
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IN_MouseEvent( 0, down );
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break;
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case SDL_BUTTON_RIGHT:
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IN_MouseEvent( 1, down );
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break;
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case SDL_BUTTON_MIDDLE:
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IN_MouseEvent( 2, down );
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break;
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case SDL_BUTTON_X1:
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IN_MouseEvent( 3, down );
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break;
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case SDL_BUTTON_X2:
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IN_MouseEvent( 4, down );
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break;
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default:
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Con_Printf( "Unknown mouse button ID: %d\n", button->button );
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break;
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}
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}
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static void SDLash_TouchEvent( const SDL_TouchFingerEvent *touch )
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{
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touchEventType type;
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switch( touch->type )
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{
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case SDL_EVENT_FINGER_DOWN:
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type = event_down;
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break;
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case SDL_EVENT_FINGER_UP:
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type = event_up;
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break;
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case SDL_EVENT_FINGER_MOTION:
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type = event_motion;
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break;
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default:
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return;
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}
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IN_TouchEvent( type, touch->fingerID, touch->x, touch->y, touch->dx, touch->dy );
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}
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static void SDLash_EventHandler( const SDL_Event *ev )
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{
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switch( ev->type )
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{
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case SDL_EVENT_QUIT:
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Sys_Quit( "caught SDL_EVENT_QUIT" );
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break;
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// TODO: use SDL_AddEventWatch
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// case SDL_EVENT_TERMINATING:
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// Host_ShutdownWithReason( "caught SDL_EVENT_TERMINATING" );
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// break;
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case SDL_EVENT_WINDOW_MOVED:
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if( refState.window_mode == WINDOW_MODE_WINDOWED )
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Cvar_DirectSet( &vid_maximized, "0" );
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break;
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case SDL_EVENT_WINDOW_MINIMIZED:
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host.status = HOST_SLEEP;
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break;
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case SDL_EVENT_WINDOW_RESTORED:
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host.status = HOST_FRAME;
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host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
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break;
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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SDLash_ActiveEvent( true );
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break;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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SDLash_ActiveEvent( false );
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break;
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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SDLash_KeyEvent( &ev->key );
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break;
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case SDL_EVENT_TEXT_INPUT:
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SDLash_TextEvent( &ev->text );
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break;
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case SDL_EVENT_MOUSE_MOTION:
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if( host.mouse_visible )
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SDL_GetRelativeMouseState( NULL, NULL );
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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SDLash_MouseEvent( &ev->button );
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break;
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case SDL_EVENT_MOUSE_WHEEL:
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IN_MWheelEvent( ev->wheel.integer_y );
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break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
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case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
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// TODO:
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break;
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case SDL_EVENT_FINGER_DOWN:
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case SDL_EVENT_FINGER_UP:
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case SDL_EVENT_FINGER_MOTION:
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SDLash_TouchEvent( &ev->tfinger );
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break;
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}
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}
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void Platform_RunEvents( void )
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{
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SDL_Event ev;
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while( host.status != HOST_CRASHED && !host.shutdown_issued && SDL_PollEvent( &ev ))
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{
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Con_Printf( "SDL3 EVENT: 0x%x\n", ev.type );
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}
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SDLash_EventHandler( &ev );
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}
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void Platform_PreCreateMove( void )
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