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@@ -50,6 +50,8 @@ convar_t *cl_backspeed;
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convar_t *look_filter;
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convar_t *m_rawinput;
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static qboolean s_bRawInput, s_bMouseGrab;
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/*
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================
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IN_CollectInputDevices
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@@ -129,21 +131,9 @@ void IN_StartupMouse( void )
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in_mouseinitialized = true;
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}
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static void IN_ActivateCursor( void )
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{
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if( cls.key_dest == key_menu )
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{
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#if XASH_SDL
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SDL_SetCursor( in_mousecursor );
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#endif
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}
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}
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void GAME_EXPORT IN_SetCursor( void *hCursor )
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{
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in_mousecursor = hCursor;
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IN_ActivateCursor();
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// stub
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}
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/*
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@@ -192,47 +182,15 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
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if( oldstate == key_game )
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{
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if( cls.initialized )
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clgame.dllFuncs.IN_DeactivateMouse();
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IN_DeactivateMouse();
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}
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else if( newstate == key_game )
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{
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// reset mouse pos, so cancel effect in game
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#if XASH_SDL >= 2
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if( CVAR_TO_BOOL( touch_enable ) )
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{
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SDL_SetRelativeMouseMode( SDL_FALSE );
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SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
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}
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else
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#endif // XASH_SDL >= 2
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{
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Platform_SetMousePos( host.window_center_x, host.window_center_y );
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#if XASH_SDL
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SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
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#if XASH_SDL >= 2
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if ( clgame.dllFuncs.pfnLookEvent || ( clgame.client_dll_uses_sdl && CVAR_TO_BOOL( m_rawinput ) ) )
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{
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SDL_SetRelativeMouseMode( SDL_TRUE );
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}
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#endif // XASH_SDL >= 2
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#endif // XASH_SDL
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}
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if( cls.initialized )
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clgame.dllFuncs.IN_ActivateMouse();
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IN_ActivateMouse();
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}
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if( ( newstate == key_menu || newstate == key_console || newstate == key_message ) && ( !CL_IsBackgroundMap() || CL_IsBackgroundDemo( )))
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{
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#if XASH_SDL
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SDL_SetWindowGrab(host.hWnd, SDL_FALSE);
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#if XASH_SDL >= 2
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if ( clgame.dllFuncs.pfnLookEvent || ( clgame.client_dll_uses_sdl && CVAR_TO_BOOL( m_rawinput ) ) )
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{
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SDL_SetRelativeMouseMode( SDL_FALSE );
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}
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#endif // XASH_SDL >= 2
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#endif // XASH_SDL
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#if XASH_ANDROID
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Android_ShowMouse( true );
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#endif
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@@ -251,6 +209,65 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
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}
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}
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void IN_CheckMouseState( qboolean active )
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{
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#if XASH_WIN32
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qboolean useRawInput = CVAR_TO_BOOL( m_rawinput ) && clgame.client_dll_uses_sdl;
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#else
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qboolean useRawInput = true; // always use SDL code
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#endif
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if( active && useRawInput && !host.mouse_visible && cls.state == ca_active )
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{
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if( !s_bRawInput )
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{
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#if XASH_SDL >= 2
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SDL_GetRelativeMouseState( NULL, NULL );
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SDL_SetRelativeMouseMode( SDL_TRUE );
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#endif
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// Con_Printf( "Enable relative mode\n" );
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s_bRawInput = true;
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}
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}
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else
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{
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if( s_bRawInput )
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{
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#if XASH_SDL >= 2
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SDL_GetRelativeMouseState( NULL, NULL );
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SDL_SetRelativeMouseMode( SDL_FALSE );
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#endif
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// Con_Printf( "Disable relative mode\n" );
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s_bRawInput = false;
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}
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}
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if( active && !host.mouse_visible && cls.state == ca_active )
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{
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if( !s_bMouseGrab )
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{
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#if XASH_SDL
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SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
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#endif
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// Con_Printf( "Enable grab\n" );
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s_bMouseGrab = true;
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}
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}
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else
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{
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if( s_bMouseGrab )
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{
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#if XASH_SDL
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SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
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#endif
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// Con_Printf( "Disable grab\n" );
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s_bMouseGrab = false;
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}
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}
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}
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/*
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===========
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IN_ActivateMouse
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@@ -258,58 +275,14 @@ IN_ActivateMouse
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Called when the window gains focus or changes in some way
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===========
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*/
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void IN_ActivateMouse( qboolean force )
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void IN_ActivateMouse( void )
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{
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static qboolean oldstate;
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if( !in_mouseinitialized )
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return;
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if( CL_Active() && host.mouse_visible && !force )
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return; // VGUI controls
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if( cls.key_dest == key_menu && !Cvar_VariableInteger( "fullscreen" ))
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{
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// check for mouse leave-entering
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if( !in_mouse_suspended && !UI_MouseInRect( ))
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in_mouse_suspended = true;
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if( oldstate != in_mouse_suspended )
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{
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if( in_mouse_suspended )
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{
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#if XASH_SDL
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/// TODO: Platform_ShowCursor
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if( !touch_emulate )
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SDL_ShowCursor( SDL_FALSE );
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#endif
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UI_ShowCursor( false );
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}
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}
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oldstate = in_mouse_suspended;
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if( in_mouse_suspended )
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{
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in_mouse_suspended = false;
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in_mouseactive = false; // re-initialize mouse
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UI_ShowCursor( true );
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}
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}
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if( in_mouseactive ) return;
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IN_CheckMouseState( true );
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clgame.dllFuncs.IN_ActivateMouse();
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in_mouseactive = true;
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if( UI_IsVisible( )) return;
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if( cls.key_dest == key_game )
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{
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#if XASH_SDL
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SDL_SetRelativeMouseMode( SDL_TRUE );
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SDL_GetRelativeMouseState( 0, 0 );
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#endif
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clgame.dllFuncs.IN_ActivateMouse();
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}
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}
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/*
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@@ -321,22 +294,16 @@ Called when the window loses focus
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*/
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void IN_DeactivateMouse( void )
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{
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if( !in_mouseinitialized || !in_mouseactive )
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if( !in_mouseinitialized )
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return;
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#if XASH_SDL
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SDL_SetRelativeMouseMode( SDL_FALSE );
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SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
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#endif // XASH_SDL
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if( cls.key_dest == key_game )
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{
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clgame.dllFuncs.IN_DeactivateMouse();
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}
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IN_CheckMouseState( false );
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clgame.dllFuncs.IN_DeactivateMouse();
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in_mouseactive = false;
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}
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/*
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================
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IN_MouseMove
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@@ -346,14 +313,9 @@ void IN_MouseMove( void )
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{
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POINT current_pos;
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if( !in_mouseinitialized || !in_mouseactive )
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if( !in_mouseinitialized )
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return;
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#if XASH_SDL >= 2
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if( cls.key_dest == key_game && !host.mouse_visible && touch_emulate->value == 0.0f )
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SDL_SetRelativeMouseMode( SDL_TRUE );
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#endif // XASH_SDL >= 2
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// find mouse movement
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Platform_GetMousePos( ¤t_pos.x, ¤t_pos.y );
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@@ -368,8 +330,6 @@ void IN_MouseMove( void )
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// if the menu is visible, move the menu cursor
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UI_MouseMove( current_pos.x, current_pos.y );
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IN_ActivateCursor();
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}
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/*
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@@ -381,7 +341,7 @@ void IN_MouseEvent( uint mstate )
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{
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int i;
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if( !in_mouseinitialized || !in_mouseactive )
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if( !in_mouseinitialized )
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return;
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if( cls.key_dest == key_game )
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@@ -400,7 +360,8 @@ void IN_MouseEvent( uint mstate )
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}
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}
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clgame.dllFuncs.IN_MouseEvent( mstate );
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if( in_mouseactive )
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clgame.dllFuncs.IN_MouseEvent( mstate );
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in_mouse_oldbuttonstate = mstate;
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return;
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@@ -610,9 +571,7 @@ void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active )
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{
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float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f );
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IN_CollectInput( &forward, &side, &pitch, &yaw,
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!host.mouse_visible && in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ),
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m_enginemouse->value );
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IN_CollectInput( &forward, &side, &pitch, &yaw, false, false );
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IN_JoyAppendMove( cmd, forward, side );
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@@ -626,26 +585,16 @@ void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active )
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}
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}
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/*
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==================
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Host_InputFrame
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Called every frame, even if not generating commands
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==================
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*/
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void Host_InputFrame( void )
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void IN_Commands( void )
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{
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qboolean shutdownMouse = false;
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float forward = 0, side = 0, pitch = 0, yaw = 0;
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Sys_SendKeyEvents ();
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#ifdef XASH_USE_EVDEV
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IN_EvdevFrame();
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#endif
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if( clgame.dllFuncs.pfnLookEvent )
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{
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float forward = 0, side = 0, pitch = 0, yaw = 0;
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IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ), true );
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if( cls.key_dest == key_game )
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@@ -658,22 +607,21 @@ void Host_InputFrame( void )
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if( !in_mouseinitialized )
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return;
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if( host.status != HOST_FRAME )
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{
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IN_DeactivateMouse();
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return;
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}
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IN_CheckMouseState( in_mouseactive );
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}
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// release mouse during pause or console typeing
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if( cl.paused && cls.key_dest == key_game )
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shutdownMouse = true;
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/*
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==================
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Host_InputFrame
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if( shutdownMouse && !Cvar_VariableInteger( "fullscreen" ))
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{
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IN_DeactivateMouse();
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return;
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}
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Called every frame, even if not generating commands
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==================
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*/
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void Host_InputFrame( void )
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{
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Sys_SendKeyEvents ();
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IN_Commands();
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IN_ActivateMouse( false );
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IN_MouseMove();
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}
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