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https://github.com/FWGS/xash3d-fwgs
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engine: client: extended VGUI API interface
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@ -21,10 +21,6 @@ GNU General Public License for more details.
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#include "keydefs.h"
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#include "ref_common.h"
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#include "input.h"
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#ifdef XASH_SDL
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#include <SDL.h>
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static SDL_Cursor* s_pDefaultCursor[20];
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#endif
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#include "platform/platform.h"
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static enum VGUI_KeyCode s_pVirtualKeyTrans[256];
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@ -32,20 +28,6 @@ static enum VGUI_DefaultCursor s_currentCursor;
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static HINSTANCE s_pVGuiSupport; // vgui_support library
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static convar_t *vgui_utf8 = NULL;
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// Helper functions for vgui backend
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/*void VGUI_HideCursor( void )
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{
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host.mouse_visible = false;
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SDL_HideCursor();
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}
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void VGUI_ShowCursor( void )
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{
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host.mouse_visible = true;
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SDL_ShowCursor();
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}*/
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void GAME_EXPORT *VGUI_EngineMalloc(size_t size)
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{
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return Z_Malloc( size );
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@ -66,63 +48,9 @@ void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y )
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*_x = x / xscale, *_y = y / yscale;
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}
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void VGUI_InitCursors( void )
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{
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// load up all default cursors
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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s_pDefaultCursor[dc_none] = NULL;
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s_pDefaultCursor[dc_arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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s_pDefaultCursor[dc_ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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s_pDefaultCursor[dc_hourglass]= SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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s_pDefaultCursor[dc_crosshair]= SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR);
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s_pDefaultCursor[dc_up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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s_pDefaultCursor[dc_sizenwse] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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s_pDefaultCursor[dc_sizenesw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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s_pDefaultCursor[dc_sizewe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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s_pDefaultCursor[dc_sizens] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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s_pDefaultCursor[dc_sizeall] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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s_pDefaultCursor[dc_no] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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s_pDefaultCursor[dc_hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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#endif
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}
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void GAME_EXPORT VGUI_CursorSelect( enum VGUI_DefaultCursor cursor )
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{
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qboolean visible;
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if( cls.key_dest != key_game || cl.paused )
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return;
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switch( cursor )
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{
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case dc_user:
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case dc_none:
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visible = false;
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break;
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default:
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visible = true;
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break;
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}
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host.mouse_visible = visible;
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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/// TODO: platform cursors
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if( CVAR_TO_BOOL( touch_emulate ) )
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return;
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if( host.mouse_visible )
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{
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SDL_SetCursor( s_pDefaultCursor[cursor] );
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SDL_ShowCursor( true );
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}
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else
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{
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SDL_ShowCursor( false );
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Key_EnableTextInput( false, true );
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}
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#endif
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Platform_SetCursorType( cursor );
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s_currentCursor = cursor;
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}
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@ -134,7 +62,7 @@ byte GAME_EXPORT VGUI_GetColor( int i, int j)
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// Define and initialize vgui API
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int GAME_EXPORT VGUI_UtfProcessChar( int in )
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{
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if( CVAR_TO_BOOL( vgui_utf8 ) )
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if( CVAR_TO_BOOL( vgui_utf8 ))
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return Con_UtfProcessCharForce( in );
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else
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return in;
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@ -163,6 +91,9 @@ vguiapi_t vgui =
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NULL,
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VGUI_GetMousePos,
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VGUI_UtfProcessChar,
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Platform_GetClipboardText,
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Platform_SetClipboardText,
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Platform_GetKeyModifiers,
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NULL,
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NULL,
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NULL,
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@ -170,6 +101,7 @@ vguiapi_t vgui =
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NULL,
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NULL,
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NULL,
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NULL
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};
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qboolean VGui_IsActive( void )
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@ -478,8 +410,9 @@ void VGui_KeyEvent( int key, int down )
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switch( key )
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{
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case K_MOUSE1:
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if( down && host.mouse_visible )
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Key_EnableTextInput( true, false );
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if( down && host.mouse_visible ) {
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Key_EnableTextInput(true, false);
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}
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vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_LEFT );
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return;
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case K_MOUSE2:
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@ -515,7 +448,7 @@ void VGui_MouseMove( int x, int y )
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void VGui_Paint( void )
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{
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if(vgui.initialized)
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if( vgui.initialized )
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vgui.Paint();
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}
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@ -531,3 +464,9 @@ void *GAME_EXPORT VGui_GetPanel( void )
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return vgui.GetPanel();
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return NULL;
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}
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void VGui_ReportTextInput( const char *text )
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{
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if ( vgui.initialized )
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vgui.TextInput( text );
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}
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@ -33,6 +33,7 @@ void VGui_KeyEvent( int key, int down );
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void VGui_MouseMove( int x, int y );
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qboolean VGui_IsActive( void );
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void *VGui_GetPanel( void );
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void VGui_ReportTextInput( const char *text );
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#ifdef __cplusplus
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}
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#endif
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@ -19,21 +19,21 @@ GNU General Public License for more details.
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typedef enum
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{
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CursorType_User,
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CursorType_None,
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CursorType_Arrow,
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CursorType_Ibeam,
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CursorType_Wait,
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CursorType_Crosshair,
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CursorType_Up,
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CursorType_SizeNwSe,
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CursorType_SizeNeSw,
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CursorType_SizeWe,
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CursorType_SizeNs,
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CursorType_SizeAll,
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CursorType_No,
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CursorType_Hand,
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CursorType_Last
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} cursor_type_t;
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dc_user,
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dc_none,
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dc_arrow,
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dc_ibeam,
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dc_hourglass,
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dc_crosshair,
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dc_up,
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dc_sizenwse,
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dc_sizenesw,
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dc_sizewe,
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dc_sizens,
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dc_sizeall,
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dc_no,
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dc_hand,
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dc_last
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} VGUI_DefaultCursor;
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#endif
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@ -82,7 +82,7 @@ void Platform_GetMousePos( int *x, int *y );
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void Platform_SetMousePos( int x, int y );
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void Platform_PreCreateMove( void );
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void Platform_MouseMove( float *x, float *y );
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void Platform_SetCursorType( cursor_type_t type );
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void Platform_SetCursorType( VGUI_DefaultCursor type );
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// Clipboard
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int Platform_GetClipboardText( char *buffer, size_t size );
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void Platform_SetClipboardText( const char *buffer );
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@ -318,6 +318,7 @@ SDLash_InputEvent
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static void SDLash_InputEvent( SDL_TextInputEvent input )
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{
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char *text;
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VGui_ReportTextInput( input.text );
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for( text = input.text; *text; text++ )
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{
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int ch;
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@ -25,9 +25,10 @@ GNU General Public License for more details.
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#include "vid_common.h"
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SDL_Joystick *g_joy = NULL;
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static SDL_Cursor *g_pDefaultCursor[CursorType_Last];
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#if !SDL_VERSION_ATLEAST( 2, 0, 0 )
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#define SDL_WarpMouseInWindow( win, x, y ) SDL_WarpMouse( ( x ), ( y ) )
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#else
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static SDL_Cursor *g_pDefaultCursor[dc_last];
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#endif
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/*
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@ -260,19 +261,19 @@ static void SDLash_InitCursors( void )
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{
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// load up all default cursors
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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g_pDefaultCursor[CursorType_None] = NULL;
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g_pDefaultCursor[CursorType_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_pDefaultCursor[CursorType_Ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_pDefaultCursor[CursorType_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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g_pDefaultCursor[CursorType_Crosshair] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR);
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g_pDefaultCursor[CursorType_Up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_pDefaultCursor[CursorType_SizeNwSe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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g_pDefaultCursor[CursorType_SizeNeSw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_pDefaultCursor[CursorType_SizeWe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_pDefaultCursor[CursorType_SizeNs] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_pDefaultCursor[CursorType_SizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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g_pDefaultCursor[CursorType_No] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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g_pDefaultCursor[CursorType_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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g_pDefaultCursor[dc_none] = NULL;
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g_pDefaultCursor[dc_arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_pDefaultCursor[dc_ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_pDefaultCursor[dc_hourglass] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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g_pDefaultCursor[dc_crosshair] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR);
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g_pDefaultCursor[dc_up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_pDefaultCursor[dc_sizenwse] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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g_pDefaultCursor[dc_sizenesw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_pDefaultCursor[dc_sizewe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_pDefaultCursor[dc_sizens] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_pDefaultCursor[dc_sizeall] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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g_pDefaultCursor[dc_no] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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g_pDefaultCursor[dc_hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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#endif
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initialized = true;
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}
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@ -284,7 +285,7 @@ Platform_SetCursorType
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========================
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*/
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void Platform_SetCursorType( cursor_type_t type )
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void Platform_SetCursorType( VGUI_DefaultCursor type )
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{
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qboolean visible;
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@ -295,8 +296,8 @@ void Platform_SetCursorType( cursor_type_t type )
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switch( type )
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{
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case CursorType_User:
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case CursorType_None:
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case dc_user:
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case dc_none:
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visible = false;
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break;
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default:
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@ -16,6 +16,8 @@ GNU General Public License for more details.
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#define VGUI_API_H
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#include "xash3d_types.h"
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#include "key_modifiers.h"
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#include "cursor_type.h"
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// VGUI generic vertex
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@ -157,28 +159,10 @@ enum VGUI_MouseAction
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MA_WHEEL
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};
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enum VGUI_DefaultCursor
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{
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dc_user,
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dc_none,
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dc_arrow,
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dc_ibeam,
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dc_hourglass,
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dc_crosshair,
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dc_up,
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dc_sizenwse,
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dc_sizenesw,
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dc_sizewe,
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dc_sizens,
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dc_sizeall,
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dc_no,
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dc_hand,
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dc_last
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};
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typedef struct vguiapi_s
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{
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qboolean initialized;
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// called from vgui_support
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void (*DrawInit)( void );
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void (*DrawShutdown)( void );
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void (*SetupDrawingText)( int *pColor );
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@ -193,18 +177,23 @@ typedef struct vguiapi_s
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void (*GetTextureSizes)( int *width, int *height );
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int (*GenerateTexture)( void );
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void *(*EngineMalloc)( size_t size );
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void (*CursorSelect)( enum VGUI_DefaultCursor cursor );
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void (*CursorSelect)( VGUI_DefaultCursor cursor );
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byte (*GetColor)( int i, int j );
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qboolean (*IsInGame)( void );
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void (*Unused)( void );
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void (*Unused)( void );
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void (*GetCursorPos)( int *x, int *y );
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int (*ProcessUtfChar)( int ch );
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int (*GetClipboardText)( char *buffer, size_t bufferSize );
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void (*SetClipboardText)( const char *text );
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key_modifier_t (*GetKeyModifiers)( void );
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// called from engine side
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void (*Startup)( int width, int height );
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void (*Shutdown)( void );
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void *(*GetPanel)( void );
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void (*Paint)( void );
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void (*Mouse)(enum VGUI_MouseAction action, int code );
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void (*Key)(enum VGUI_KeyAction action,enum VGUI_KeyCode code );
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void (*Mouse)( enum VGUI_MouseAction action, int code );
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void (*Key)( enum VGUI_KeyAction action, enum VGUI_KeyCode code );
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void (*MouseMove)( int x, int y );
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void (*TextInput)( const char *text );
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} vguiapi_t;
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#endif // VGUI_API_H
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