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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-22 01:45:19 +01:00
xash3d-fwgs/engine/platform/sdl/events.c
Alibek Omarov d56e53a347 Replace hardcoded functions names by __func__ macro
* while we're here, fix some possible bugs
* and fix -Wformat=2

s/__FUNCTION__/__func__/g

awawawa
2024-06-19 06:53:42 +03:00

713 lines
19 KiB
C

/*
events.c - SDL event system handlers
Copyright (C) 2015-2017 a1batross
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#if defined( XASH_SDL ) && !XASH_DEDICATED
#include <SDL.h>
#include <ctype.h>
#include "common.h"
#include "keydefs.h"
#include "input.h"
#include "client.h"
#include "vgui_draw.h"
#include "events.h"
#include "sound.h"
#include "vid_common.h"
#if !SDL_VERSION_ATLEAST( 2, 0, 0 )
#define SDL_SCANCODE_A SDLK_a
#define SDL_SCANCODE_Z SDLK_z
#define SDL_SCANCODE_1 SDLK_1
#define SDL_SCANCODE_9 SDLK_9
#define SDL_SCANCODE_F1 SDLK_F1
#define SDL_SCANCODE_F12 SDLK_F12
#define SDL_SCANCODE_GRAVE SDLK_BACKQUOTE
#define SDL_SCANCODE_0 SDLK_0
#define SDL_SCANCODE_BACKSLASH SDLK_BACKSLASH
#define SDL_SCANCODE_LEFTBRACKET SDLK_LEFTBRACKET
#define SDL_SCANCODE_RIGHTBRACKET SDLK_RIGHTBRACKET
#define SDL_SCANCODE_EQUALS SDLK_EQUALS
#define SDL_SCANCODE_MINUS SDLK_MINUS
#define SDL_SCANCODE_TAB SDLK_TAB
#define SDL_SCANCODE_RETURN SDLK_RETURN
#define SDL_SCANCODE_ESCAPE SDLK_ESCAPE
#define SDL_SCANCODE_SPACE SDLK_SPACE
#define SDL_SCANCODE_BACKSPACE SDLK_BACKSPACE
#define SDL_SCANCODE_UP SDLK_UP
#define SDL_SCANCODE_LEFT SDLK_LEFT
#define SDL_SCANCODE_DOWN SDLK_DOWN
#define SDL_SCANCODE_RIGHT SDLK_RIGHT
#define SDL_SCANCODE_LALT SDLK_LALT
#define SDL_SCANCODE_RALT SDLK_RALT
#define SDL_SCANCODE_LCTRL SDLK_LCTRL
#define SDL_SCANCODE_RCTRL SDLK_RCTRL
#define SDL_SCANCODE_LSHIFT SDLK_LSHIFT
#define SDL_SCANCODE_RSHIFT SDLK_RSHIFT
#define SDL_SCANCODE_LGUI SDLK_LMETA
#define SDL_SCANCODE_RGUI SDLK_RMETA
#define SDL_SCANCODE_INSERT SDLK_INSERT
#define SDL_SCANCODE_DELETE SDLK_DELETE
#define SDL_SCANCODE_PAGEDOWN SDLK_PAGEDOWN
#define SDL_SCANCODE_PAGEUP SDLK_PAGEUP
#define SDL_SCANCODE_HOME SDLK_HOME
#define SDL_SCANCODE_END SDLK_END
#define SDL_SCANCODE_KP_1 SDLK_KP1
#define SDL_SCANCODE_KP_2 SDLK_KP2
#define SDL_SCANCODE_KP_3 SDLK_KP3
#define SDL_SCANCODE_KP_4 SDLK_KP4
#define SDL_SCANCODE_KP_5 SDLK_KP5
#define SDL_SCANCODE_KP_6 SDLK_KP6
#define SDL_SCANCODE_KP_7 SDLK_KP7
#define SDL_SCANCODE_KP_8 SDLK_KP8
#define SDL_SCANCODE_KP_9 SDLK_KP9
#define SDL_SCANCODE_KP_0 SDLK_KP0
#define SDL_SCANCODE_KP_PERIOD SDLK_KP_PERIOD
#define SDL_SCANCODE_KP_ENTER SDLK_KP_ENTER
#define SDL_SCANCODE_KP_PLUS SDLK_KP_PLUS
#define SDL_SCANCODE_KP_MINUS SDLK_KP_MINUS
#define SDL_SCANCODE_KP_DIVIDE SDLK_KP_DIVIDE
#define SDL_SCANCODE_KP_MULTIPLY SDLK_KP_MULTIPLY
#define SDL_SCANCODE_NUMLOCKCLEAR SDLK_NUMLOCK
#define SDL_SCANCODE_CAPSLOCK SDLK_CAPSLOCK
#define SDL_SCANCODE_SLASH SDLK_SLASH
#define SDL_SCANCODE_PERIOD SDLK_PERIOD
#define SDL_SCANCODE_SEMICOLON SDLK_SEMICOLON
#define SDL_SCANCODE_APOSTROPHE SDLK_QUOTE
#define SDL_SCANCODE_COMMA SDLK_COMMA
#define SDL_SCANCODE_PRINTSCREEN SDLK_PRINT
#define SDL_SCANCODE_UNKNOWN SDLK_UNKNOWN
#define SDL_GetScancodeName( x ) "unknown"
#define SDL_JoystickID Uint8
#endif
static int SDLash_GameControllerButtonMapping[] =
{
#if XASH_NSWITCH // devkitPro/SDL has inverted Nintendo layout for SDL_GameController
K_B_BUTTON, K_A_BUTTON, K_Y_BUTTON, K_X_BUTTON,
#else
K_A_BUTTON, K_B_BUTTON, K_X_BUTTON, K_Y_BUTTON,
#endif
K_BACK_BUTTON, K_MODE_BUTTON, K_START_BUTTON,
K_LSTICK, K_RSTICK,
K_L1_BUTTON, K_R1_BUTTON,
K_DPAD_UP, K_DPAD_DOWN, K_DPAD_LEFT, K_DPAD_RIGHT,
K_MISC_BUTTON,
K_PADDLE1_BUTTON, K_PADDLE2_BUTTON, K_PADDLE3_BUTTON, K_PADDLE4_BUTTON,
K_TOUCHPAD,
};
// Swap axis to follow default axis binding:
// LeftX, LeftY, RightX, RightY, TriggerRight, TriggerLeft
static int SDLash_GameControllerAxisMapping[] =
{
JOY_AXIS_SIDE, // SDL_CONTROLLER_AXIS_LEFTX,
JOY_AXIS_FWD, // SDL_CONTROLLER_AXIS_LEFTY,
JOY_AXIS_PITCH, // SDL_CONTROLLER_AXIS_RIGHTX,
JOY_AXIS_YAW, // SDL_CONTROLLER_AXIS_RIGHTY,
JOY_AXIS_LT, // SDL_CONTROLLER_AXIS_TRIGGERLEFT,
JOY_AXIS_RT, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
};
static qboolean SDLash_IsInstanceIDAGameController( SDL_JoystickID joyId )
{
#if !SDL_VERSION_ATLEAST( 2, 0, 4 )
// HACKHACK: if we're not initialized g_joy, then we're probably using gamecontroller api
// so return true
if( !g_joy )
return true;
return false;
#else
if( SDL_GameControllerFromInstanceID( joyId ) != NULL )
return true;
return false;
#endif
}
/*
=============
SDLash_KeyEvent
=============
*/
static void SDLash_KeyEvent( SDL_KeyboardEvent key )
{
int down = key.state != SDL_RELEASED;
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
int keynum = key.keysym.scancode;
#else
int keynum = key.keysym.sym;
#endif
#if XASH_ANDROID
if( keynum == SDL_SCANCODE_VOLUMEUP || keynum == SDL_SCANCODE_VOLUMEDOWN )
{
host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
}
#endif
if( SDL_IsTextInputActive( ) && down )
{
// this is how engine understands ctrl+c, ctrl+v and other hotkeys
if( cls.key_dest != key_game && FBitSet( SDL_GetModState(), KMOD_CTRL ))
{
if( keynum >= SDL_SCANCODE_A && keynum <= SDL_SCANCODE_Z )
{
keynum = keynum - SDL_SCANCODE_A + 1;
CL_CharEvent( keynum );
}
return;
}
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
// ignore printable keys, they are coming through SDL_TEXTINPUT
if(( keynum >= SDL_SCANCODE_A && keynum <= SDL_SCANCODE_Z )
|| ( keynum >= SDL_SCANCODE_1 && keynum <= SDL_SCANCODE_0 )
|| ( keynum >= SDL_SCANCODE_KP_1 && keynum <= SDL_SCANCODE_KP_0 ))
return;
#else
if( keynum >= SDLK_KP0 && keynum <= SDLK_KP9 )
keynum -= SDLK_KP0 + '0';
if( isprint( keynum ))
{
if( FBitSet( SDL_GetModState(), KMOD_SHIFT ))
keynum = Key_ToUpper( keynum );
CL_CharEvent( keynum );
}
#endif
}
#define DECLARE_KEY_RANGE( min, max, repl ) \
if( keynum >= (min) && keynum <= (max) ) \
{ \
keynum = keynum - (min) + (repl); \
}
DECLARE_KEY_RANGE( SDL_SCANCODE_A, SDL_SCANCODE_Z, 'a' )
else DECLARE_KEY_RANGE( SDL_SCANCODE_1, SDL_SCANCODE_9, '1' )
else DECLARE_KEY_RANGE( SDL_SCANCODE_F1, SDL_SCANCODE_F12, K_F1 )
else
{
qboolean numLock = FBitSet( SDL_GetModState(), KMOD_NUM );
switch( keynum )
{
case SDL_SCANCODE_GRAVE: keynum = '`'; break;
case SDL_SCANCODE_0: keynum = '0'; break;
case SDL_SCANCODE_BACKSLASH: keynum = '\\'; break;
case SDL_SCANCODE_LEFTBRACKET: keynum = '['; break;
case SDL_SCANCODE_RIGHTBRACKET: keynum = ']'; break;
case SDL_SCANCODE_EQUALS: keynum = '='; break;
case SDL_SCANCODE_MINUS: keynum = '-'; break;
case SDL_SCANCODE_TAB: keynum = K_TAB; break;
case SDL_SCANCODE_RETURN: keynum = K_ENTER; break;
case SDL_SCANCODE_AC_BACK:
case SDL_SCANCODE_ESCAPE: keynum = K_ESCAPE; break;
case SDL_SCANCODE_SPACE: keynum = K_SPACE; break;
case SDL_SCANCODE_BACKSPACE: keynum = K_BACKSPACE; break;
case SDL_SCANCODE_UP: keynum = K_UPARROW; break;
case SDL_SCANCODE_LEFT: keynum = K_LEFTARROW; break;
case SDL_SCANCODE_DOWN: keynum = K_DOWNARROW; break;
case SDL_SCANCODE_RIGHT: keynum = K_RIGHTARROW; break;
case SDL_SCANCODE_LALT:
case SDL_SCANCODE_RALT: keynum = K_ALT; break;
case SDL_SCANCODE_LCTRL:
case SDL_SCANCODE_RCTRL: keynum = K_CTRL; break;
case SDL_SCANCODE_LSHIFT:
case SDL_SCANCODE_RSHIFT: keynum = K_SHIFT; break;
case SDL_SCANCODE_LGUI:
case SDL_SCANCODE_RGUI: keynum = K_WIN; break;
case SDL_SCANCODE_INSERT: keynum = K_INS; break;
case SDL_SCANCODE_DELETE: keynum = K_DEL; break;
case SDL_SCANCODE_PAGEDOWN: keynum = K_PGDN; break;
case SDL_SCANCODE_PAGEUP: keynum = K_PGUP; break;
case SDL_SCANCODE_HOME: keynum = K_HOME; break;
case SDL_SCANCODE_END: keynum = K_END; break;
case SDL_SCANCODE_KP_1: keynum = numLock ? '1' : K_KP_END; break;
case SDL_SCANCODE_KP_2: keynum = numLock ? '2' : K_KP_DOWNARROW; break;
case SDL_SCANCODE_KP_3: keynum = numLock ? '3' : K_KP_PGDN; break;
case SDL_SCANCODE_KP_4: keynum = numLock ? '4' : K_KP_LEFTARROW; break;
case SDL_SCANCODE_KP_5: keynum = numLock ? '5' : K_KP_5; break;
case SDL_SCANCODE_KP_6: keynum = numLock ? '6' : K_KP_RIGHTARROW; break;
case SDL_SCANCODE_KP_7: keynum = numLock ? '7' : K_KP_HOME; break;
case SDL_SCANCODE_KP_8: keynum = numLock ? '8' : K_KP_UPARROW; break;
case SDL_SCANCODE_KP_9: keynum = numLock ? '9' : K_KP_PGUP; break;
case SDL_SCANCODE_KP_0: keynum = numLock ? '0' : K_KP_INS; break;
case SDL_SCANCODE_KP_PERIOD: keynum = K_KP_DEL; break;
case SDL_SCANCODE_KP_ENTER: keynum = K_KP_ENTER; break;
case SDL_SCANCODE_KP_PLUS: keynum = K_KP_PLUS; break;
case SDL_SCANCODE_KP_MINUS: keynum = K_KP_MINUS; break;
case SDL_SCANCODE_KP_DIVIDE: keynum = K_KP_SLASH; break;
case SDL_SCANCODE_KP_MULTIPLY: keynum = '*'; break;
case SDL_SCANCODE_NUMLOCKCLEAR: keynum = K_KP_NUMLOCK; break;
case SDL_SCANCODE_CAPSLOCK: keynum = K_CAPSLOCK; break;
case SDL_SCANCODE_SLASH: keynum = '/'; break;
case SDL_SCANCODE_PERIOD: keynum = '.'; break;
case SDL_SCANCODE_SEMICOLON: keynum = ';'; break;
case SDL_SCANCODE_APOSTROPHE: keynum = '\''; break;
case SDL_SCANCODE_COMMA: keynum = ','; break;
case SDL_SCANCODE_PRINTSCREEN:
{
host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
break;
}
case SDL_SCANCODE_PAUSE: keynum = K_PAUSE; break;
case SDL_SCANCODE_SCROLLLOCK: keynum = K_SCROLLOCK; break;
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
case SDL_SCANCODE_APPLICATION: keynum = K_WIN; break; // (compose key) ???
// don't console spam on known functional buttons, not used in engine
case SDL_SCANCODE_MUTE:
case SDL_SCANCODE_VOLUMEUP:
case SDL_SCANCODE_VOLUMEDOWN:
case SDL_SCANCODE_BRIGHTNESSDOWN:
case SDL_SCANCODE_BRIGHTNESSUP:
case SDL_SCANCODE_SELECT:
return;
#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
case SDL_SCANCODE_UNKNOWN:
{
if( down ) Con_Reportf( "%s: Unknown scancode\n", __func__ );
return;
}
default:
if( down ) Con_Reportf( "%s: Unknown key: %s = %i\n", __func__, SDL_GetScancodeName( keynum ), keynum );
return;
}
}
#undef DECLARE_KEY_RANGE
Key_Event( keynum, down );
}
/*
=============
SDLash_MouseEvent
=============
*/
static void SDLash_MouseEvent( SDL_MouseButtonEvent button )
{
int down;
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
if( button.which == SDL_TOUCH_MOUSEID )
return;
#endif
if( button.state == SDL_RELEASED )
down = 0;
else if( button.clicks >= 2 )
down = 2; // special state for double-click in UI
else
down = 1;
switch( button.button )
{
case SDL_BUTTON_LEFT:
IN_MouseEvent( 0, down );
break;
case SDL_BUTTON_RIGHT:
IN_MouseEvent( 1, down );
break;
case SDL_BUTTON_MIDDLE:
IN_MouseEvent( 2, down );
break;
case SDL_BUTTON_X1:
IN_MouseEvent( 3, down );
break;
case SDL_BUTTON_X2:
IN_MouseEvent( 4, down );
break;
#if ! SDL_VERSION_ATLEAST( 2, 0, 0 )
case SDL_BUTTON_WHEELUP:
IN_MWheelEvent( -1 );
break;
case SDL_BUTTON_WHEELDOWN:
IN_MWheelEvent( 1 );
break;
#endif // ! SDL_VERSION_ATLEAST( 2, 0, 0 )
default:
Con_Printf( "Unknown mouse button ID: %d\n", button.button );
}
}
/*
=============
SDLash_InputEvent
=============
*/
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
static void SDLash_InputEvent( SDL_TextInputEvent input )
{
const char *text;
VGui_ReportTextInput( input.text );
for( text = input.text; *text; text++ )
{
int ch = (byte)*text;
// do not pass UTF-8 sequence into the engine, convert it here
if( !cls.accept_utf8 )
ch = Con_UtfProcessCharForce( ch );
if( !ch )
continue;
CL_CharEvent( ch );
}
}
#endif // SDL_VERSION_AT_LEAST( 2, 0, 0 )
static void SDLash_ActiveEvent( int gain )
{
if( gain )
{
host.status = HOST_FRAME;
if( cls.key_dest == key_game )
IN_ActivateMouse( );
host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
if( vid_fullscreen.value == WINDOW_MODE_FULLSCREEN )
VID_SetMode();
}
else
{
#if TARGET_OS_IPHONE
{
// Keep running if ftp server enabled
void IOS_StartBackgroundTask( void );
IOS_StartBackgroundTask();
}
#endif
host.status = HOST_NOFOCUS;
if( cls.key_dest == key_game )
IN_DeactivateMouse();
host.force_draw_version_time = host.realtime + 2.0;
VID_RestoreScreenResolution();
}
}
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
static size_t num_open_game_controllers = 0;
static void SDLash_GameController_Add( int index )
{
extern convar_t joy_enable; // private to input system
SDL_GameController *controller;
if( !joy_enable.value )
return;
controller = SDL_GameControllerOpen( index );
if( !controller )
{
Con_Reportf( "Failed to open SDL GameController %d: %s\n", index, SDL_GetError( ) );
SDL_ClearError( );
return;
}
#if SDL_VERSION_ATLEAST( 2, 0, 6 )
Con_Reportf( "Added controller: %s (%i:%i:%i)\n",
SDL_GameControllerName( controller ),
SDL_GameControllerGetVendor( controller ),
SDL_GameControllerGetProduct( controller ),
SDL_GameControllerGetProductVersion( controller ));
#endif // SDL_VERSION_ATLEAST( 2, 0, 6 )
++num_open_game_controllers;
if( num_open_game_controllers == 1 )
Joy_AddEvent( );
}
static void SDLash_GameController_Remove( SDL_JoystickID joystick_id )
{
Con_Reportf( "Removed controller %i\n", joystick_id );
// `Joy_RemoveEvent` sets `joy_found` to `0`.
// We only want to do this when all the game controllers have been removed.
--num_open_game_controllers;
if( num_open_game_controllers == 0 )
Joy_RemoveEvent( );
}
#endif
/*
=============
SDLash_EventFilter
=============
*/
static void SDLash_EventHandler( SDL_Event *event )
{
switch ( event->type )
{
/* Mouse events */
case SDL_MOUSEMOTION:
if( host.mouse_visible )
SDL_GetRelativeMouseState( NULL, NULL );
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
SDLash_MouseEvent( event->button );
break;
/* Keyboard events */
case SDL_KEYDOWN:
case SDL_KEYUP:
SDLash_KeyEvent( event->key );
break;
/* Joystick events */
case SDL_JOYAXISMOTION:
if ( !SDLash_IsInstanceIDAGameController( event->jaxis.which ))
Joy_AxisMotionEvent( event->jaxis.axis, event->jaxis.value );
break;
case SDL_JOYBALLMOTION:
if ( !SDLash_IsInstanceIDAGameController( event->jball.which ))
Joy_BallMotionEvent( event->jball.ball, event->jball.xrel, event->jball.yrel );
break;
case SDL_JOYHATMOTION:
if ( !SDLash_IsInstanceIDAGameController( event->jhat.which ))
Joy_HatMotionEvent( event->jhat.hat, event->jhat.value );
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
if ( !SDLash_IsInstanceIDAGameController( event->jbutton.which ))
Joy_ButtonEvent( event->jbutton.button, event->jbutton.state );
break;
case SDL_QUIT:
Sys_Quit();
break;
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
case SDL_MOUSEWHEEL:
IN_MWheelEvent( event->wheel.y );
break;
/* Touch events */
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
{
static int scale = 0;
touchEventType type;
float x, y, dx, dy;
if( event->type == SDL_FINGERDOWN )
type = event_down;
else if( event->type == SDL_FINGERUP )
type = event_up ;
else if( event->type == SDL_FINGERMOTION )
type = event_motion;
else break;
/*
SDL sends coordinates in [0..width],[0..height] values
on some devices
*/
if( !scale )
{
if( ( event->tfinger.x > 0 ) && ( event->tfinger.y > 0 ) )
{
if( ( event->tfinger.x > 2 ) && ( event->tfinger.y > 2 ) )
{
scale = 2;
Con_Reportf( "SDL reports screen coordinates, workaround enabled!\n");
}
else
{
scale = 1;
}
}
}
x = event->tfinger.x;
y = event->tfinger.y;
dx = event->tfinger.dx;
dy = event->tfinger.dy;
if( scale == 2 )
{
x /= (float)refState.width;
y /= (float)refState.height;
dx /= (float)refState.width;
dy /= (float)refState.height;
}
IN_TouchEvent( type, event->tfinger.fingerId, x, y, dx, dy );
break;
}
/* IME */
case SDL_TEXTINPUT:
SDLash_InputEvent( event->text );
break;
case SDL_JOYDEVICEADDED:
Joy_AddEvent();
break;
case SDL_JOYDEVICEREMOVED:
Joy_RemoveEvent();
break;
/* GameController API */
case SDL_CONTROLLERAXISMOTION:
{
if( !Joy_IsActive( ))
break;
if( event->caxis.axis >= 0 && event->caxis.axis < ARRAYSIZE( SDLash_GameControllerAxisMapping ))
{
Joy_KnownAxisMotionEvent( SDLash_GameControllerAxisMapping[event->caxis.axis], event->caxis.value );
}
break;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
if( !Joy_IsActive( ))
break;
// TODO: Use joyinput funcs, for future multiple gamepads support
if( event->cbutton.button >= 0 && event->cbutton.button < ARRAYSIZE( SDLash_GameControllerButtonMapping ))
{
Key_Event( SDLash_GameControllerButtonMapping[event->cbutton.button], event->cbutton.state );
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
SDLash_GameController_Add( event->cdevice.which );
break;
case SDL_CONTROLLERDEVICEREMOVED:
SDLash_GameController_Remove( event->cdevice.which );
break;
case SDL_WINDOWEVENT:
if( event->window.windowID != SDL_GetWindowID( host.hWnd ) )
return;
if( host.status == HOST_SHUTDOWN || Host_IsDedicated() )
break; // no need to activate
switch( event->window.event )
{
case SDL_WINDOWEVENT_MOVED:
if( vid_fullscreen.value == WINDOW_MODE_WINDOWED )
{
char val[32];
Q_snprintf( val, sizeof( val ), "%d", event->window.data1 );
Cvar_DirectSet( &window_xpos, val );
Q_snprintf( val, sizeof( val ), "%d", event->window.data2 );
Cvar_DirectSet( &window_ypos, val );
Cvar_DirectSet( &vid_maximized, "0" );
}
break;
case SDL_WINDOWEVENT_MINIMIZED:
host.status = HOST_SLEEP;
Cvar_DirectSet( &vid_maximized, "0" );
VID_RestoreScreenResolution( );
break;
case SDL_WINDOWEVENT_RESTORED:
host.status = HOST_FRAME;
host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
Cvar_DirectSet( &vid_maximized, "0" );
if( vid_fullscreen.value == WINDOW_MODE_FULLSCREEN )
VID_SetMode();
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
SDLash_ActiveEvent( true );
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
SDLash_ActiveEvent( false );
break;
case SDL_WINDOWEVENT_RESIZED:
#if !XASH_MOBILE_PLATFORM
if( vid_fullscreen.value == WINDOW_MODE_WINDOWED )
#endif
{
SDL_Window *wnd = SDL_GetWindowFromID( event->window.windowID );
VID_SaveWindowSize( event->window.data1, event->window.data2,
FBitSet( SDL_GetWindowFlags( wnd ), SDL_WINDOW_MAXIMIZED ) != 0 );
}
break;
case SDL_WINDOWEVENT_MAXIMIZED:
Cvar_DirectSet( &vid_maximized, "1" );
break;
default:
break;
}
#else
case SDL_VIDEORESIZE:
VID_SaveWindowSize( event->resize.w, event->resize.h );
break;
case SDL_ACTIVEEVENT:
SDLash_ActiveEvent( event->active.gain );
break;
#endif
}
}
/*
=============
SDLash_RunEvents
=============
*/
void Platform_RunEvents( void )
{
SDL_Event event;
while( !host.crashed && !host.shutdown_issued && SDL_PollEvent( &event ) )
SDLash_EventHandler( &event );
#if XASH_PSVITA
PSVita_InputUpdate();
#endif
}
/*
========================
Platform_PreCreateMove
this should disable mouse look on client when m_ignore enabled
TODO: kill mouse in win32 clients too
========================
*/
void Platform_PreCreateMove( void )
{
if( m_ignore.value )
{
SDL_GetRelativeMouseState( NULL, NULL );
SDL_ShowCursor( SDL_TRUE );
}
}
#endif // defined( XASH_SDL ) && !XASH_DEDICATED