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https://github.com/w23/xash3d-fwgs
synced 2024-12-15 13:41:33 +01:00
vgui: remove unneeded SDL calls, remove unused VGUI API function, fix mouse cursor visibility
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7e687b45bb
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@ -83,14 +83,13 @@ void VGUI_InitCursors( void )
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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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//host.mouse_visible = true;
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SDL_SetCursor( s_pDefaultCursor[dc_arrow] );
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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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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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@ -105,31 +104,26 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
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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_SetRelativeMouseMode( SDL_FALSE );
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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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if( host.mouse_visible )
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SDL_GetRelativeMouseState( NULL, NULL );
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Key_EnableTextInput( false, true );
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}
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//SDL_SetRelativeMouseMode(false);
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#endif
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if( s_currentCursor == cursor )
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return;
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s_currentCursor = cursor;
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host.mouse_visible = visible;
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}
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byte GAME_EXPORT VGUI_GetColor( int i, int j)
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@ -138,18 +132,6 @@ byte GAME_EXPORT VGUI_GetColor( int i, int j)
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}
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// Define and initialize vgui API
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void GAME_EXPORT VGUI_SetVisible( qboolean state )
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{
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host.mouse_visible=state;
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#ifdef XASH_SDL
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SDL_ShowCursor( state );
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if( !state )
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SDL_GetRelativeMouseState( NULL, NULL );
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#endif
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Key_EnableTextInput( false, true );
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}
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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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@ -175,12 +157,10 @@ vguiapi_t vgui =
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NULL, // VGUI_GetTextureSizes,
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NULL, // VGUI_GenerateTexture,
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VGUI_EngineMalloc,
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/* VGUI_ShowCursor,
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VGUI_HideCursor,*/
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VGUI_CursorSelect,
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VGUI_GetColor,
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VGUI_IsInGame,
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VGUI_SetVisible,
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NULL,
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VGUI_GetMousePos,
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VGUI_UtfProcessChar,
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NULL,
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@ -176,11 +176,6 @@ enum VGUI_DefaultCursor
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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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@ -201,7 +196,7 @@ typedef struct vguiapi_s
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void (*CursorSelect)( enum 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 (*SetVisible)( qboolean state );
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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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void (*Startup)( int width, int height );
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@ -92,7 +92,11 @@ bool CEngineSurface :: hasFocus( void )
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void CEngineSurface :: setCursor( Cursor *cursor )
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{
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_currentCursor = cursor;
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if( cursor )
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{
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g_api->CursorSelect( (VGUI_DefaultCursor)cursor->getDefaultCursor() );
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}
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}
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void CEngineSurface :: SetupPaintState( const PaintStack *paintState )
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@ -428,15 +432,9 @@ void CEngineSurface :: popMakeCurrent( Panel *panel )
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bool CEngineSurface :: setFullscreenMode( int wide, int tall, int bpp )
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{
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// NOTE: Xash3D always working in 32-bit mode
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// Skip it now. VGUI cannot change video modes
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return false;
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}
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void CEngineSurface :: setWindowedMode( void )
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{
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// Skip it now. VGUI cannot change video modes
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/*
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Cvar_SetFloat( "fullscreen", 0.0f );
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*/
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}
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