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@ -121,6 +121,7 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
@@ -121,6 +121,7 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
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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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@ -146,7 +147,7 @@ void GAME_EXPORT VGUI_SetVisible( qboolean state )
@@ -146,7 +147,7 @@ void GAME_EXPORT VGUI_SetVisible( qboolean 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( state, true ); |
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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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@ -494,12 +495,11 @@ void VGui_KeyEvent( int key, int down )
@@ -494,12 +495,11 @@ void VGui_KeyEvent( int key, int down )
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if( !vgui.initialized ) |
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return; |
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if( host.mouse_visible ) |
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Key_EnableTextInput( true, false ); |
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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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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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