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@ -28,7 +28,11 @@ SDL_Joystick *g_joy = NULL;
@@ -28,7 +28,11 @@ SDL_Joystick *g_joy = NULL;
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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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static struct |
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{ |
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qboolean initialized; |
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SDL_Cursor *cursors[dc_last]; |
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} cursors; |
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#endif |
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/*
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@ -254,29 +258,50 @@ SDLash_InitCursors
@@ -254,29 +258,50 @@ SDLash_InitCursors
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======================== |
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*/ |
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static void SDLash_InitCursors( void ) |
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void SDLash_InitCursors( void ) |
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{ |
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static qboolean initialized = false; |
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if( !initialized ) |
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{ |
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if( cursors.initialized ) |
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SDLash_FreeCursors(); |
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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[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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cursors.cursors[dc_none] = NULL; |
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cursors.cursors[dc_arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
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cursors.cursors[dc_ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
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cursors.cursors[dc_hourglass] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); |
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cursors.cursors[dc_crosshair] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR); |
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cursors.cursors[dc_up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
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cursors.cursors[dc_sizenwse] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
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cursors.cursors[dc_sizenesw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
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cursors.cursors[dc_sizewe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
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cursors.cursors[dc_sizens] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
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cursors.cursors[dc_sizeall] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
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cursors.cursors[dc_no] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); |
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cursors.cursors[dc_hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); |
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#endif |
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initialized = true; |
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cursors.initialized = true; |
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} |
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/*
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======================== |
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SDLash_FreeCursors |
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======================== |
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*/ |
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void SDLash_FreeCursors( void ) |
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{ |
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#if SDL_VERSION_ATLEAST( 2, 0, 0 ) |
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int i = 0; |
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for( ; i < ARRAYSIZE( cursors.cursors ); i++ ) |
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{ |
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if( cursors.cursors[i] ) |
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SDL_FreeCursor( cursors.cursors[i] ); |
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cursors.cursors[i] = NULL; |
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} |
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cursors.initialized = false; |
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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} |
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/*
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@ -289,10 +314,11 @@ void Platform_SetCursorType( VGUI_DefaultCursor type )
@@ -289,10 +314,11 @@ void Platform_SetCursorType( VGUI_DefaultCursor type )
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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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if( !cursors.initialized ) |
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return; |
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SDLash_InitCursors(); |
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if( cls.key_dest != key_game || cl.paused ) |
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return; |
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switch( type ) |
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{ |
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@ -309,13 +335,13 @@ void Platform_SetCursorType( VGUI_DefaultCursor type )
@@ -309,13 +335,13 @@ void Platform_SetCursorType( VGUI_DefaultCursor type )
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if( CVAR_TO_BOOL( touch_emulate )) |
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return; |
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if (visible && !host.mouse_visible) |
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if( visible && !host.mouse_visible ) |
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{ |
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SDL_SetCursor( g_pDefaultCursor[type] ); |
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SDL_SetCursor( cursors.cursors[type] ); |
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SDL_ShowCursor( true ); |
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Key_EnableTextInput( true, false ); |
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} |
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else if (!visible && host.mouse_visible) |
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else if( !visible && host.mouse_visible ) |
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{ |
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SDL_ShowCursor( false ); |
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Key_EnableTextInput( false, false ); |
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