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appframework: use rawinput for android by default

pull/96/head
nillerusr 2 years ago
parent
commit
1aa326b7f2
  1. 14
      appframework/sdlmgr.cpp
  2. 6
      game/client/particlemgr.cpp

14
appframework/sdlmgr.cpp

@ -36,8 +36,8 @@
#define GLMPRINTF(args) #define GLMPRINTF(args)
#endif #endif
#ifdef OSX #if defined( OSX ) || defined( ANDROID )
ConVar osx_rawinput_set_one_time( "osx_rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, ""); ConVar rawinput_set_one_time( "rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, "");
#endif #endif
ConVar gl_blit_halfx( "gl_blit_halfx", "0" ); ConVar gl_blit_halfx( "gl_blit_halfx", "0" );
@ -1141,17 +1141,15 @@ void CSDLMgr::OnFrameRendered()
ConVarRef rawinput( "m_rawinput" ); ConVarRef rawinput( "m_rawinput" );
#if defined( OSX ) || defined( ANDROID )
#ifdef OSX // We default raw input to on on Mac/Android and set it one time for all users since
// We default raw input to on on Mac and set it one time for all users since
// it didn't used to be the default. // it didn't used to be the default.
if ( !osx_rawinput_set_one_time.GetBool() ) if ( !rawinput_set_one_time.GetBool() )
{ {
osx_rawinput_set_one_time.SetValue( 1 ); rawinput_set_one_time.SetValue( 1 );
rawinput.SetValue( 1 ); rawinput.SetValue( 1 );
} }
#endif #endif
m_bRawInput = !m_bCursorVisible && rawinput.IsValid() && rawinput.GetBool(); m_bRawInput = !m_bCursorVisible && rawinput.IsValid() && rawinput.GetBool();
SDL_bool bWindowGrab = !m_bCursorVisible ? SDL_TRUE : SDL_FALSE; SDL_bool bWindowGrab = !m_bCursorVisible ? SDL_TRUE : SDL_FALSE;

6
game/client/particlemgr.cpp

@ -1112,7 +1112,7 @@ void CParticleMgr::Term()
{ {
// Free all the effects. // Free all the effects.
int iNext; int iNext;
for ( int i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext ) for ( intp i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext )
{ {
iNext = m_Effects.Next( i ); iNext = m_Effects.Next( i );
m_Effects[i]->m_pSim->NotifyRemove(); m_Effects[i]->m_pSim->NotifyRemove();
@ -1389,7 +1389,7 @@ void CParticleMgr::RemoveAllNewEffects()
void CParticleMgr::RemoveAllEffects() void CParticleMgr::RemoveAllEffects()
{ {
int iNext; int iNext;
for ( int i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext ) for ( intp i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext )
{ {
iNext = m_Effects.Next( i ); iNext = m_Effects.Next( i );
RemoveEffect( m_Effects[i] ); RemoveEffect( m_Effects[i] );
@ -1971,7 +1971,7 @@ void CParticleMgr::UpdateAllEffects( float flTimeDelta )
// Remove any effects that were flagged to be removed. // Remove any effects that were flagged to be removed.
int iNext; int iNext;
for ( int i=m_Effects.Head(); i != m_Effects.InvalidIndex(); i=iNext ) for ( intp i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i=iNext )
{ {
iNext = m_Effects.Next( i ); iNext = m_Effects.Next( i );
CParticleEffectBinding *pEffect = m_Effects[i]; CParticleEffectBinding *pEffect = m_Effects[i];

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