Age | Commit message (Collapse) | Author |
|
|
|
Only send mouse events if both values are non-zero.
Hopefully this helps with the event overflow spam that can sometimes
happen on loads or laggy situations.
|
|
|
|
SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key).
SDL2 sends SDLK_*GUI for both.
|
|
SDL 1.2 converted Windows' VK_APPS and X11 XK_Hyper_R to SDLK_MENU.
SDL2 has it as a separate SDLK_APPLICATION key, so convert it to K_MENU too.
|
|
|
|
Restore mapping SDL numlock to quake3 numlock.
|
|
|
|
|
|
SDL1.2 branch disables key repeat when key catcher is 0.
Presumably to prevent binds from executing multiple times.
SDL2 replaced being able to disabled key repeat using SDL_EnableKeyRepeat
with a non-zero repeat value in the key event.
|
|
|
|
UI VMs expect a backspace char event, but sdl2 branch only was only sending a key event.
Revert cl_keys.c to master branch (it would cause backspace to happen twice in console).
|
|
|
|
Quiting SDL Video or Joystick subsystem implies quiting the Event subsystem in SDL2.
SDL keeps track of number of init and shutdown calls for each subsystem.
Shuting down video or joystick more or equal to number of times they're inited will lead to event shutdown.
Toggling in and out of fullscreen or running in_restart twice causes SDL event subsystem to shutdown, making input not work.
If the console is closed, IN_GobbleMotionEvents gets stuck in a loop. SDL_PeepEvents returns -1 when there is an error, but we assume non-0 means read more events.
IN_ShutdownJoystick needs to check if joystick subsystem was inited before quitting it, otherwise we may cause SDL event subsystem to shutdown.
|
|
Previous versions of SDL would send SDL_MOUSEBUTTONUP events for the mouse wheel immediately following the corresponding SDL_MOUSEBUTTONDOWN event
|
|
|
|
|
|
|
|
|
|
|
|
I was getting unknown command "vid_restart-button2" warning on OSX when trying to use alt-return to toggle fullscreen.
|
|
Make 'b' variable an int so that key values more than 255 will work (not currently an issue in ioq3 afaik).
Use SDL_BUTTON_* for easier transition to SDL2.
(SDL2 doesn't have SDL_BUTTON_WHEELUP or SDL_BUTTON_WHEELDOWN, X1/X2 are different values.)
|
|
|
|
|
|
|
|
Laue.
|
|
|
|
hat_keys and K_JOY16 is used by button).
|
|
|
|
|
|
I'll take care of it later
|
|
are now honoured when changing fs_game * Fix hunk memory leak on game_restart * Move cls.state and cls.servername to clc so connection state is fully preserved over game_restart * Revert back to previous fs_game after disconnecting from a server that triggered a game_restart * Fix error dialog popping up after every game_restart if an error happened previously (reported by Ensiform) - Fixed that not all commands added by CL_Init() would be removed by CL_Shutdown()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Use WM cursor when running windowed and UI module has input
|
|
|
|
+ IPv6
+ VoIP
+ Stereo rendering
+ Other minor stuff
|
|
|
|
|
|
+ Fix bug that prevented key up events getting to cgame/ui when not in game
+ Use Key_[GS]etCatcher everywhere to set keycatcher
+ Clear all key states when the catcher changes
* Slim down client userinfo somewhat
* Remove some redundant client autocomplete commands
* Actually make use of "menuStack" in the UI module
+ No longer close all menus when exiting one, instead reverting to the
next one on the stack
+ Cleanup the menu activation functions a little
* Truncate text in list columns if it exceeds the column width
* Remove maxChars field from columns member of ITEM_TYPE_LISTBOX
* Revert r992 due to more general and less buggy/hacky fix from ioq3
|
|
|
|
+ SDL everywhere
+ New R_LoadImage
+ net_ip.c
+ Window icon
+ GUI based dedicated server support
+ Compile time linked OpenGL
* Remove ui_menuFiles cvar
|