本文整理汇总了C++中IN_DeactivateMouse函数的典型用法代码示例。如果您正苦于以下问题:C++ IN_DeactivateMouse函数的具体用法?C++ IN_DeactivateMouse怎么用?C++ IN_DeactivateMouse使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了IN_DeactivateMouse函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: IN_Frame
/*
==================
IN_Frame
Called every frame, even if not generating commands
==================
*/
void IN_Frame (void)
{
if (!mouseinitialized)
return;
if (!in_mouse || !in_appactive)
{
IN_DeactivateMouse ();
return;
}
if ( !cl.refresh_prepped
|| cls.key_dest == key_console
|| cls.key_dest == key_menu)
{
// temporarily deactivate if in fullscreen
if (Cvar_VariableValue ("vid_fullscreen") == 0)
{
IN_DeactivateMouse ();
return;
}
}
IN_ActivateMouse ();
}
示例2: IN_Frame
void IN_Frame() {
bool loading;
if (in_xbox360ControllerAvailable->integer) {
IN_Xbox360ControllerMove();
} else {
IN_JoyMove();
}
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = (cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE);
if (cls.keyCatchers & KEYCATCH_CONSOLE) {
// Console is down in windowed mode
IN_DeactivateMouse(false);
} else if (loading) {
// Loading in windowed mode
IN_DeactivateMouse(true);
} else if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)) {
// Window doesn't have focus
IN_DeactivateMouse(false);
} else if (com_minimized->integer) {
// Minimized
IN_DeactivateMouse(true);
} else {
IN_ActivateMouse();
}
IN_ProcessEvents(dropInput);
}
示例3: IN_Frame
/*
===============
IN_Frame
===============
*/
void IN_Frame( void )
{
qboolean loading;
IN_JoyMove( );
IN_ProcessEvents( );
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
if( !Cvar_VariableIntegerValue("r_fullscreen") && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
{
// Console is down in windowed mode
IN_DeactivateMouse( );
}
else if( !Cvar_VariableIntegerValue("r_fullscreen") && loading )
{
// Loading in windowed mode
IN_DeactivateMouse( );
}
else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
{
// Window not got focus
IN_DeactivateMouse( );
}
else
IN_ActivateMouse( );
/* in case we had to delay actual restart of video system... */
if ( (vidRestartTime != 0) && (vidRestartTime < Sys_Milliseconds()) )
{
vidRestartTime = 0;
Cbuf_AddText( "vid_restart\n" );
}
}
示例4: IN_Frame
/*
==================
IN_Frame
Called every frame, even if not generating commands
==================
*/
void IN_Frame (void)
{
if (!mouseinitialized)
return;
if (!in_mouse || !in_appactive)
{
IN_DeactivateMouse ();
return;
}
if ( !cl.refresh_prepped
#ifdef __WXWINDOWS__
|| cls.window_hidden
#endif /// __WXWINDOWS__
#ifdef IML_Q2_EXTENSIONS
// 1 February 2004 - IML - emk - Interactive mouse support.
|| cls.interactivemouse
#endif IML_Q2_EXTENSIONS
|| cls.key_dest == key_console
|| cls.key_dest == key_menu)
{
// temporarily deactivate if in fullscreen
if (Cvar_VariableValue ("vid_fullscreen") == 0)
{
IN_DeactivateMouse ();
return;
}
}
IN_ActivateMouse ();
}
示例5: IN_Frame
void IN_Frame (void) {
qboolean loading;
IN_JoyMove( );
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = (qboolean)( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE );
if( !cls.glconfig.isFullscreen && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
{
// Console is down in windowed mode
IN_DeactivateMouse( );
}
else if( !cls.glconfig.isFullscreen && loading )
{
// Loading in windowed mode
IN_DeactivateMouse( );
}
else if( !( SDL_GetWindowFlags( SDL_window ) & SDL_WINDOW_INPUT_FOCUS ) )
{
// Window not got focus
IN_DeactivateMouse( );
}
else
IN_ActivateMouse( );
IN_ProcessEvents( );
}
示例6: IN_Frame
/*
==================
IN_Frame
Called every frame, even if not generating commands
==================
*/
void IN_Frame (void)
{
CheckActive(cl_hwnd);
if (!mouseinitialized)
return;
if (!in_mouse || !in_appactive)
{
IN_DeactivateMouse();
return;
}
g_windowed = Cvar_VariableValue("vid_fullscreen") == 0.0f;
if (!cl.refresh_prepped
|| cls.key_dest == key_console
)//|| cls.key_dest == key_menu) // jitmenu
{
// temporarily deactivate if in fullscreen
if (g_windowed && !M_MenuActive()) // jitmenu / jitmouse
{
IN_DeactivateMouse();
return;
}
}
IN_ActivateMouse(!(M_MenuActive() && g_windowed)); // jitmenu - don't clip the cursor when we're on the menu in windowed mode.
}
示例7: IN_Frame
/*
===============
IN_Frame
===============
*/
void IN_Frame(void)
{
qboolean loading;
IN_JoyMove();
IN_ProcessEvents();
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = (cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE);
if(!cls.glconfig.isFullscreen && (Key_GetCatcher() & KEYCATCH_CONSOLE))
{
// Console is down in windowed mode
IN_DeactivateMouse();
}
else if(!cls.glconfig.isFullscreen && loading)
{
// Loading in windowed mode
IN_DeactivateMouse();
}
else if(!( SDL_GetWindowFlags(SDL_window) & SDL_WINDOW_INPUT_FOCUS))
{
// Window not got focus
IN_DeactivateMouse();
}
else
IN_ActivateMouse();
// In case we had to delay actual restart of video system
if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
{
vidRestartTime = 0;
Cbuf_AddText( "vid_restart\n" );
}
}
示例8: IN_Frame
/*
==================
IN_Frame
Called every frame, even if not generating commands
==================
*/
void IN_Frame(void)
{
// post joystick events
IN_JoyMove();
if(!s_wmv.mouseInitialized)
{
return;
}
if(cls.keyCatchers & KEYCATCH_CONSOLE)
{
// temporarily deactivate if not in the game and
// running on the desktop
// voodoo always counts as full screen
if(Cvar_VariableValue("r_fullscreen") == 0 && strcmp(Cvar_VariableString("r_glDriver"), _3DFX_DRIVER_NAME))
{
IN_DeactivateMouse();
return;
}
}
if(!in_appactive)
{
IN_DeactivateMouse();
return;
}
IN_ActivateMouse();
// post events to the system que
IN_MouseMove();
}
示例9: IN_Frame
/*
===============
IN_Frame
===============
*/
void IN_Frame( void )
{
qboolean loading;
IN_JoyMove( );
IN_ProcessEvents( );
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = !!( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE );
if( !r_fullscreen->integer && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
{
// Console is down in windowed mode
IN_DeactivateMouse( );
}
else if( !r_fullscreen->integer && loading )
{
// Loading in windowed mode
IN_DeactivateMouse( );
}
else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
{
// Window not got focus
IN_DeactivateMouse( );
}
else
IN_ActivateMouse( );
}
示例10: IN_Frame
void
IN_Frame(void)
{
qbool loading;
IN_JoyMove( );
IN_ProcessEvents( );
/* If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading */
loading = !!(clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE);
if(!cvargeti("r_fullscreen") && (Key_GetCatcher( ) & KEYCATCH_CONSOLE)){
/* Console is down in windowed mode */
IN_DeactivateMouse( );
}else if(!cvargeti("r_fullscreen") && loading){
/* Loading in windowed mode */
IN_DeactivateMouse( );
}else if(!(SDL_GetAppState() & SDL_APPINPUTFOCUS)){
/* Window not got focus */
IN_DeactivateMouse( );
}else
IN_ActivateMouse( );
/* in case we had to delay actual restart of video system... */
if((vidRestartTime != 0) && (vidRestartTime < sysmillisecs())){
vidRestartTime = 0;
cbufaddstr("vid_restart");
}
}
示例11: IN_Shutdown
/*
===========
IN_Shutdown
===========
*/
void IN_Shutdown(void)
{
IN_DeactivateMouse();
IN_ShutdownMIDI();
Cmd_RemoveCommand("midiinfo");
if(directInput)
{
// release our mouse
if(g_pMouse)
{
IDirectInputDevice_SetCooperativeLevel(g_pMouse, g_wv.hWnd, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND);
IDirectInputDevice_Release(g_pMouse);
}
if(g_pdi)
{
IDirectInput_Release(g_pdi);
}
g_pMouse = NULL;
g_pdi = NULL;
// reset our values
directInput_acquired = qfalse;
directInput = qfalse;
}
}
示例12: GLimp_Shutdown
/*
** GLimp_Shutdown
**
** This routine does all OS specific shutdown procedures for the OpenGL
** subsystem. Under OpenGL this means NULLing out the current DC and
** HGLRC, deleting the rendering context, and releasing the DC acquired
** for the window. The state structure is also nulled out.
**
*/
void GLimp_Shutdown( void )
{
if (!ctx || !dpy)
return;
IN_DeactivateMouse();
XAutoRepeatOn(dpy);
if (dpy) {
if (ctx)
qglXDestroyContext(dpy, ctx);
if (win)
XDestroyWindow(dpy, win);
if (vidmode_active)
XF86VidModeSwitchToMode(dpy, scrnum, vidmodes[0]);
XCloseDisplay(dpy);
}
vidmode_active = qfalse;
dpy = NULL;
win = 0;
ctx = NULL;
memset( &glConfig, 0, sizeof( glConfig ) );
memset( &glState, 0, sizeof( glState ) );
QGL_Shutdown();
}
示例13: GLimp_Shutdown
/*
** GLimp_Shutdown
**
** This routine does all OS specific shutdown procedures for the OpenGL
** subsystem. Under OpenGL this means NULLing out the current DC and
** HGLRC, deleting the rendering context, and releasing the DC acquired
** for the window. The state structure is also nulled out.
**
*/
void GLimp_Shutdown( void )
{
if (!ctx || !dpy)
return;
IN_DeactivateMouse();
// bk001206 - replaced with H2/Fakk2 solution
// XAutoRepeatOn(dpy);
// autorepeaton = qfalse; // bk001130 - from cvs1.17 (mkv)
if (dpy) {
if (ctx)
qglXDestroyContext(dpy, ctx);
if (win)
XDestroyWindow(dpy, win);
if (vidmode_active)
XF86VidModeSwitchToMode(dpy, scrnum, vidmodes[0]);
XCloseDisplay(dpy);
}
vidmode_active = qfalse;
dpy = NULL;
win = 0;
ctx = NULL;
memset( &glConfig, 0, sizeof( glConfig ) );
memset( &glState, 0, sizeof( glState ) );
QGL_Shutdown();
}
示例14: IN_Frame
void IN_Frame (void) {
// bk001130 - from cvs 1.17 (mkv)
IN_JoyMove(); // FIXME: disable if on desktop?
if ( cls.keyCatchers & KEYCATCH_CONSOLE ) {
// temporarily deactivate if not in the game and
// running on the desktop
// voodoo always counts as full screen
if (Cvar_VariableValue ("r_fullscreen") == 0
&& strcmp( Cvar_VariableString("r_glDriver"), _3DFX_DRIVER_NAME ) ) {
IN_DeactivateMouse ();
return;
}
// bk001206 - not used, now done the H2/Fakk2 way
//if (dpy && !autorepeaton) {
// XAutoRepeatOn(dpy);
// autorepeaton = qtrue;
//}
}
//else if (dpy && autorepeaton) {
//XAutoRepeatOff(dpy);
//autorepeaton = qfalse;
//}
IN_ActivateMouse();
}
示例15: SetBufferSize
static void SetBufferSize(void)
{
static DIPROPDWORD dipdw = {
{ sizeof(dipdw), sizeof(dipdw.diph), 0, DIPH_DEVICE },
0
};
HRESULT hr;
unsigned int bufsize;
if (in_di_bufsize.integer)
{ // we don't wont dynamic buffer change
Com_Printf_State(PRINT_OK, "DirectInput overflow, increasing skipped because of %s.\n", in_di_bufsize.name);
return;
}
bufsize = max(dipdw.dwData, DI_BufSize()); // well, DI_BufSize() return 16, since in_di_bufsize is zero
dipdw.dwData = bufsize + max(1, bufsize / 2);
Com_Printf_State(PRINT_INFO, "DirectInput overflow, increasing buffer size to %u.\n", dipdw.dwData);
IN_DeactivateMouse();
hr = IDirectInputDevice_SetProperty(g_pMouse, DIPROP_BUFFERSIZE, &dipdw.diph);
IN_ActivateMouse();
if(FAILED(hr))
{
Com_Printf_State (PRINT_FAIL, "Unable to increase DirectInput buffer size.\n");
}
}