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-rw-r--r--src/i_video.c82
1 files changed, 71 insertions, 11 deletions
diff --git a/src/i_video.c b/src/i_video.c
index f3f24fff..c1da0a96 100644
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -1,7 +1,7 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: i_video.c 72 2005-09-04 23:18:30Z fraggle $
+// $Id: i_video.c 83 2005-09-07 20:44:23Z fraggle $
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
@@ -22,6 +22,12 @@
// 02111-1307, USA.
//
// $Log$
+// Revision 1.23 2005/09/07 20:44:23 fraggle
+// Fix up names of functions
+// Make the quit button work (pops up the "quit doom?" prompt).
+// Fix focus detection to release the mouse and ignore mouse events
+// when window is not focused.
+//
// Revision 1.22 2005/09/04 23:18:30 fraggle
// Remove dead code. Cope with the screen not having width == pitch. Lock
// the SDL screen surface properly. Rewrite 2x scaling code.
@@ -101,7 +107,7 @@
//-----------------------------------------------------------------------------
static const char
-rcsid[] = "$Id: i_video.c 72 2005-09-04 23:18:30Z fraggle $";
+rcsid[] = "$Id: i_video.c 83 2005-09-07 20:44:23Z fraggle $";
#include <ctype.h>
#include <SDL.h>
@@ -115,9 +121,13 @@ rcsid[] = "$Id: i_video.c 72 2005-09-04 23:18:30Z fraggle $";
#include "m_argv.h"
#include "m_swap.h"
#include "d_main.h"
+#include "s_sound.h"
+#include "sounds.h"
#include "doomdef.h"
+extern void M_QuitDOOM();
+
static SDL_Surface *screen;
#define POINTER_WARP_COUNTDOWN 1
@@ -147,9 +157,15 @@ static int multiply=1;
static byte *disk_image = NULL;
static int disk_image_w, disk_image_h;
static byte *saved_background;
+static boolean window_focused;
-static boolean mouse_should_be_grabbed()
+static boolean MouseShouldBeGrabbed()
{
+ // if the window doesnt have focus, never grab it
+
+ if (!window_focused)
+ return false;
+
// always grab the mouse when full screen (dont want to
// see the mouse pointer)
@@ -171,6 +187,24 @@ static boolean mouse_should_be_grabbed()
return (gamestate == GS_LEVEL) && !demoplayback;
}
+// Update the value of window_focused when we get a focus event
+//
+// We try to make ourselves be well-behaved: the grab on the mouse
+// is removed if we lose focus (such as a popup window appearing),
+// and we dont move the mouse around if we aren't focused either.
+
+static void UpdateFocus(void)
+{
+ Uint8 state;
+
+ state = SDL_GetAppState();
+
+ // We should have input (keyboard) focus and be visible
+ // (not minimised)
+
+ window_focused = (state & SDL_APPINPUTFOCUS) && (state & SDL_APPACTIVE);
+}
+
void I_BeginRead(void)
{
int y;
@@ -251,7 +285,7 @@ static void LoadDiskImage(void)
// Translates the SDL key
//
-int xlatekey(SDL_keysym *sym)
+int TranslateKey(SDL_keysym *sym)
{
switch(sym->sym)
{
@@ -347,7 +381,7 @@ void I_StartFrame (void)
}
-static int mousebuttonstate(void)
+static int MouseButtonState(void)
{
Uint8 state = SDL_GetMouseState(NULL, NULL);
int result = 0;
@@ -373,38 +407,61 @@ void I_GetEvent(void)
while (SDL_PollEvent(&sdlevent))
{
+ // ignore mouse events when the window is not focused
+
+ if (!window_focused
+ && (sdlevent.type == SDL_MOUSEMOTION
+ || sdlevent.type == SDL_MOUSEBUTTONDOWN
+ || sdlevent.type == SDL_MOUSEBUTTONUP))
+ {
+ continue;
+ }
+
+ // process event
+
switch (sdlevent.type)
{
case SDL_KEYDOWN:
event.type = ev_keydown;
- event.data1 = xlatekey(&sdlevent.key.keysym);
+ event.data1 = TranslateKey(&sdlevent.key.keysym);
event.data2 = sdlevent.key.keysym.unicode;
D_PostEvent(&event);
break;
case SDL_KEYUP:
event.type = ev_keyup;
- event.data1 = xlatekey(&sdlevent.key.keysym);
+ event.data1 = TranslateKey(&sdlevent.key.keysym);
D_PostEvent(&event);
break;
case SDL_MOUSEMOTION:
event.type = ev_mouse;
- event.data1 = mousebuttonstate();
+ event.data1 = MouseButtonState();
event.data2 = sdlevent.motion.xrel * 8;
event.data3 = -sdlevent.motion.yrel * 8;
D_PostEvent(&event);
break;
case SDL_MOUSEBUTTONDOWN:
event.type = ev_mouse;
- event.data1 = mousebuttonstate();
+ event.data1 = MouseButtonState();
event.data2 = event.data3 = 0;
D_PostEvent(&event);
break;
case SDL_MOUSEBUTTONUP:
event.type = ev_mouse;
- event.data1 = mousebuttonstate();
+ event.data1 = MouseButtonState();
event.data2 = event.data3 = 0;
D_PostEvent(&event);
break;
+ case SDL_QUIT:
+ // bring up the "quit doom?" prompt
+ S_StartSound(NULL,sfx_swtchn);
+ M_QuitDOOM(0);
+ break;
+ case SDL_ACTIVEEVENT:
+ // need to update our focus state
+ UpdateFocus();
+ break;
+ default:
+ break;
}
}
}
@@ -430,7 +487,7 @@ void UpdateGrab(void)
static boolean currently_grabbed = false;
boolean grab;
- grab = mouse_should_be_grabbed();
+ grab = MouseShouldBeGrabbed();
if (grab && !currently_grabbed)
{
@@ -641,6 +698,9 @@ void I_InitGraphics(void)
SetCaption();
+ UpdateFocus();
+ UpdateGrab();
+
// Check if we have a native surface we can use
native_surface = multiply == 1 && screen->pitch == SCREENWIDTH;