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Conflicts: .gitignore code/Makefile.am code/ai/ai.h code/ai/ai_profiles.cpp code/ai/ai_profiles.h code/ai/aibig.cpp code/ai/aicode.cpp code/ai/aiturret.cpp code/asteroid/asteroid.cpp code/asteroid/asteroid.h code/bmpman/bm_internal.h code/bmpman/bmpman.cpp code/bmpman/bmpman.h code/camera/camera.cpp code/camera/camera.h code/cfile/cfile.cpp code/cmdline/cmdline.cpp code/cmdline/cmdline.h code/controlconfig/controlsconfig.h code/controlconfig/controlsconfigcommon.cpp code/cutscene/movie.cpp code/cutscene/oggplayer.cpp code/debugconsole/consoleparse.cpp code/fred2/campaigneditordlg.cpp code/fred2/fred.cpp code/fred2/fred.rc code/fred2/missionsave.cpp code/fred2/resource.h code/fred2/sexp_tree.cpp code/fred2/sexp_tree.h code/fred2/shipflagsdlg.cpp code/fred2/shipflagsdlg.h code/fred2/shiptexturesdlg.cpp code/fred2/voiceactingmanager.cpp code/freespace2/freespace.cpp code/freespace2/freespace.rc code/gamehelp/contexthelp.cpp code/globalincs/alphacolors.cpp code/globalincs/alphacolors.h code/globalincs/version.h code/globalincs/vmallocator.h code/globalincs/windebug.cpp code/graphics/2d.cpp code/graphics/font.cpp code/graphics/generic.cpp code/graphics/generic.h code/graphics/grinternal.h code/graphics/gropengl.cpp code/graphics/gropengldraw.cpp code/graphics/gropenglextension.h code/graphics/gropenglpostprocessing.cpp code/graphics/gropenglstate.cpp code/graphics/gropenglstate.h code/graphics/gropengltexture.cpp code/graphics/gropengltnl.cpp code/hud/hud.cpp code/hud/hud.h code/hud/hudconfig.cpp code/hud/hudlock.cpp code/hud/hudmessage.cpp code/hud/hudparse.cpp code/hud/hudreticle.cpp code/hud/hudreticle.h code/hud/hudshield.cpp code/hud/hudsquadmsg.cpp code/hud/hudtarget.cpp code/hud/hudtarget.h code/hud/hudtargetbox.cpp code/inetfile/cftp.cpp code/inetfile/chttpget.cpp code/io/joy.cpp code/io/joy_ff.cpp code/io/key.cpp code/io/keycontrol.cpp code/io/mouse.cpp code/io/timer.cpp code/localization/localize.cpp code/localization/localize.h code/math/fvi.cpp code/math/vecmat.cpp code/menuui/credits.cpp code/menuui/mainhallmenu.cpp code/menuui/mainhallmenu.h code/menuui/optionsmenumulti.cpp code/menuui/playermenu.cpp code/mission/missionbriefcommon.cpp code/mission/missioncampaign.cpp code/mission/missiongoals.h code/mission/missionmessage.cpp code/mission/missionparse.cpp code/mission/missionparse.h code/missionui/missionbrief.cpp code/missionui/missioncmdbrief.cpp code/missionui/missiondebrief.cpp code/missionui/missionscreencommon.cpp code/missionui/missionshipchoice.cpp code/missionui/missionweaponchoice.cpp code/missionui/redalert.cpp code/missionui/redalert.h code/mod_table/mod_table.cpp code/mod_table/mod_table.h code/model/model.h code/model/modelcollide.cpp code/model/modelinterp.cpp code/model/modelread.cpp code/network/multi.cpp code/network/multi_dogfight.cpp code/network/multi_ingame.cpp code/network/multi_log.cpp code/network/multi_rate.cpp code/network/multiteamselect.cpp code/network/multiui.cpp code/network/multiutil.cpp code/network/stand_gui-unix.cpp code/object/collideshipship.cpp code/object/collideshipweapon.cpp code/object/object.cpp code/object/object.h code/object/objectsnd.cpp code/object/objectsort.cpp code/osapi/osapi.cpp code/osapi/osapi_unix.cpp code/osapi/outwnd.h code/parse/generic_log.cpp code/parse/lua.cpp code/parse/parselo.cpp code/parse/parselo.h code/parse/scripting.cpp code/parse/scripting.h code/parse/sexp.cpp code/parse/sexp.h code/physics/physics.cpp code/pilotfile/csg.cpp code/pilotfile/csg_convert.cpp code/pilotfile/pilotfile.cpp code/pilotfile/pilotfile_convert.h code/playerman/playercontrol.cpp code/radar/radardradis.cpp code/radar/radardradis.h code/radar/radarsetup.cpp code/radar/radarsetup.h code/ship/ship.cpp code/ship/ship.h code/ship/shipfx.cpp code/ship/shiphit.cpp code/sound/audiostr.cpp code/sound/ds.cpp code/sound/openal.cpp code/sound/rtvoice.cpp code/sound/sound.cpp code/sound/voicerec.cpp code/stats/medals.cpp code/stats/medals.h code/stats/scoring.cpp code/ui/ui.h code/weapon/beam.cpp code/weapon/weapon.h code/weapon/weapons.cpp code/wxfred2/aboutbox.cpp code/wxfred2/campaigneditor.cpp code/wxfred2/campaigneditor.h code/wxfred2/commandbriefingeditor.cpp code/wxfred2/debriefingeditor.cpp code/wxfred2/fredframe.cpp code/wxfred2/fredframe.h code/wxfred2/missionspecseditor.cpp code/wxfred2/missionspecseditor.h code/wxfred2/voiceactingmanagereditor.cpp code/wxfred2/wxfred.xrc code/wxfred2/wxfred2.cpp code/wxfred2/wxfred2.h configure.ac fs2open.Doxyfile jansson/LICENSE jansson/dump.c jansson/hashtable.c jansson/hashtable.h jansson/jansson.h jansson/jansson_config.h jansson/jansson_private.h jansson/load.c jansson/memory.c jansson/pack_unpack.c jansson/strbuffer.c jansson/strbuffer.h jansson/strconv.c jansson/utf.c jansson/utf.h jansson/value.c libpng/png.c libpng/png.h libpng/pngconf.h libpng/pngdebug.h libpng/pngerror.c libpng/pngget.c libpng/pnginfo.h libpng/pnglibconf.h libpng/pngmem.c libpng/pngpread.c libpng/pngpriv.h libpng/pngread.c libpng/pngrio.c libpng/pngrtran.c libpng/pngrutil.c libpng/pngset.c libpng/pngstruct.h libpng/pngtrans.c libpng/pngwio.c libpng/pngwrite.c libpng/pngwtran.c libpng/pngwutil.c projects/Eclipse/Freespace2/.project projects/MSVC_2005/Fred2.vcproj projects/MSVC_2005/Freespace2.sln projects/MSVC_2005/Freespace2.vcproj projects/MSVC_2005/code.vcproj projects/MSVC_2005/wxFRED2.vcproj projects/MSVC_2008/Fred2.vcproj projects/MSVC_2008/Freespace2.doxproj projects/MSVC_2008/Freespace2.vcproj projects/MSVC_2008/code.vcproj projects/MSVC_2010/Fred2.vcxproj projects/MSVC_2010/Freespace2.vcxproj projects/MSVC_2010/code.vcxproj projects/MSVC_2010/code.vcxproj.filters projects/MSVC_2010/wxFRED2.vcxproj projects/MSVC_2011/Fred2.vcxproj projects/MSVC_2011/Freespace2.vcxproj projects/MSVC_2011/code.vcxproj projects/MSVC_2011/code.vcxproj.filters projects/MSVC_2011/wxFRED2.vcxproj projects/MSVC_2013/Fred2.vcxproj projects/MSVC_2013/Freespace2.vcxproj projects/MSVC_2013/code.vcxproj projects/MSVC_2013/code.vcxproj.filters projects/MSVC_2013/libjpeg.vcxproj projects/MSVC_2013/liblua.vcxproj projects/MSVC_2013/libpng.vcxproj projects/MSVC_2013/wxFRED2.vcxproj projects/MSVC_2013/zlib.vcxproj projects/MSVC_6/Fred2.dsp projects/MSVC_6/Freespace2.dsp projects/MSVC_6/code.dsp projects/MSVC_6/wxFRED2.dsp projects/Xcode/English.lproj/InfoPlist.strings projects/Xcode/FS2_Open.xcodeproj/project.pbxproj projects/Xcode4/English.lproj/InfoPlist.strings projects/Xcode4/FS2_Open.xcodeproj/project.pbxproj projects/Xcode4/Frameworks.tgz projects/codeblocks/Freespace2/Freespace2.cbp zlib/adler32.c zlib/compress.c zlib/crc32.c zlib/crc32.h zlib/deflate.c zlib/deflate.h zlib/infback.c zlib/inffast.c zlib/inffixed.h zlib/inflate.c zlib/inftrees.c zlib/trees.c zlib/uncompr.c zlib/zconf.h zlib/zlib.h zlib/zutil.c zlib/zutil.h
453 lines
7.9 KiB
C++
453 lines
7.9 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifdef _WIN32
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#include <windows.h>
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#include <windowsx.h>
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#endif
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#include "io/mouse.h"
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#include "graphics/2d.h"
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#include "parse/scripting.h"
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#define THREADED // to use the proper set of macros
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#include "osapi/osapi.h"
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#include "cmdline/cmdline.h"
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int mouse_inited = 0;
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LOCAL int Mouse_x;
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LOCAL int Mouse_y;
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SDL_mutex* mouse_lock;
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int mouse_flags;
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int mouse_left_pressed = 0;
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int mouse_right_pressed = 0;
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int mouse_middle_pressed = 0;
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int mouse_left_up = 0;
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int mouse_right_up = 0;
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int mouse_middle_up = 0;
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int Mouse_dx = 0;
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int Mouse_dy = 0;
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int Mouse_dz = 0;
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int Last_mouse_dx = 0;
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int Last_mouse_dy = 0;
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int Last_mouse_dz = 0;
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int Mouse_sensitivity = 4;
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int Use_mouse_to_fly = 0;
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void mouse_force_pos(int x, int y);
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static bool Mouse_in_focus = true;
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void mouse_got_focus()
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{
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if ( !mouse_inited ) return;
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Mouse_in_focus = true;
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mouse_flush();
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}
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void mouse_lost_focus()
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{
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if ( !mouse_inited ) return;
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Mouse_in_focus = false;
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mouse_flush();
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}
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void mouse_close()
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{
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if (!mouse_inited)
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return;
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mouse_inited = 0;
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SDL_DestroyMutex( mouse_lock );
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}
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void mouse_init()
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{
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// Initialize queue
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if ( mouse_inited ) return;
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mouse_inited = 1;
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mouse_lock = SDL_CreateMutex();
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SDL_LockMutex( mouse_lock );
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mouse_flags = 0;
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Mouse_x = gr_screen.max_w / 2;
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Mouse_y = gr_screen.max_h / 2;
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// we do want to make sure that button presses go through event polling though
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// (should be on by default already, just here as a reminder)
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SDL_EventState( SDL_MOUSEBUTTONDOWN, SDL_ENABLE );
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SDL_EventState( SDL_MOUSEBUTTONUP, SDL_ENABLE );
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SDL_UnlockMutex( mouse_lock );
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atexit( mouse_close );
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}
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// ----------------------------------------------------------------------------
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// mouse_mark_button() is called asynchronously by the OS when a mouse button
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// goes up or down. The mouse button that is affected is passed via the
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// flags parameter.
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//
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// parameters: flags ==> mouse button pressed/released
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// set ==> 1 - button is pressed
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// 0 - button is released
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void mouse_mark_button( uint flags, int set)
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{
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if ( !mouse_inited ) return;
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SDL_LockMutex( mouse_lock );
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if ( !(mouse_flags & MOUSE_LEFT_BUTTON) ) {
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if ( (flags & MOUSE_LEFT_BUTTON) && (set == 1) ) {
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mouse_left_pressed++;
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}
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}
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else {
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if ( (flags & MOUSE_LEFT_BUTTON) && (set == 0) ){
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mouse_left_up++;
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}
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}
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if ( !(mouse_flags & MOUSE_RIGHT_BUTTON) ) {
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if ( (flags & MOUSE_RIGHT_BUTTON) && (set == 1) ){
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mouse_right_pressed++;
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}
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}
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else {
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if ( (flags & MOUSE_RIGHT_BUTTON) && (set == 0) ){
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mouse_right_up++;
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}
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}
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if ( !(mouse_flags & MOUSE_MIDDLE_BUTTON) ) {
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if ( (flags & MOUSE_MIDDLE_BUTTON) && (set == 1) ){
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mouse_middle_pressed++;
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}
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}
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else {
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if ( (flags & MOUSE_MIDDLE_BUTTON) && (set == 0) ){
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mouse_middle_up++;
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}
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}
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if ( set ){
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mouse_flags |= flags;
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} else {
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mouse_flags &= ~flags;
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}
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SDL_UnlockMutex( mouse_lock );
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Script_system.SetHookVar("MouseButton", 'i', &flags);
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//WMC - On Mouse Pressed and On Mouse Released hooks
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if (set == 1)
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{
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Script_system.RunCondition(CHA_MOUSEPRESSED);
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}
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else if (set == 0)
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{
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Script_system.RunCondition(CHA_MOUSERELEASED);
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}
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Script_system.RemHookVar("MouseButton");
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}
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void mouse_flush()
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{
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if (!mouse_inited)
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return;
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mouse_reset_deltas();
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Mouse_dx = Mouse_dy = Mouse_dz = 0;
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SDL_LockMutex( mouse_lock );
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mouse_left_pressed = 0;
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mouse_right_pressed = 0;
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mouse_middle_pressed = 0;
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mouse_flags = 0;
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SDL_UnlockMutex( mouse_lock );
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}
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int mouse_down_count(int n, int reset_count)
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{
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int tmp = 0;
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if ( !mouse_inited ) return 0;
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if ( (n < LOWEST_MOUSE_BUTTON) || (n > HIGHEST_MOUSE_BUTTON)) return 0;
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SDL_LockMutex( mouse_lock );
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switch (n) {
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case MOUSE_LEFT_BUTTON:
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tmp = mouse_left_pressed;
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if ( reset_count ) {
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mouse_left_pressed = 0;
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}
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break;
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case MOUSE_RIGHT_BUTTON:
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tmp = mouse_right_pressed;
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if ( reset_count ) {
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mouse_right_pressed = 0;
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}
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break;
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case MOUSE_MIDDLE_BUTTON:
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tmp = mouse_middle_pressed;
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if ( reset_count ) {
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mouse_middle_pressed = 0;
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}
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break;
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} // end switch
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SDL_UnlockMutex( mouse_lock );
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return tmp;
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}
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// mouse_up_count() returns the number of times button n has gone from down to up
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// since the last call
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//
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// parameters: n - button of mouse (see #define's in mouse.h)
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//
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int mouse_up_count(int n)
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{
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int tmp = 0;
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if ( !mouse_inited ) return 0;
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if ( (n < LOWEST_MOUSE_BUTTON) || (n > HIGHEST_MOUSE_BUTTON)) return 0;
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SDL_LockMutex( mouse_lock );
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switch (n) {
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case MOUSE_LEFT_BUTTON:
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tmp = mouse_left_up;
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mouse_left_up = 0;
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break;
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case MOUSE_RIGHT_BUTTON:
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tmp = mouse_right_up;
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mouse_right_up = 0;
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break;
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case MOUSE_MIDDLE_BUTTON:
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tmp = mouse_middle_up;
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mouse_middle_up = 0;
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break;
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default:
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Assert(0); // can't happen
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break;
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} // end switch
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SDL_UnlockMutex( mouse_lock );
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return tmp;
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}
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// returns 1 if mouse button btn is down, 0 otherwise
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int mouse_down(int btn)
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{
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int tmp;
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if ( !mouse_inited ) return 0;
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if ( (btn < LOWEST_MOUSE_BUTTON) || (btn > HIGHEST_MOUSE_BUTTON)) return 0;
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SDL_LockMutex( mouse_lock );
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if ( mouse_flags & btn )
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tmp = 1;
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else
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tmp = 0;
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SDL_UnlockMutex( mouse_lock );
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return tmp;
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}
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// returns the fraction of time btn has been down since last call
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// (currently returns 1 if buttons is down, 0 otherwise)
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//
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float mouse_down_time(int btn)
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{
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float tmp;
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if ( !mouse_inited ) return 0.0f;
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if ( (btn < LOWEST_MOUSE_BUTTON) || (btn > HIGHEST_MOUSE_BUTTON)) return 0.0f;
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SDL_LockMutex( mouse_lock );
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if ( mouse_flags & btn )
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tmp = 1.0f;
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else
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tmp = 0.0f;
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SDL_UnlockMutex( mouse_lock );
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return tmp;
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}
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void mouse_get_delta(int *dx, int *dy, int *dz)
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{
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if (dx)
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*dx = Mouse_dx;
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if (dy)
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*dy = Mouse_dy;
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if (dz)
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*dz = Mouse_dz;
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}
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// Forces the actual windows cursor to be at (x,y). This may be independent of our tracked (x,y) mouse pos.
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void mouse_force_pos(int x, int y)
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{
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if (os_foreground()) { // only mess with windows's mouse if we are in control of it
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SDL_WarpMouseInWindow(os_get_window(), x, y);
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}
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}
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#include "gamesequence/gamesequence.h"
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// Reset deltas so we don't have duplicate mouse deltas
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void mouse_reset_deltas()
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{
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Last_mouse_dx = Mouse_dx;
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Last_mouse_dy = Mouse_dy;
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Last_mouse_dz = Mouse_dz;
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Mouse_dx = Mouse_dy = Mouse_dz = 0;
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}
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void mouse_event(int x, int y, int dx, int dy)
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{
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Mouse_x = x;
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Mouse_y = y;
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// Add up these delta values so we don't overwrite previous events,
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// should be reset in gr_flip my mouse_reset_deltas()
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Mouse_dx += dx;
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Mouse_dy += dy;
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if(Mouse_dx != 0 || Mouse_dy != 0)
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{
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Script_system.RunCondition(CHA_MOUSEMOVED);
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}
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}
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int mouse_get_pos(int *xpos, int *ypos)
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{
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int flags;
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if (!Mouse_in_focus)
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{
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if (xpos)
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*xpos = Mouse_x;
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if (ypos)
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*ypos = Mouse_y;
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return 0;
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}
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if (!mouse_inited) {
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*xpos = *ypos = 0;
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return 0;
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}
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flags = mouse_flags;
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if (Mouse_x < 0){
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Mouse_x = 0;
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}
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if (Mouse_y < 0){
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Mouse_y = 0;
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}
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if (Mouse_x >= gr_screen.max_w){
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Mouse_x = gr_screen.max_w - 1;
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}
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if (Mouse_y >= gr_screen.max_h){
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Mouse_y = gr_screen.max_h - 1;
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}
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if (xpos){
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*xpos = Mouse_x;
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}
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if (ypos){
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*ypos = Mouse_y;
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}
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return flags;
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}
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int mouse_get_pos_unscaled( int *xpos, int *ypos )
|
|
{
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|
int flags = mouse_get_pos( xpos, ypos );
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|
|
|
gr_unsize_screen_pos( (xpos) ? xpos : NULL, (ypos) ? ypos : NULL, NULL, NULL, GR_RESIZE_MENU );
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|
|
|
return flags;
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|
}
|
|
|
|
void mouse_get_real_pos(int *mx, int *my)
|
|
{
|
|
POINT pnt;
|
|
getWindowMousePos(&pnt);
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|
|
|
*mx = pnt.x;
|
|
*my = pnt.y;
|
|
}
|
|
|
|
void mouse_set_pos(int xpos, int ypos)
|
|
{
|
|
mouse_force_pos(xpos, ypos);
|
|
}
|
|
|
|
// portable routine to get the mouse position, relative
|
|
// to current window
|
|
void getWindowMousePos(POINT * pt)
|
|
{
|
|
Assert(pt != NULL);
|
|
|
|
int x = 0;
|
|
int y = 0;
|
|
|
|
SDL_GetMouseState(&x, &y);
|
|
|
|
pt->x = x;
|
|
pt->y = y;
|
|
}
|