tiny cleanup i_video
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e689deaa2b
commit
7ec00a279c
1 file changed
+29
-59
+29
-59
@@ -420,7 +420,6 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code)
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static INT32 GetTypedChar(SDL_Scancode code, SDL_Keysym *sym)
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{
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SDL_Event next_event;
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boolean Text_Input_Only = (chat_on || CON_Ready() || (menu_text_input && menuactive)); //only use this this if on chat or console or the current menu wants inputs from us (except if its the control setup menu ig)
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// Special cases, where we always return a fixed value.
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switch (sym->sym)
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@@ -431,7 +430,7 @@ static INT32 GetTypedChar(SDL_Scancode code, SDL_Keysym *sym)
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break;
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}
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if (Text_Input_Only)
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if (chat_on || CON_Ready() || (menu_text_input && menuactive)) //only use this this if on chat or console or the current menu wants inputs from us (except if its the control setup menu ig)
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{
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if (SDL_PeepEvents(&next_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1 && next_event.type == SDL_TEXTINPUT)
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{
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@@ -871,9 +870,9 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
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return;
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}
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if (cv_keyboardlayout.value == 2)
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if (cv_keyboardlayout.value == 2) // "native"
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event.data1 = GetTypedChar(evt.keysym.scancode, &evt.keysym);
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else if (cv_keyboardlayout.value == 3)
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else if (cv_keyboardlayout.value == 3) // AZERTY
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event.data1 = Impl_SDL_Keysym_To_Keycode(evt.keysym);
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else
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event.data1 = Impl_SDL_Scancode_To_Keycode(evt.keysym.scancode);
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@@ -926,8 +925,6 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
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{
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event_t event;
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SDL_memset(&event, 0, sizeof(event_t));
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// Ignore the event if the mouse is not actually focused on the window.
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// This can happen if you used the mouse to restore keyboard focus;
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// this apparently makes a mouse button down event but not a mouse button up event,
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@@ -939,6 +936,8 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
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/// \todo inputEvent.button.which
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if (USE_MOUSEINPUT)
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{
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SDL_memset(&event, 0, sizeof(event_t));
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if (type == SDL_MOUSEBUTTONUP)
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{
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event.type = ev_keyup;
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@@ -969,26 +968,29 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
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{
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event_t event;
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SDL_memset(&event, 0, sizeof(event_t));
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if (USE_MOUSEINPUT)
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{
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SDL_memset(&event, 0, sizeof(event_t));
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if (evt.y > 0)
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{
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event.data1 = KEY_MOUSEWHEELUP;
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event.type = ev_keydown;
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}
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if (evt.y < 0)
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{
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event.data1 = KEY_MOUSEWHEELDOWN;
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event.type = ev_keydown;
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}
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if (evt.y == 0)
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{
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event.data1 = 0;
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event.type = ev_keyup;
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}
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if (event.type == ev_keyup || event.type == ev_keydown)
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{
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D_PostEvent(&event);
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if (evt.y > 0)
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{
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event.data1 = KEY_MOUSEWHEELUP;
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event.type = ev_keydown;
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}
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if (evt.y < 0)
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{
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event.data1 = KEY_MOUSEWHEELDOWN;
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event.type = ev_keydown;
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}
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if (evt.y == 0)
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{
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event.data1 = 0;
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event.type = ev_keyup;
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}
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if (event.type == ev_keyup || event.type == ev_keydown)
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{
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D_PostEvent(&event);
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}
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}
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}
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@@ -1101,6 +1103,7 @@ static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint
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event.data1 = KEY_4JOY1;
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}
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else return;
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if (type == SDL_CONTROLLERBUTTONUP)
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{
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event.type = ev_keyup;
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@@ -1110,6 +1113,7 @@ static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint
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event.type = ev_keydown;
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}
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else return;
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if (evt.button < JOYBUTTONS)
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{
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event.data1 += evt.button;
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@@ -1416,37 +1420,6 @@ void I_UpdateNoBlit(void)
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exposevideo = SDL_FALSE;
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}
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// I_SkipFrame
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//
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// Returns true if it thinks we can afford to skip this frame
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// from PrBoom's src/SDL/i_video.c
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static inline boolean I_SkipFrame(void)
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{
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#if 1
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// While I fixed the FPS counter bugging out with this,
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// I actually really like being able to pause and
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// use perfstats to measure rendering performance
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// without game logic changes.
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return false;
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#else
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static boolean skip = false;
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skip = !skip;
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switch (gamestate)
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{
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case GS_LEVEL:
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if (!paused)
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return false;
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/* FALLTHRU */
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case GS_WAITINGPLAYERS:
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return skip; // Skip odd frames
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default:
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return false;
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}
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#endif
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}
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//
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// I_FinishUpdate
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//
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@@ -1459,9 +1432,6 @@ void I_FinishUpdate(void)
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SCR_CalculateFPS();
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if (I_SkipFrame())
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return;
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if (st_overlay)
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{
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if (cv_ticrate.value)
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