- The mouse is no longer grabbed at all unless you're actually in a level,
since I couldn't think of any reason why it should be grabbed at any other time. (This only applies to windowed mode, where it makes sense to let the OS have control of the pointer.) SVN r661 (trunk)
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8be8c48585
commit
59c8faa7df
11 changed files with 607 additions and 515 deletions
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@ -535,7 +535,7 @@ void D_Display ()
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{
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case GS_FULLCONSOLE:
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D();
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hw2d = screen->Begin2D(false);
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C_DrawConsole (false);
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M_Drawer ();
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screen->Update ();
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@ -546,19 +546,13 @@ void D_Display ()
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if (!gametic)
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break;
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if (!menuactive)
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if (StatusBar != NULL)
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{
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screen->SetBlendingRect(viewwindowx, MAX(ConBottom,viewwindowy),
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viewwindowx + realviewwidth, MAX(ConBottom,viewwindowy + realviewheight));
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float blend[4] = { 0, 0, 0, 0 };
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StatusBar->BlendView (blend);
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}
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else
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{
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// Don't chop the blending effect off at the status bar when the menu is
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// active. Mostly, this is just to make Strife's dialogs with portrait
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// images look okay when a blend is active.
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screen->SetBlendingRect(0,0,0,0);
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}
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R_RefreshViewBorder ();
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screen->SetBlendingRect(viewwindowx, viewwindowy,
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viewwindowx + realviewwidth, viewwindowy + realviewheight);
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P_CheckPlayerSprites();
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R_RenderActorView (players[consoleplayer].mo);
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R_DetailDouble (); // [RH] Apply detail mode expansion
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@ -568,11 +562,13 @@ void D_Display ()
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{
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AM_Drawer ();
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}
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if ((hw2d = screen->Begin2D()))
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if ((hw2d = screen->Begin2D(true)))
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{
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// Redraw the status bar every frame when using 2D accel
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// Redraw everything every frame when using 2D accel
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SB_state = screen->GetPageCount();
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BorderNeedRefresh = screen->GetPageCount();
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}
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R_RefreshViewBorder ();
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if (realviewheight == SCREENHEIGHT && viewactive)
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{
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StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None);
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@ -588,21 +584,21 @@ void D_Display ()
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case GS_INTERMISSION:
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D();
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hw2d = screen->Begin2D(false);
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WI_Drawer ();
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CT_Drawer ();
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break;
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case GS_FINALE:
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D();
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hw2d = screen->Begin2D(false);
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F_Drawer ();
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CT_Drawer ();
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break;
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case GS_DEMOSCREEN:
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D();
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hw2d = screen->Begin2D(false);
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D_PageDrawer ();
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CT_Drawer ();
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break;
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