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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2007-10-02 14:14:45 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2007-10-02 14:14:45 +0000
commit6bf8f279665d5d006159fb9fc180984c644ed875 (patch)
tree89d03c71398ee4e20b2b9b08bbe4f565074a904f /code/sdl
parent89f707ad9cefdebda05d6f019f584be159f740a7 (diff)
downloadioquake3-aero-6bf8f279665d5d006159fb9fc180984c644ed875.tar.gz
ioquake3-aero-6bf8f279665d5d006159fb9fc180984c644ed875.zip
* Fix bug that prevented key up events getting to cgame/ui when not in game
* Use Key_[GS]etCatcher everywhere to set keycatcher * Clear all key states when the catcher changes git-svn-id: svn://svn.icculus.org/quake3/trunk@1189 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/sdl')
-rw-r--r--code/sdl/sdl_input.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/code/sdl/sdl_input.c b/code/sdl/sdl_input.c
index 89b8be6..2e610a8 100644
--- a/code/sdl/sdl_input.c
+++ b/code/sdl/sdl_input.c
@@ -651,7 +651,7 @@ static void IN_ProcessEvents( void )
if( !SDL_WasInit( SDL_INIT_VIDEO ) )
return;
- if( cls.keyCatchers == 0 && keyRepeatEnabled )
+ if( Key_GetCatcher( ) == 0 && keyRepeatEnabled )
{
SDL_EnableKeyRepeat( 0, 0 );
keyRepeatEnabled = qfalse;
@@ -730,7 +730,7 @@ void IN_Frame (void)
IN_JoyMove( );
// Release the mouse if the console if down and we're windowed
- if( ( cls.keyCatchers & KEYCATCH_CONSOLE ) && !r_fullscreen->integer )
+ if( ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) && !r_fullscreen->integer )
IN_DeactivateMouse( );
else
IN_ActivateMouse( );