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-rw-r--r--code/sdl/sdl_input.c26
1 files changed, 19 insertions, 7 deletions
diff --git a/code/sdl/sdl_input.c b/code/sdl/sdl_input.c
index f3f8ccc..93e60e6 100644
--- a/code/sdl/sdl_input.c
+++ b/code/sdl/sdl_input.c
@@ -136,7 +136,8 @@ static const char *IN_TranslateSDLToQ3Key(SDL_keysym *keysym, int *key)
case SDLK_RCTRL: *key = K_CTRL; break;
case SDLK_RMETA:
- case SDLK_LMETA:
+ case SDLK_LMETA: *key = K_COMMAND; break;
+
case SDLK_RALT:
case SDLK_LALT: *key = K_ALT; break;
@@ -288,18 +289,17 @@ static void IN_ActivateMouse( void )
if( !mouseActive )
{
- SDL_WM_GrabInput( SDL_GRAB_ON );
SDL_ShowCursor( 0 );
-
#ifdef MACOS_X_CURSOR_HACK
// This is a bug in the current SDL/macosx...have to toggle it a few
// times to get the cursor to hide.
SDL_ShowCursor( 1 );
SDL_ShowCursor( 0 );
#endif
+ SDL_WM_GrabInput( SDL_GRAB_ON );
}
- // in_nograb makes no sense unless fullscreen
+ // in_nograb makes no sense in fullscreen mode
if( !r_fullscreen->integer )
{
if( in_nograb->modified || !mouseActive )
@@ -347,8 +347,9 @@ static void IN_DeactivateMouse( void )
if( mouseActive )
{
- SDL_ShowCursor( 1 );
SDL_WM_GrabInput( SDL_GRAB_OFF );
+ SDL_WarpMouse( glConfig.vidWidth >> 1, glConfig.vidHeight >> 1 );
+ SDL_ShowCursor( 1 );
mouseActive = qfalse;
}
@@ -719,6 +720,15 @@ static void IN_ProcessEvents( void )
}
break;
+ case SDL_ACTIVEEVENT:
+ if( e.active.state == SDL_APPINPUTFOCUS ) {
+ if( e.active.gain )
+ IN_ActivateMouse();
+ else
+ IN_DeactivateMouse();
+ }
+ break;
+
case SDL_QUIT:
Sys_Quit();
break;
@@ -741,8 +751,10 @@ void IN_Frame (void)
{
IN_JoyMove( );
- // Release the mouse if the console if down and we're windowed
- if( ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) && !r_fullscreen->integer )
+ // Release the mouse if the console is down in windowed mode
+ // or if the window loses focus due to task switching
+ if( ( ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) && !r_fullscreen->integer ) ||
+ !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
IN_DeactivateMouse( );
else
IN_ActivateMouse( );