FTEQW
Documentation of the FTE engine source tree.
in_sdl.c File Reference

Functions

void IN_ActivateMouse (void)
 
void IN_DeactivateMouse (void)
 
void INS_Rumble (int id, quint16_t amp_low, quint16_t amp_high, quint32_t duration)
 
void INS_RumbleTriggers (int id, quint16_t left, quint16_t right, quint32_t duration)
 
void INS_SetLEDColor (int id, vec3_t color)
 
void INS_SetTriggerFX (int id, const void *data, size_t size)
 
unsigned int MySDL_MapKey (SDL_Keycode sdlkey)
 
qboolean INS_KeyToLocalName (int qkey, char *buf, size_t bufsize)
 
void Sys_SendKeyEvents (void)
 
void INS_Shutdown (void)
 
void INS_ReInit (void)
 
void INS_Move (void)
 
void INS_Init (void)
 
void INS_Accumulate (void)
 
void INS_Commands (void)
 
void INS_EnumerateDevices (void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid))
 

Variables

SDL_Window * sdlwindow
 
SDL_Surface * sdlsurf
 
qboolean mouseactive
 
qboolean mouseusedforgui
 
qboolean vid_isfullscreen
 
cvar_t sys_osk = CVARD("sys_osk", "0", "Enables support for text input. This will be ignored when the console has focus, but gamecode may end up with composition boxes appearing.")
 

Function Documentation

◆ IN_ActivateMouse()

void IN_ActivateMouse ( void  )

◆ IN_DeactivateMouse()

void IN_DeactivateMouse ( void  )

◆ INS_Accumulate()

void INS_Accumulate ( void  )

◆ INS_Commands()

void INS_Commands ( void  )

◆ INS_EnumerateDevices()

void INS_EnumerateDevices ( void ctx,
void(*)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid)  callback 
)

◆ INS_Init()

void INS_Init ( void  )

◆ INS_KeyToLocalName()

qboolean INS_KeyToLocalName ( int  qkey,
char *  buf,
size_t  bufsize 
)

◆ INS_Move()

void INS_Move ( void  )

◆ INS_ReInit()

void INS_ReInit ( void  )

◆ INS_Rumble()

void INS_Rumble ( int  id,
quint16_t  amp_low,
quint16_t  amp_high,
quint32_t  duration 
)

◆ INS_RumbleTriggers()

void INS_RumbleTriggers ( int  id,
quint16_t  left,
quint16_t  right,
quint32_t  duration 
)

◆ INS_SetLEDColor()

void INS_SetLEDColor ( int  id,
vec3_t  color 
)

◆ INS_SetTriggerFX()

void INS_SetTriggerFX ( int  id,
const void data,
size_t  size 
)

◆ INS_Shutdown()

void INS_Shutdown ( void  )

◆ MySDL_MapKey()

unsigned int MySDL_MapKey ( SDL_Keycode  sdlkey)

◆ Sys_SendKeyEvents()

void Sys_SendKeyEvents ( void  )

Variable Documentation

◆ mouseactive

qboolean mouseactive

◆ mouseusedforgui

qboolean mouseusedforgui
extern

◆ neg

keynum_t neg

◆ pos

keynum_t pos

◆ qaxis

int qaxis

◆ sdlsurf

SDL_Surface* sdlsurf
extern

◆ sdlwindow

SDL_Window* sdlwindow
extern

◆ sys_osk

cvar_t sys_osk = CVARD("sys_osk", "0", "Enables support for text input. This will be ignored when the console has focus, but gamecode may end up with composition boxes appearing.")

◆ vid_isfullscreen

qboolean vid_isfullscreen
extern