Remove dead code (qt branch only)
parent
ad2350233c
commit
83a603174e
85
src/main.cpp
85
src/main.cpp
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@ -960,62 +960,6 @@ static void runTitleLoop(void)
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}
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}
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#if 0
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/*!
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* Activation (focus change) eventhandler
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*/
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static void handleActiveEvent(SDL_ActiveEvent * activeEvent)
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{
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// Ignore focus loss through SDL_APPMOUSEFOCUS, since it mostly happens accidentialy
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// active.state is a bitflag! Mixed events (eg. APPACTIVE|APPMOUSEFOCUS) will thus not be ignored.
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if ( activeEvent->state == SDL_APPMOUSEFOCUS )
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{
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setMouseScroll(activeEvent->gain);
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return;
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}
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if ( activeEvent->gain == 1 )
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{
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debug( LOG_NEVER, "WM_SETFOCUS");
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if (focusState != FOCUS_IN)
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{
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focusState = FOCUS_IN;
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// Don't pause in multiplayer!
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if (war_GetPauseOnFocusLoss() && !NetPlay.bComms)
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{
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gameTimeStart();
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audio_ResumeAll();
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cdAudio_Resume();
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}
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// enable scrolling
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setScrollPause(false);
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resetScroll();
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}
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}
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else
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{
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debug( LOG_NEVER, "WM_KILLFOCUS");
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if (focusState != FOCUS_OUT)
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{
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focusState = FOCUS_OUT;
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// Don't pause in multiplayer!
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if (war_GetPauseOnFocusLoss() && !NetPlay.bComms)
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{
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gameTimeStop();
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audio_PauseAll();
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cdAudio_Pause();
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}
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/* Have to tell the input system that we've lost focus */
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inputLooseFocus();
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// stop scrolling
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setScrollPause(true);
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}
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}
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}
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#endif
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/*!
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* The mainloop.
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* Fetches events, executes appropriate code
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@ -1023,34 +967,7 @@ static void handleActiveEvent(SDL_ActiveEvent * activeEvent)
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void mainLoop(void)
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{
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frameUpdate(); // General housekeeping
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#if 0
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/* Deal with any windows messages */
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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inputHandleKeyEvent(&event.key);
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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inputHandleMouseButtonEvent(&event.button);
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break;
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case SDL_MOUSEMOTION:
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inputHandleMouseMotionEvent(&event.motion);
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break;
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case SDL_ACTIVEEVENT:
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handleActiveEvent(&event.active);
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break;
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case SDL_QUIT:
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saveConfig();
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return;
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default:
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break;
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}
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}
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#endif
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// Screenshot key is now available globally
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if (keyPressed(KEY_F10))
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{
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