| | |
| | | _current_context->UnlockGL(); |
| | | _current_context = newContext; |
| | | if (_current_context) |
| | | _current_context->LockGL(); |
| | | _current_context->LockGL(); |
| | | } |
| | | #endif |
| | | |
| | |
| | | SDL_SendMouseMotion(win, 0, 0, x, y); |
| | | |
| | | /* Tell the application that the mouse passed over, redraw needed */ |
| | | BE_UpdateWindowFramebuffer(NULL,win,NULL,-1); |
| | | HAIKU_UpdateWindowFramebuffer(NULL,win,NULL,-1); |
| | | } |
| | | |
| | | void _HandleMouseButton(BMessage *msg) { |
| | |
| | | } |
| | | |
| | | /* Make sure this isn't a repeated event (key pressed and held) */ |
| | | if(state == SDL_PRESSED && BE_GetKeyState(scancode) == SDL_PRESSED) { |
| | | if(state == SDL_PRESSED && HAIKU_GetKeyState(scancode) == SDL_PRESSED) { |
| | | return; |
| | | } |
| | | BE_SetKeyState(scancode, state); |
| | | SDL_SendKeyboardKey(state, BE_GetScancodeFromBeKey(scancode)); |
| | | HAIKU_SetKeyState(scancode, state); |
| | | SDL_SendKeyboardKey(state, HAIKU_GetScancodeFromBeKey(scancode)); |
| | | |
| | | if (state == SDL_PRESSED && SDL_EventState(SDL_TEXTINPUT, SDL_QUERY)) { |
| | | const int8 *keyUtf8; |