Even more conversion, lots of superfluous macro removal

This commit is contained in:
iikorni
2026-08-29 23:14:23 -05:00
parent 70e5c02355
commit de75b014b3
102 changed files with 7060 additions and 8179 deletions
+12 -12
View File
@@ -32,8 +32,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "SDL.h"
#endif
static qboolean windowhasfocus = true; //just in case sdl fails to tell us...
static qboolean textmode;
static bool windowhasfocus = true; //just in case sdl fails to tell us...
static bool textmode;
static convar in_debugkeys{"in_debugkeys", "0"};
@@ -68,7 +68,7 @@ static SDL_JoystickID joy_active_instaceid = -1;
static SDL_GameController *joy_active_controller = NULL;
#endif
static qboolean no_mouse = false;
static bool no_mouse = false;
static int buttonremap[] =
{
@@ -231,7 +231,7 @@ void IN_Activate(void) {
total_dy = 0;
}
void IN_Deactivate(qboolean free_cursor) {
void IN_Deactivate(bool free_cursor) {
if (no_mouse)
return;
@@ -331,7 +331,7 @@ void IN_Init(void) {
else
SDL_StopTextInput();
#endif
if (safemode || COM_CheckParm("-nomouse")) {
if (safemode || common::check_param("-nomouse").has_value()) {
no_mouse = true;
/* discard all mouse events when input is deactivated */
IN_BeginIgnoringMouseEvents();
@@ -381,7 +381,7 @@ typedef struct joyaxis_s {
} joyaxis_t;
typedef struct joy_buttonstate_s {
qboolean buttondown[SDL_CONTROLLER_BUTTON_MAX];
bool buttondown[SDL_CONTROLLER_BUTTON_MAX];
} joybuttonstate_t;
typedef struct axisstate_s {
@@ -499,7 +499,7 @@ and generates key repeats if the button is held down.
Adapted from DarkPlaces by lordhavoc
================
*/
static void IN_JoyKeyEvent(qboolean wasdown, qboolean isdown, int key, double *timer) {
static void IN_JoyKeyEvent(bool wasdown, bool isdown, int key, double *timer) {
// we can't use `realtime` for key repeats because it is not monotomic
const double currenttime = Sys_DoubleTime();
@@ -544,8 +544,8 @@ void IN_Commands(void) {
// emit key events for controller buttons
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++) {
qboolean newstate = SDL_GameControllerGetButton(joy_active_controller, (SDL_GameControllerButton) i);
qboolean oldstate = joy_buttonstate.buttondown[i];
bool newstate = SDL_GameControllerGetButton(joy_active_controller, (SDL_GameControllerButton) i);
bool oldstate = joy_buttonstate.buttondown[i];
joy_buttonstate.buttondown[i] = newstate;
@@ -700,7 +700,7 @@ void IN_ClearStates(void) {
}
void IN_UpdateInputMode(void) {
qboolean want_textmode = Key_TextEntry();
bool want_textmode = Key_TextEntry();
if (textmode != want_textmode) {
textmode = want_textmode;
#if !defined(USE_SDL2)
@@ -942,7 +942,7 @@ static void IN_DebugKeyEvent(SDL_Event *event) {
void IN_SendKeyEvents(void) {
SDL_Event event;
int key;
qboolean down;
bool down;
while (SDL_PollEvent(&event)) {
switch (event.type) {
@@ -1012,7 +1012,7 @@ void IN_SendKeyEvents(void) {
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if (event.button.button < 1 ||
event.button.button > Q_COUNTOF(buttonremap)) {
event.button.button > std::size(buttonremap)) {
Con_Printf("Ignored event for mouse button %d\n",
event.button.button);
break;