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appframework: use rawinput for android by default
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@ -36,8 +36,8 @@
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#define GLMPRINTF(args)
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#endif
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#ifdef OSX
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ConVar osx_rawinput_set_one_time( "osx_rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, "");
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#if defined( OSX ) || defined( ANDROID )
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ConVar rawinput_set_one_time( "rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, "");
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#endif
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ConVar gl_blit_halfx( "gl_blit_halfx", "0" );
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@ -1141,17 +1141,15 @@ void CSDLMgr::OnFrameRendered()
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ConVarRef rawinput( "m_rawinput" );
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#ifdef OSX
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// We default raw input to on on Mac and set it one time for all users since
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#if defined( OSX ) || defined( ANDROID )
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// We default raw input to on on Mac/Android and set it one time for all users since
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// it didn't used to be the default.
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if ( !osx_rawinput_set_one_time.GetBool() )
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if ( !rawinput_set_one_time.GetBool() )
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{
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osx_rawinput_set_one_time.SetValue( 1 );
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rawinput_set_one_time.SetValue( 1 );
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rawinput.SetValue( 1 );
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}
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#endif
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m_bRawInput = !m_bCursorVisible && rawinput.IsValid() && rawinput.GetBool();
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SDL_bool bWindowGrab = !m_bCursorVisible ? SDL_TRUE : SDL_FALSE;
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@ -1112,7 +1112,7 @@ void CParticleMgr::Term()
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{
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// Free all the effects.
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int iNext;
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for ( int i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext )
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for ( intp i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext )
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{
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iNext = m_Effects.Next( i );
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m_Effects[i]->m_pSim->NotifyRemove();
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@ -1389,7 +1389,7 @@ void CParticleMgr::RemoveAllNewEffects()
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void CParticleMgr::RemoveAllEffects()
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{
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int iNext;
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for ( int i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext )
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for ( intp i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i = iNext )
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{
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iNext = m_Effects.Next( i );
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RemoveEffect( m_Effects[i] );
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@ -1971,7 +1971,7 @@ void CParticleMgr::UpdateAllEffects( float flTimeDelta )
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// Remove any effects that were flagged to be removed.
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int iNext;
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for ( int i=m_Effects.Head(); i != m_Effects.InvalidIndex(); i=iNext )
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for ( intp i = m_Effects.Head(); i != m_Effects.InvalidIndex(); i=iNext )
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{
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iNext = m_Effects.Next( i );
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CParticleEffectBinding *pEffect = m_Effects[i];
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