mouse dist threshold + update mouse vis during gameplay

This commit is contained in:
thecozies 2024-03-11 10:08:33 -05:00
parent d02e414abf
commit 7fd55dae5c

View File

@ -777,6 +777,7 @@ struct UIContext {
bool mouse_is_active = false;
bool await_stick_return_x = false;
bool await_stick_return_y = false;
int last_active_mouse_position[2] = {0, 0};
std::unique_ptr<SystemInterface_SDL> system_interface;
std::unique_ptr<RmlRenderInterface_RT64> render_interface;
std::unique_ptr<Rml::FontEngineInterface> font_interface;
@ -878,9 +879,6 @@ struct UIContext {
}
void update_primary_input(bool mouse_moved, bool non_mouse_interacted) {
if (current_document == nullptr) {
return;
}
mouse_is_active_changed = false;
if (non_mouse_interacted) {
// controller newly interacted with
@ -906,6 +904,10 @@ struct UIContext {
SDL_ShowCursor(mouse_is_active ? SDL_ENABLE : SDL_DISABLE);
}
if (current_document == nullptr) {
return;
}
Rml::Element* window_el = current_document->GetElementById("window");
if (window_el != nullptr) {
if (mouse_is_active) {
@ -1118,6 +1120,8 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
bool non_mouse_interacted = false;
while (recomp::try_deque_event(cur_event)) {
bool menu_is_open = cur_menu != recomp::Menu::None;
// Scale coordinates for mouse and window events based on the UI scale
switch (cur_event.type) {
case SDL_EventType::SDL_MOUSEMOTION:
@ -1143,21 +1147,30 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
break;
}
if (cur_menu != recomp::Menu::None && !recomp::all_input_disabled()) {
if (!recomp::all_input_disabled()) {
// Implement some additional behavior for specific events on top of what RmlUi normally does with them.
switch (cur_event.type) {
case SDL_EventType::SDL_MOUSEMOTION:
if (!ui_context->rml.mouse_is_active && ui_context->rml.mouse_is_active_initialized) {
break;
case SDL_EventType::SDL_MOUSEMOTION: {
int *last_mouse_pos = ui_context->rml.last_active_mouse_position;
if (!ui_context->rml.mouse_is_active) {
float xD = cur_event.motion.x - last_mouse_pos[0];
float yD = cur_event.motion.y - last_mouse_pos[1];
if (sqrt(xD * xD + yD * yD) < 100) {
break;
}
}
// fallthrough
last_mouse_pos[0] = cur_event.motion.x;
last_mouse_pos[1] = cur_event.motion.y;
}
// fallthrough
case SDL_EventType::SDL_MOUSEBUTTONDOWN:
mouse_moved = true;
break;
case SDL_EventType::SDL_CONTROLLERBUTTONDOWN: {
int rml_key = cont_button_to_key(cur_event.cbutton);
if (rml_key) {
if (menu_is_open && rml_key) {
ui_context->rml.context->ProcessKeyDown(RmlSDL::ConvertKey(rml_key), 0);
}
}
@ -1180,7 +1193,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
*await_stick_return = true;
non_mouse_interacted = true;
int rml_key = cont_axis_to_key(cur_event.caxis, axis_value);
if (rml_key) {
if (menu_is_open && rml_key) {
ui_context->rml.context->ProcessKeyDown(RmlSDL::ConvertKey(rml_key), 0);
}
}
@ -1192,11 +1205,13 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
break;
}
RmlSDL::InputEventHandler(ui_context->rml.context, cur_event);
if (menu_is_open) {
RmlSDL::InputEventHandler(ui_context->rml.context, cur_event);
}
}
// If no menu is open and the game has been started and either the escape key or select button are pressed, open the config menu.
if (cur_menu == recomp::Menu::None && ultramodern::is_game_started()) {
if (!menu_is_open && ultramodern::is_game_started()) {
bool open_config = false;
switch (cur_event.type) {
@ -1218,7 +1233,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
ui_context->rml.swap_document(cur_menu);
}
}
}
} // end dequeue event loop
recomp::InputField scanned_field = recomp::get_scanned_input();
if (scanned_field != recomp::InputField{}) {