mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-23 03:21:56 +01:00
initialize before hiding mouse, allow mouse movement for mouse mode initially
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parent
a84258c3f6
commit
fbe8ef8571
@ -773,6 +773,7 @@ struct UIContext {
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Rml::Element* prev_focused;
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bool mouse_is_active_changed = false;
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public:
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bool mouse_is_active_initialized = false;
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bool mouse_is_active = false;
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std::unique_ptr<SystemInterface_SDL> system_interface;
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std::unique_ptr<RmlRenderInterface_RT64> render_interface;
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@ -813,6 +814,7 @@ struct UIContext {
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prev_focused = nullptr;
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mouse_is_active = false;
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mouse_is_active_changed = false;
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mouse_is_active_initialized = false;
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}
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void swap_config_menu(recomp::ConfigSubmenu submenu) {
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@ -825,6 +827,7 @@ struct UIContext {
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prev_focused = nullptr;
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mouse_is_active = false;
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mouse_is_active_changed = false;
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mouse_is_active_initialized = false;
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}
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}
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}
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@ -857,6 +860,7 @@ struct UIContext {
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prev_focused = nullptr;
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mouse_is_active = false;
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mouse_is_active_changed = false;
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mouse_is_active_initialized = false;
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}
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void make_event_listeners() {
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@ -891,8 +895,14 @@ struct UIContext {
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}
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}
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// TODO: Figure out why this only works if the mouse is moving
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SDL_ShowCursor(mouse_is_active ? SDL_ENABLE : SDL_DISABLE);
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if (mouse_moved || non_mouse_interacted) {
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mouse_is_active_initialized = true;
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}
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if (mouse_is_active_initialized) {
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// TODO: Figure out why this only works if the mouse is moving
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SDL_ShowCursor(mouse_is_active ? SDL_ENABLE : SDL_DISABLE);
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}
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Rml::Element* window_el = current_document->GetElementById("window");
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if (window_el != nullptr) {
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@ -1106,7 +1116,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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// Implement some additional behavior for specific events on top of what RmlUi normally does with them.
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switch (cur_event.type) {
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case SDL_EventType::SDL_MOUSEMOTION:
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if (!ui_context->rml.mouse_is_active) {
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if (!ui_context->rml.mouse_is_active && ui_context->rml.mouse_is_active_initialized) {
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break;
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}
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// fallthrough
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