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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
Fix mouse lock/high-dpi
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parent
2ce9e540da
commit
54214dd2c4
@ -1188,12 +1188,12 @@ Idle(void *arg)
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if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
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if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
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{
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{
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#ifdef GTA_PC
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// This is from SA, but it's nice for windowed mode
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// This is from SA, but it's nice for windowed mode
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#if defined(GTA_PC) && !defined(RW_GL3)
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RwV2d pos;
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RwV2d pos;
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pos.x = SCREEN_WIDTH / 2.0f;
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pos.x = SCREEN_WIDTH / 2.0f;
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pos.y = SCREEN_HEIGHT / 2.0f;
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pos.y = SCREEN_HEIGHT / 2.0f;
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RsMouseSetPos(&pos);
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RsMouseSetPos(&pos);
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#endif
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#endif
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#ifdef NEW_RENDERER
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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if(!gbNewRenderer)
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@ -896,9 +896,12 @@ void _InputInitialiseJoys()
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}
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}
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}
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}
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int lastCursorMode = GLFW_CURSOR_HIDDEN;
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long _InputInitialiseMouse(bool exclusive)
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long _InputInitialiseMouse(bool exclusive)
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{
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{
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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// Disabled = keep cursor centered and hide
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lastCursorMode = exclusive ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_HIDDEN;
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, lastCursorMode);
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return 0;
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return 0;
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}
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}
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@ -907,10 +910,17 @@ void _InputShutdownMouse()
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// Not needed
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// Not needed
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}
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}
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// Not "needs exclusive" on GLFW, but more like "needs to change mode"
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bool _InputMouseNeedsExclusive()
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bool _InputMouseNeedsExclusive()
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{
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{
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// That was the cause of infamous mouse bug on Win. Not supported on glfw anyway
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// That was the cause of infamous mouse bug on Win.
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return false;
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RwVideoMode vm;
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RwEngineGetVideoModeInfo(&vm, GcurSelVM);
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// If windowed, free the cursor on menu(where this func. is called and DISABLED-HIDDEN transition is done accordingly)
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// If it's fullscreen, be sure that it didn't stuck on HIDDEN.
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return !(vm.flags & rwVIDEOMODEEXCLUSIVE) || lastCursorMode == GLFW_CURSOR_HIDDEN;
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}
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}
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void psPostRWinit(void)
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void psPostRWinit(void)
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@ -1440,11 +1450,13 @@ _InputTranslateShiftKeyUpDown(RsKeyCodes *rs) {
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// TODO this only works in frontend(and luckily only frontend use this). Fun fact: if I get pos manually in game, glfw reports that it's > 32000
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// TODO this only works in frontend(and luckily only frontend use this). Fun fact: if I get pos manually in game, glfw reports that it's > 32000
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void
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void
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cursorCB(GLFWwindow* window, double xpos, double ypos) {
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cursorCB(GLFWwindow* window, double xpos, double ypos) {
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int bufw, bufh, winw, winh;
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if (!FrontEndMenuManager.m_bMenuActive)
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glfwGetWindowSize(window, &winw, &winh);
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return;
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glfwGetFramebufferSize(window, &bufw, &bufh);
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FrontEndMenuManager.m_nMouseTempPosX = xpos * (bufw / winw);
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int winw, winh;
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FrontEndMenuManager.m_nMouseTempPosY = ypos * (bufh / winh);
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glfwGetWindowSize(PSGLOBAL(window), &winw, &winh);
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FrontEndMenuManager.m_nMouseTempPosX = xpos * (RsGlobal.maximumWidth / winw);
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FrontEndMenuManager.m_nMouseTempPosY = ypos * (RsGlobal.maximumHeight / winh);
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}
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}
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void
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void
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@ -1672,8 +1684,6 @@ main(int argc, char *argv[])
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#endif
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#endif
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{
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{
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glfwPollEvents();
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glfwPollEvents();
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR,
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(FrontEndMenuManager.m_bMenuActive && !PSGLOBAL(fullScreen)) ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
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if( ForegroundApp )
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if( ForegroundApp )
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{
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{
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switch ( gGameState )
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switch ( gGameState )
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