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Fix mouse lock/high-dpi

This commit is contained in:
erorcun 2020-11-16 15:28:10 +03:00
parent 72c0a6a680
commit 3b1debaa0d
3 changed files with 23 additions and 10 deletions

View file

@ -5529,8 +5529,15 @@ CMenuManager::SwitchMenuOnAndOff()
gMusicPlaying = 0; gMusicPlaying = 0;
} }
*/ */
if (m_bMenuActive != menuWasActive) if (m_bMenuActive != menuWasActive) {
m_bMenuStateChanged = true; m_bMenuStateChanged = true;
// Keep mouse centered while in game. Done in main.cpp in other conditions.
// IMPROVED_VIDEOMODE because otherwise there is no way for windowed mode.
#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, m_bMenuActive && m_nPrefsWindowed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
#endif
}
m_bStartUpFrontEndRequested = false; m_bStartUpFrontEndRequested = false;
m_bShutDownFrontEndRequested = false; m_bShutDownFrontEndRequested = false;

View file

@ -1090,9 +1090,9 @@ Idle(void *arg)
if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) && if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
TheCamera.GetScreenFadeStatus() != FADE_2) TheCamera.GetScreenFadeStatus() != FADE_2)
{ {
#ifdef GTA_PC // This is from SA, but it's nice for windowed mode
#if defined(GTA_PC) && !defined(RW_GL3)
if (!FrontEndMenuManager.m_bRenderGameInMenu) { if (!FrontEndMenuManager.m_bRenderGameInMenu) {
// This is from SA, but it's nice for windowed mode
RwV2d pos; RwV2d pos;
pos.x = SCREEN_WIDTH / 2.0f; pos.x = SCREEN_WIDTH / 2.0f;
pos.y = SCREEN_HEIGHT / 2.0f; pos.y = SCREEN_HEIGHT / 2.0f;

View file

@ -885,7 +885,13 @@ void _InputInitialiseJoys()
long _InputInitialiseMouse() long _InputInitialiseMouse()
{ {
#ifdef IMPROVED_VIDEOMODE
// May be windowed, transition will be handled in CMenuManager::SwitchMenuOnAndOff()
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN); glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#else
// Always fullscreen, disable mouse
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
return 0; return 0;
} }
@ -1416,11 +1422,13 @@ _InputTranslateShiftKeyUpDown(RsKeyCodes *rs) {
// 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 // 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
void void
cursorCB(GLFWwindow* window, double xpos, double ypos) { cursorCB(GLFWwindow* window, double xpos, double ypos) {
int bufw, bufh, winw, winh; if (!FrontEndMenuManager.m_bMenuActive)
glfwGetWindowSize(window, &winw, &winh); return;
glfwGetFramebufferSize(window, &bufw, &bufh);
FrontEndMenuManager.m_nMouseTempPosX = xpos * (bufw / winw); int winw, winh;
FrontEndMenuManager.m_nMouseTempPosY = ypos * (bufh / winh); glfwGetWindowSize(PSGLOBAL(window), &winw, &winh);
FrontEndMenuManager.m_nMouseTempPosX = xpos * (RsGlobal.maximumWidth / winw);
FrontEndMenuManager.m_nMouseTempPosY = ypos * (RsGlobal.maximumHeight / winh);
} }
void void
@ -1648,8 +1656,6 @@ main(int argc, char *argv[])
#endif #endif
{ {
glfwPollEvents(); glfwPollEvents();
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR,
(FrontEndMenuManager.m_bMenuActive && !PSGLOBAL(fullScreen)) ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
if( ForegroundApp ) if( ForegroundApp )
{ {
switch ( gGameState ) switch ( gGameState )