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Fix mouse lock/high-dpi

This commit is contained in:
erorcun 2020-11-16 15:28:10 +03:00
parent 2ce9e540da
commit 54214dd2c4
2 changed files with 26 additions and 16 deletions

View file

@ -1188,12 +1188,12 @@ Idle(void *arg)
if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
{
#ifdef GTA_PC
// This is from SA, but it's nice for windowed mode
RwV2d pos;
pos.x = SCREEN_WIDTH / 2.0f;
pos.y = SCREEN_HEIGHT / 2.0f;
RsMouseSetPos(&pos);
// This is from SA, but it's nice for windowed mode
#if defined(GTA_PC) && !defined(RW_GL3)
RwV2d pos;
pos.x = SCREEN_WIDTH / 2.0f;
pos.y = SCREEN_HEIGHT / 2.0f;
RsMouseSetPos(&pos);
#endif
#ifdef NEW_RENDERER
if(!gbNewRenderer)

View file

@ -896,9 +896,12 @@ void _InputInitialiseJoys()
}
}
int lastCursorMode = GLFW_CURSOR_HIDDEN;
long _InputInitialiseMouse(bool exclusive)
{
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// Disabled = keep cursor centered and hide
lastCursorMode = exclusive ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_HIDDEN;
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, lastCursorMode);
return 0;
}
@ -907,10 +910,17 @@ void _InputShutdownMouse()
// Not needed
}
// Not "needs exclusive" on GLFW, but more like "needs to change mode"
bool _InputMouseNeedsExclusive()
{
// That was the cause of infamous mouse bug on Win. Not supported on glfw anyway
return false;
// That was the cause of infamous mouse bug on Win.
RwVideoMode vm;
RwEngineGetVideoModeInfo(&vm, GcurSelVM);
// If windowed, free the cursor on menu(where this func. is called and DISABLED-HIDDEN transition is done accordingly)
// If it's fullscreen, be sure that it didn't stuck on HIDDEN.
return !(vm.flags & rwVIDEOMODEEXCLUSIVE) || lastCursorMode == GLFW_CURSOR_HIDDEN;
}
void psPostRWinit(void)
@ -1440,11 +1450,13 @@ _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
void
cursorCB(GLFWwindow* window, double xpos, double ypos) {
int bufw, bufh, winw, winh;
glfwGetWindowSize(window, &winw, &winh);
glfwGetFramebufferSize(window, &bufw, &bufh);
FrontEndMenuManager.m_nMouseTempPosX = xpos * (bufw / winw);
FrontEndMenuManager.m_nMouseTempPosY = ypos * (bufh / winh);
if (!FrontEndMenuManager.m_bMenuActive)
return;
int winw, winh;
glfwGetWindowSize(PSGLOBAL(window), &winw, &winh);
FrontEndMenuManager.m_nMouseTempPosX = xpos * (RsGlobal.maximumWidth / winw);
FrontEndMenuManager.m_nMouseTempPosY = ypos * (RsGlobal.maximumHeight / winh);
}
void
@ -1672,8 +1684,6 @@ main(int argc, char *argv[])
#endif
{
glfwPollEvents();
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR,
(FrontEndMenuManager.m_bMenuActive && !PSGLOBAL(fullScreen)) ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
if( ForegroundApp )
{
switch ( gGameState )